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Glameow [QC 3/3] [GP 2/2]

glameow.gif
glameow.gif

[OVERVIEW]

Glameow faces a lot of competition in the LC metagame as a fast, offensive Normal-type. While its offensive stats are outclassed by those of both Aipom and Meowth, its amazing 19 Speed and Dark- and Fairy-type coverage moves give it unique offensive options. With access to both Fake Out and Sucker Punch, it's capable of outprioritizing Fletchling, and it can use its high Speed to revenge kill effectively. Don't spring into action with Glameow right away, though; it suffers from a severe lack of bulk in a metagame full of bulky Pokemon. As a result, entry hazards and residual damage wear it down quickly, and, in worst cases, it can't even take a single attack without being KOed. Due to its very low bulk and poor offensive stats, it is threatened by and can be setup bait for plenty of common sweepers like Timburr, Omanyte, and Pawniard. With the right support, however, Glameow can find its way into a team desperately needing a fast Knock Off or Fake Out user.

[SET]
name: Life Orb Attacker
move 1: Return
move 2: Sucker Punch
move 3: Fake Out / Knock Off
move 4: Play Rough / U-turn
item: Life Orb
ability: Limber
nature: Jolly
evs: 236 Atk / 20 Def / 236 Spe
ivs: 1 HP

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

Return is this set's main STAB move; with its high Base Power, it hits for good neutral damage when boosted by Life Orb. Sucker Punch is a strong priority move that, when used with Glameow's high Speed, can revenge kill weakened threats easily, especially Pokemon that are weak to it such as Abra and Gastly. Fake Out is used mainly to ease prediction by causing flinches while doing good damage. In order for the move to be used again, however, Glameow must be switched in multiple times. Knock Off is a valuable move in LC that can potentially cripple any Pokemon hit with it; thanks to Glameow's high Speed, few Pokemon in the metagame can outpace it and others are almost guaranteed to be hit, even if Glameow is KOed in the process. Play Rough is a Fairy-type coverage move that can hit Fighting- and Dark-types hard on the switch in. Standard bulky Mienfoo, for example, is KOed by Play Rough after a hit with Fake Out, while standard Timburr is 2HKOed by Play Rough. Finally, U-turn can be used on predicted switches to gain momentum or to get Glameow out of tough matchups.

Set Details
========

Maximum Attack EVs and Life Orb ensure that Glameow inflicts maximum damage on its foes. Maximum Speed EVs and a Jolly nature allow Glameow to hit 19 Speed, letting it Speed tie with Abra and Ponyta as well as outspeed all 17 and 18 Speed Pokemon. The stray point in Defense ensures that Glameow is not OHKOed by Timburr's unboosted Mach Punch from full health, allowing it to respond before being KOed by Life Orb recoil in a worst-case scenario. The 1 IV in HP brings Glameow's HP down to 19, minimizing Life Orb recoil by making it only subtract 1 HP per attack; this is crucial because Glameow relies on Life Orb to deal as much damage as it can. Limber isn't a stellar ability, but it has niche uses, allowing Glameow to safely switch in on paralysis-inducing moves like Snubbull's or Porygon's Thunder Wave and Cottonee's Stun Spore.

Usage Tips
========

This Glameow set fully takes advantage of Glameow's potential as a hit-and-run attacker. Due to reduced Life Orb recoil, you shouldn't be afraid to use Fake Out whenever possible to deal damage and keep Glameow safe. U-turn can be used similarly to predict incoming switches. However, be wary against Ferroseed, Ponyta, and Larvesta; these Pokemon can easily take Glameow's weaker attacks and add on residual damage that reduces Glameow's longevity in the battle. In the case of a Flame Body burn, Glameow gets shut down completely. After switching into Fake Out, standard bulky variants of Mienfoo will be KOed by Play Rough, so be sure to predict incoming Mienfoo if you're running Play Rough. Knock Off can be used to great effect as well; in the worst-case scenario, Glameow's high Speed allows it to Knock Off a key threat in a game before it can react. Fake Out when used in conjunction with Sucker Punch can revenge kill weakened threats; pay special attention to opponents' Abra or Gastly, which are weak to Sucker Punch and are easily picked off after hazard damage. Glameow's offenses are lackluster, however; don't expect to be able to revenge kill healthy threats. Try not to switch Glameow into any damaging attacks, if possible. Its extremely poor bulk means it can't take hits and perform its role at the same time, even if Life Orb does less recoil. However, being a Normal-type, Glameow can switch in on a predicted Shadow Ball from Gastly or Abra and set up for a revenge kill. Due to Limber, Glameow can also switch in on Snubbull, Porygon, and Cottonee if they attempt to use a paralysis-inducing move. Use this opportunity to use Fake Out or Knock Off to add extra damage on these defensive threats.

Team Options
========

Entry hazard stackers in LC such as Dwebble, Ferroseed, and Onix can add extra residual damage on the opponent's side, making it easier for Glameow to pick off weakened Pokemon with Return and Sucker Punch. Onix specifically has the merit of being able to shut down other hazard setters with a fast Taunt, giving Glameow extra breathing room when switching in. That being said, Rapid Spin or Defog support increases Glameow's longevity in a battle, as a lack of entry hazards on your side allows Glameow to switch in and out freely. As entry hazards can help Glameow perform its role in a battle, Pokemon that can disrupt or punish hazard removal, such as Defiant Pawniard and spinblockers such as Drifloon and other Ghost-types, can be a great help. Bulky, defensive pivots such as Ponyta, Spritzee, Foongus, and Acrobatics variants of Mienfoo can easily switch in on common counters to Glameow; Ponyta's burn potential with Flame Body and Will-O-Wisp, combined with its excellent bulk, allows it to stave off physical attackers such as Pawniard and Mienfoo that threaten Glameow with high-powered STAB attacks. Spritzee and Foongus wall Fighting-types bar Croagunk. Acrobatics Mienfoo can be a good Knock Off absorber that can also check other Fighting-types like Timburr and the aforementioned Croagunk, as well as other Foongus. Late-game cleaners such as Pawniard, Corphish, and Timburr can always benefit from repeated hit-and-run damage, as it weakens the Pokemon they need to sweep through. Finally, trappers such as Diglett and Gothita can effectively trap and KO Flame Body users such as Larvesta and Ponyta, as well as the pesky Ferroseed.

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

Super Fang can potentially hit defensive Pokemon harder, as it halves the target's HP while ignoring defensive stats, but it has shaky accuracy and can't be easily reused like Fake Out or Return. If you're looking for more overall damage, Quick Attack can be used over Fake Out, as it is more consistent; however, it lacks the flinch chance required for Glameow to get out safely or build free turns. With Glameow's high Speed, Taunt can shut down faster setup sweepers like Pawniard and Shell Smash Dwebble, but due to its terrible bulk, it can't capitalize on those free turns easily. Iron Tail can 2HKO standard Spritzee but has little application outside of that. Hypnosis from Glameow's 19 Speed has the potential to gravely cripple an opposing Pokemon, but its low accuracy makes it unreliable. In the same vein, Toxic can be used to discourage physical walls such as Spritzee and Ponyta that have reliable recovery, but each of them can 2HKO Glameow with their STAB moves, so it's a very high-risk strategy.

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

**Bulky Pokemon**: Glameow's poor offenses mean that Pokemon with high bulk or recovery can nullify its damage and switch into Glameow's attacks without fear. Defensive Ponyta's Flame Body, recovery, and high bulk make it nigh impossible for Glameow to dent. Bulky Regenerators like Foongus and Mienfoo can recover off Glameow's damage as quickly as it's dished out. Leaving Glameow in to take a Drain Punch can be catastrophic, as mostly every user of the move in the metagame can OHKO Glameow with it and regain a considerable amount of HP. Foongus, on the other hand, can easily cripple Glameow with Spore, rendering it useless as it only needs to stay in for one or two turns at a time, or 2HKO with Sludge Bomb.

**Boosting Sweepers**: Glameow's poor bulk means that it is entirely incapable of surviving attacks from opposing sweepers. Choice Scarf variants of Mienfoo and Bunnelby, boosted priority from Timburr, Pawniard, and Fletchling, and Shell Smash sweepers at +2 Speed will always outspeed Glameow and easily OHKO it with their STAB moves. Without any prior damage, Glameow has a hard time revenge killing these threats as well. Be very careful when scouting for these types of Pokemon, as they can also outspeed Glameow before you have the opportunity to use U-turn and potentially cost you games.

**Rock- and Steel-types**: Ferroseed can switch into Fake Out and U-turn effortlessly and tack on extra residual damage to wear down Glameow. Ferroseed can also easily set up hazards when brought in against Glameow, which worsens the residual damage problem further. Entry hazard setters like Dwebble and Onix are also bad matchups for Glameow, as they can easily shrug off attacks and even OHKO with STAB Rock Blast with a good roll. Tirtouga, Omanyte, and Pawniard can easily set up on Glameow due to their high defenses and typing and Glameow's low offenses.

**Fighting-types**: Fighting-types will always threaten Glameow due to their super effective STAB attacks, but Croagunk specifically isn't hit very hard by Play Rough and has access to super effective priority while resisting Glameow's priority. If Glameow is not running Play Rough, Scraggy and Timburr can easily set up on it and threaten the entire team with their sweeping potential. In these situations, it's best to have a dedicated counter to switch in, such as Foongus, which cripples Timburr and Scraggy with Spore, or Vullaby, which resists Knock Off and has a powerful STAB Brave Bird to clean up Fighting-types.

**Ghost-types**: Ghost-types such as Pumpkaboo and Drifloon are immune to Fake Out, and they can both bait out Sucker Punch and cripple Glameow at the same time with Will-O-Wisp. Focus Sash variants of Gastly can survive Sucker Punch after switching into a Normal-type move and can OHKO with Sludge Bomb after Life Orb recoil. However, Glameow has the potential to cripple Ghost-types switching in with Knock Off. Taking the time to consider bluffing Fake Out is crucial against teams packing Ghost-types.

EDIT: Will work on paragraph form tomorrow night. Thanks, Levi.
EDIT 2: Almost done. Thanks for your patience, everyone. This weekend has been kind of rough.
EDIT 3: Thanks, everyone. I'll put this in the GP queue now.
 
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Overview:
  • Your statements are just a little too general for an overview even. If Glameow "has very little value on its own" then why do I use it? There's also plenty of value in a 19 Speed attacker with Normal Dark Fairy coverage, weak or not. Reflecting on how useless Glameow is outside of that niche is essential here
Set:
  • I don't know if this is just my opinion, but Fake Out should never ever be your main STAB attack. It's weak and its a one shot, making it unreliable. I believe a better moveset that can capitalize on Glameow's Speed and momentum would look like this:
- Fake Out
- Return
- Play Rough / U-turn
- Sucker Punch / Knock Off
  • This moveset prioritizes Glameow's two main niches (Priority and Normal / Dark / Fairy coverage) while also allowing for momentum over a lure (U-turn over Play Rough) or wallbreaking over more priority (Knock Off over Sucker Punch) while also making sure you have at least a little prio and a reliable STAB.
Moves:
  • The descriptions would be updated to reflect the new moveset
Set Details:
  • Unless you have calcs behind those Defense EVs, you can't really make that point about surviving attacks. There's no harm in saying that "those EVs are there because there's nowhere else to put them!"
Usage Tips:
  • Should I use Fake Out if there's a Ferroseed or a Ponyta? Saying to always use Fake Out, while close to true, may not be a good plan in practice. Advising to "use Fake Out liberally except when facing with X threats" is a much more solid way to say this
  • The second bullet is an obvious fact that doesn't need to be so specific. Instead, talk about using Glameow's priority attacks to pick off frail or weakened foes
  • Again, do I want to U-turn on a Ferroseed?? That would wear Glameow down really quickly ...
  • This section needs to include mentions of Glameow's frailty. For example, the only time you should really switch Glameow in is on a predicted Shadow Ball or Thunder Wave (or the likes)
  • It also stands to mention that Glameow is pretty weak, so it'll most likely be relegated to revenge killing
Team Options:
  • Add a section for Diglett and Gothita, which trap problem Pokemon like Steel-types, Flame Body users, and Ferroseed in particular (HP Fire Goth does this great on a U-turn in from Glameow)
  • Talk about Pokemon that Glameow can pivot into, specifically Pokemon that can take advantage of the Pokemon that switch in on Glameow. Ponyta and Acrobatics Mienfoo fit great here, as they can take on all of the Fighting-, Steel-, and Rock-types that will likely switch in on Glameow.
  • Fire-types in general are good partners, especially Ponyta, as bar Frillish it can take on defensive Ghosts and other Will-o-wispers pretty well
Other Options looks pretty solid

Checks and Counters:
  • I don't really think you know how this section works, which is okay because you're new to this!! It's still true, however, that Checks and Counters is not a place to simply list individual Pokemon that counter Glameow. Go take a look at Tahu's Pawniard analysis which is currently in progress and I think you'll know where to go from there.
  • When you get to that point, the categories (and their order) should be Rock- and Steel-type Pokemon (emphasizing Ferroseed), Bulky Pokemon (emphasizing defensive Ponyta and, idk, Porygon or something), Fighting-type Pokemon (emphasis on Timburr & Croagunk), and lastly Ghost-type Pokemon (emphasizing a Fake Out immunity and common Will-O-Wisp)
I gotta say, this is pretty solid for a beginner n_n

QC 1/3
 
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Changed a lot of stuff, especially the Checks and Counters section. I was looking at a skeleton for an OU analysis at the time of writing it originally and I didn't realize it was still in WIP stages.
 
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not gonna give a formal qc check rn but imo knock off should be slashed behind fake out, the ability to hit ghosts without getting burned/sub on is p useful and you can better wear down teams as a fast LO normal type. Also mention in usage tips the advantage fake out has most of the time. For example fake out + play rough ensures you KO standard eviolite foo.
 
every time you write about types of Pokemon (i.e. opposing ghost-types as you said in the overview) or users of a particular move, be sure to mention a few examples; even though it can be immediate and self-explanatory for you, some readers might not know which mons are common fire-types, common twave users, most used walls in lc, etc.

However, the analysis is solid and concise, i will recheck and stamp this once you have implemented kingmidas' suggestions and some examples. Good work for a beginner!
 
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Minor nitpick, but EVs and IVs should be rounded to the lowest and highest numbers that would produce a given stat (even though it doesn't affect gameplay). So the EV spread would be 236 Atk / 20 Def / 236 Spe, and the IVs would be 1 HP instead of 0.

Also, the move descriptions should be in the order which moves appear on the set, so it should be Return, then Sucker Punch, then Fake Out, then Knock Off, then Play Rough, then U-turn.

Possible moves to include in Other Options are Iron Tail (2HKOes Spritzee but has little use otherwise), Hypnosis (can drastically cripple a mon but is unreliable), Wake-up Slap (hits Pawniard but does negligible damage to most other Rock- and Steel-types), and Hone Claws (not worth it because Glameow won't be able to find the opportunity to set up, and only Play Rough benefits from the accuracy boost).

As for Checks and Counters, be sure to mention how Glameow can get around potential checks - for example, bulky Pokemon and Ghost-types are crippled by Knock Off.

Very well done, QC 2/3. You can go ahead and put it into paragraph form now
 
just a couple of things and then you can go ahead with grammar checks:

- mention pokemon able to punish entry hazards removal in team options i.e. Pawniard, Gastly, drifloon, and ghost-types in general.

- mention faster sweepers in checks and counters: glameow can't live hits from boosted sweepers, fletchling's acrobatics, choice scarf users such as bunnelby etc.

jump one line between each category in checks & counters in order to match the format with other analyses.

That's all, QC 3/3
 
p^2laceholder

GP 1/2
[OVERVIEW]

Glameow faces a lot of competition in the LC metagame as a fast, offensive Normal-type. While its offensive stats are outclassed by those of both Aipom and Meowth, its amazing 19 Speed and Dark- and Fairy-type coverage moves give it unique offensive options. With access to both Fake Out and Sucker Punch, it's capable of having faster priority than Fletchling, and it can use its high Speed to revenge kill effectively. Don't spring into action with Glameow right away, though; it has its disadvantages as well. Glameow suffers from a severe lack of bulk in a metagame full of bulky Pokemon; as a result such, entry hazards and residual damage will wear it down quickly, and, in worst cases, it can't even take a single attack without being KOed. Since it has Due to its very low bulk and poor offensive stats, it is threatened by and can be setup bait for plenty of common sweepers like Timburr, Omanyte, and Pawniard. With the right support, however, Glameow could possibly find its way into a team desperately needing a fast Knock Off or Fake Out user.

[SET]
name: Life Orb Attacker
move 1: Return
move 2: Sucker Punch
move 3: Fake Out / Knock Off
move 4: Play Rough / U-turn
item: Life Orb
ability: Limber
nature: Jolly
evs: 236 Atk / 20 Def / 236 Spe
ivs: 1 HP

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

Return is this set's main STAB move; with its high Base Power, it hits for good neutral damage when boosted by Life Orb. Sucker Punch is a strong priority move that, when used with Glameow's high Speed, can revenge kill weakened threats easily, especially Pokemon that are weak to it such as Abra or and Gastly. Fake Out is used mainly to ease prediction by causing flinches while doing good damage. In order for the move to be used again in succession, however, Glameow must be switched in multiple times. Knock Off is a valuable move in LC that can potentially cripple any Pokemon hit with it; thanks to Glameow's high Speed, few Pokemon in the metagame can outpace it and are almost guaranteed to be hit, even if Glameow is KOed in the process. Play Rough is a Fairy-type coverage move that can hit Fighting- and Dark-types hard on the switch in. Standard bulky Mienfoo, for example, is KOed by Play Rough after a hit with Fake Out, while standard Timburr is 2HKOed by Play Rough. Finally, U-turn can be used on predicted switches to gain momentum or to get Glameow out of tough matchups.

Set Details
========

Maximum Attack EVs and Life Orb ensure that Glameow inflicts maximum damage to on its opponents foes. Maximum Speed EVs and a Jolly nature allow Glameow to hit 19 Speed, allowing it to letting it tie with Abra and Ponyta as well as outspeeding all 17 and 18 Speed Pokemon. The stray point in Defense ensures that Glameow is not OHKOed by Timburr's unboosted Mach Punch from while at full health, allowing it to respond before being KOed by Life Orb recoil in a worst-case scenario. The 1 IV in HP brings Glameow's HP down to 19, minimizing Life Orb recoil by making it only subtract 1 HP per attack; this is crucial because as Glameow relies on Life Orb to deal as much damage as it can. Limber isn't a stellar ability, but it has niche uses, allowing Glameow to safely switch in on paralysis-inducersing moves like Snubbull's or Porygon's Thunder Wave or and Cottonee's Stun Spore.

Usage Tips
========

This Glameow set fully abuses takes advantage of Glameow's potential as a hit-and-run attacker. Due to reduced Life Orb recoil, you shouldn't be afraid to use Fake Out whenever possible to deal damage and keep Glameow safe. U-turn can be used similarly to predict incoming switches. However, be wary against Ferroseed, Ponyta, and Larvesta; these Pokemon can easily take Glameow's weaker attacks and add on residual damage that reduces Glameow's longevity in the battle. In the case of a Flame Body burn, Glameow gets shut down completely. After switching in to Fake Out, standard bulky variants of Mienfoo will be KOed by Play Rough, so be sure to predict incoming Mienfoo if you're running Play Rough. Knock Off can be used to great effect as well; in the worst-case scenario, Glameow's high Speed allows it to Knock Off a key threat in a game before it can react. Fake Out when used in conjunction with Sucker Punch can revenge kill weakened threats; pay special attention to opponents' Abra or Gastly, which are weak to Sucker Punch and are easily picked off after hazard damage. Glameow's offenses are lackluster, however; don't expect to be able to revenge kill most threats at full health. Try not to switch in Glameow on any damaging attacks, if possible. Its extremely poor bulk means it can't take hits and perform its role at the same time, even if Life Orb does less recoil. However, being a Normal-type, Glameow can switch in on a predicted Shadow Ball from Gastly or Abra, (RC) and set up for a revenge kill. Due to Limber, Glameow can also switch in on Snubbull, Porygon, or and Cottonee if they attempt to use a paralysis-inducing move. Use this opportunity to use Fake Out or Knock Off to add extra damage to on these defensive threats.

Team Options
========

Hazard stackers in LC such as Dwebble, Ferroseed, and Onix can add extra residual damage on the opponent's side, making it easier for Glameow to pick off weakened Pokemon with Return and Sucker Punch. Onix specifically has the merit of being able to shut down other hazard setters with a fast Taunt, giving Glameow extra breathing room when switching in. That being said, Rapid Spin or Defog support increases Glameow's longevity in a battle, as a lack of entry hazards on your side allows Glameow to switch in and out freely. Since As entry hazards can help Glameow perform its role in a battle, Pokemon that can disrupt or punish hazard removal such as Pawniard with Defiant, (RC) and spinblockers such as Drifloon and other Ghost-types can be a great help. Bulky, defensive pivots such as Ponyta, Spritzee, Foongus, and Acrobatics variants of Mienfoo can easily switch in on common counters to Glameow; Ponyta's burn potential with Flame Body and Will-O-wisp, combined with its excellent bulk, (AC) allows it to stave off physical attackers such as Pawniard and Mienfoo that threaten Glameow with high-powered STAB attacks. Spritzee and Foongus wall Fighting-types bar Croagunk. Acrobatics Mienfoo can be a good Knock Off absorber that can also check other Fighting-types like Timburr and the aforementioned Croagunk, as well as other Foongus. Late-game cleaners such as Pawniard, Corphish, and Timburr can always benefit from repeated hit-and-run damage, as it weakens the Pokemon they need to sweep through. Finally, trappers such as Diglett and Gothita can trap and effectively KO Flame Body users such as Larvesta and Ponyta, as well as the pesky Ferroseed.

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

Super Fang can potentially hit defensive Pokemon harder, as it halves the target's HP while ignoring defensive stats, but it has shaky accuracy and can't be easily reused like Fake Out or Return. If you're looking for more overall damage, Quick Attack can be used over Fake Out, (AC) as it is more consistent, but; however, it lacks the flinch chance required to get out safely or build (maybe generate? up to you) free turns. With Glameow's high Speed, Taunt can shut down faster setup sweepers like Pawniard or and Shell Smash Dwebble, but due to its terrible bulk, it can't capitalize on those free turns easily. Iron Tail can 2HKO standard Spritzee, but it has little application outside of that. Hypnosis from Glameow's 19 Speed has the potential to gravely cripple an opposing Pokemon, but its low accuracy makes it unreliable. In the same vein, Toxic can be used to discourage physical walls such as Spritzee and Ponyta that have reliable recovery, but each of them can 2HKO Glameow with their STAB moves, so it's a very high-risk strategy.

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

**Bulky Pokemon**: Glameow's poor offenses means that Pokemon with high bulk or recovery can nullify its damage, (RC) and can switch in on Glameow's attacks without fear. Defensive Ponyta's Flame Body, recovery, and high bulk make it nigh impossible for Glameow to dent. Bulky Regenerators like Foongus and Mienfoo can recover off Glameow's damage as quickly as it's dished out. Leaving Glameow in to take a Drain Punch can be catastrophic, as mostly every user of the move in the metagame can OHKO Glameow with it and regain a considerable amount of HP. Foongus, on the other hand, can easily criiple Glameow with Spore, rendering it useless as it only needs to stay in for one or two turns at a time, or 2HKO with Sludge Bomb.

**Boosting Sweepers**: Glameow's poor bulk means that it is entirely incapable of surviving attacks from opposing sweepers. Choice Scarf variants of Mienfoo and Bunnelby, boosted priority from Timburr, Pawniard, and Fletchling, and Shell Smash sweepers at +2 Speed will always outspeed Glameow and easily OHKO with their STAB moves. Without any prior damage, Glameow has a hard time revenge killing these threats, (RC) as well. Be very careful when scouting for these types of Pokemon, as they can also outspeed U-turn (what does this mean? outspeed before Glameow uses U-turn? be more explicit) and cost you potential games.

**Rock and Steel-types**: Ferroseed can switch into Fake Out and U-turn effortlessly and can tack on unnecessary extra residual damage to wear down Glameow. Ferroseed can also easily set up hazards when brought in against Glameow, which worsens the residual damage problem further. Hazard setters like Dwebble and Onix are also bad matchups, as they can easily shrug off attacks and even OHKO with STAB Rock Blast with a good roll. Tirtouga, Omanyte, and Pawniard can easily set up on Glameow due to their high defenses and resistances typing and Glameow's low offenses.

**Fighting-types**: Fighting-types will always threaten Glameow due to their super effective attacks, but Croagunk specifically isn't hit very hard by Play Rough, (RC) and has access to super effective priority while resisting Glameow's priority. If Glameow is not running Play Rough, Scraggy and Timburr can easily set up on it Glameow, as well, and can threaten the entire team with their sweeping potential. In these situations, it's best to have a dedicated counter to switch in, such as Foongus, which cripples Timburr and Scraggy with Spore, or Vullaby, which resists Knock Off and has a powerful STAB Brave Bird to clean up Fighting-types.

**Ghost-types**: Ghost-types such as Pumpkaboo and Drifloon are immune to Fake Out, and they can both bait out Sucker Punch and cripple Glameow at the same time with Will-O-Wisp. Focus Sash variants of Gastly can survive Sucker Punch after switching into a Normal-type move and can OHKO with Sludge Bomb after Life Orb recoil. However, Glameow has the potential to cripple Ghost-types switching in with Knock Off. Taking the time to consider bluffing Fake Out is crucial against teams packing Ghost-types.
 
2/2 :)

add remove (comments)

[OVERVIEW]

Glameow faces a lot of competition in the LC metagame as a fast, offensive Normal-type. While its offensive stats are outclassed by those of both Aipom and Meowth, its amazing 19 Speed and Dark- and Fairy-type coverage moves give it unique offensive options. With access to both Fake Out and Sucker Punch, it's capable of having faster priority than outprioritizing Fletchling, (subjective, but as there is a word for this I see no reason to not use the word) and it can use its high Speed to revenge kill effectively. Don't spring into action with Glameow right away, though; it suffers from a severe lack of bulk in a metagame full of bulky Pokemon. (semicolon to period) As a result, entry hazards and residual damage will wear it down quickly, and, in worst cases, it can't even take a single attack without being KOed. (this sentence is long and has two semicolons without the change) Due to its very low bulk and poor offensive stats, it is (remove one space) threatened by and can be setup bait for plenty of common sweepers like Timburr, Omanyte, and Pawniard. With the right support, however, Glameow could can find its way into a team desperately needing a fast Knock Off or Fake Out user.

[SET]
name: Life Orb Attacker
move 1: Return
move 2: Sucker Punch
move 3: Fake Out / Knock Off
move 4: Play Rough / U-turn
item: Life Orb
ability: Limber
nature: Jolly
evs: 236 Atk / 20 Def / 236 Spe
ivs: 1 HP

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

Return is this set's main STAB move; with its high Base Power, it hits for good neutral damage when boosted by Life Orb. Sucker Punch is a strong priority move that, when used with Glameow's high Speed, can revenge kill weakened threats easily, especially Pokemon that are weak to it such as Abra and Gastly. Fake Out is used mainly to ease prediction by causing flinches while doing good damage. In order for the move to be used again, however, Glameow must be switched in multiple times. Knock Off is a valuable move in LC that can potentially cripple any Pokemon hit with it; thanks to Glameow's high Speed, few Pokemon in the metagame can outpace it and others are almost guaranteed to be hit, even if Glameow is KOed in the process. Play Rough is a Fairy-type coverage move that can hit Fighting- and Dark-types hard on the switch in. Standard bulky Mienfoo, for example, is KOed by Play Rough after a hit with Fake Out, while standard Timburr is 2HKOed by Play Rough. Finally, U-turn can be used on predicted switches to gain momentum or to get Glameow out of tough matchups.

Set Details
========

Maximum Attack EVs and Life Orb ensure that Glameow inflicts maximum damage on its foes. Maximum Speed EVs and a Jolly nature allow Glameow to hit 19 Speed, letting it Speed tie with Abra and Ponyta as well as outspeed all 17 and 18 Speed Pokemon. The stray point in Defense ensures that Glameow is not OHKOed by Timburr's unboosted Mach Punch from full health, allowing it to respond before being KOed by Life Orb recoil in a worst-case scenario. The 1 IV in HP brings Glameow's HP down to 19, minimizing Life Orb recoil by making it only subtract 1 HP per attack; this is crucial because Glameow relies on Life Orb to deal as much damage as it can. Limber isn't a stellar ability, but it has niche uses, allowing Glameow to safely switch in on paralysis-inducing (hyphenate) moves like Snubbull's or Porygon's Thunder Wave and Cottonee's Stun Spore.

Usage Tips
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This Glameow set fully takes advantage of Glameow's potential as a hit-and-run attacker. Due to reduced Life Orb recoil, you shouldn't be afraid to use Fake Out whenever possible to deal damage and keep Glameow safe. U-turn (lowercase) can be used similarly to predict incoming switches. However, be wary against Ferroseed, Ponyta, and Larvesta; these Pokemon can easily take Glameow's weaker attacks and add on residual damage that reduces Glameow's longevity in the battle. In the case of a Flame Body burn, Glameow gets shut down completely. After switching into (one word) Fake Out, standard bulky variants of Mienfoo will be KOed by Play Rough, so be sure to predict incoming Mienfoo if you're running Play Rough. Knock Off can be used to great effect as well; in the worst-case scenario, Glameow's high Speed allows it to Knock Off a key threat in a game before it can react. Fake Out when used in conjunction with Sucker Punch can revenge kill weakened threats; pay special attention to opponents' Abra or Gastly, which are weak to Sucker Punch and are easily picked off after hazard damage. Glameow's offenses are lackluster, however; don't expect to be able to revenge kill most healthy threats at full health. Try not to switch in Glameow on into any damaging attacks, if possible. Its extremely poor bulk means it can't take hits and perform its role at the same time, even if Life Orb does less recoil. However, being a Normal-type, Glameow can switch in on a predicted Shadow Ball from Gastly or Abra and set up for a revenge kill. Due to Limber, Glameow can also switch in on Snubbull, Porygon, and Cottonee if they attempt to use a paralysis-inducing move. Use this opportunity to use Fake Out or Knock Off to add extra damage on these defensive threats.

Team Options
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Entry hazard stackers in LC such as Dwebble, Ferroseed, and Onix can add extra residual damage on the opponent's side, making it easier for Glameow to pick off weakened Pokemon with Return and Sucker Punch. Onix specifically has the merit of being able to shut down other hazard setters with a fast Taunt, giving Glameow extra breathing room when switching in. That being said, Rapid Spin or Defog support increases Glameow's longevity in a battle, as a lack of entry hazards on your side allows Glameow to switch in and out freely. As entry hazards can help Glameow perform its role in a battle, Pokemon that can disrupt or punish hazard removal, (comma) such as Defiant Pawniard with Defiant and spinblockers such as Drifloon and other Ghost-types, (comma) can be a great help. Bulky, defensive pivots such as Ponyta, Spritzee, Foongus, and Acrobatics variants of Mienfoo can easily switch in on common counters to Glameow; Ponyta's burn potential with Flame Body and Will-O-Wisp, (capitalize) combined with its excellent bulk, allows it to stave off physical attackers such as Pawniard and Mienfoo that threaten Glameow with their high-powered STAB attacks. Spritzee and Foongus wall Fighting-types bar Croagunk. Acrobatics Mienfoo can be a good Knock Off absorber that can also check other Fighting-types like Timburr and the aforementioned Croagunk, as well as other Foongus. Late-game cleaners such as Pawniard, Corphish, and Timburr can always benefit from repeated hit-and-run damage, as it weakens the Pokemon they need to sweep through. Finally, trappers such as Diglett and Gothita can effectively trap and effectively KO Flame Body users such as Larvesta and Ponyta, as well as the pesky Ferroseed.

[STRATEGY COMMENTS]
Other Options
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Super Fang can potentially hit defensive Pokemon harder, as it halves the target's HP while ignoring defensive stats, but it has shaky accuracy and can't be easily reused like Fake Out or Return. If you're looking for more overall damage, Quick Attack can be used over Fake Out, as it is more consistent; however, it lacks the flinch chance required for Glameow to get out safely or build free turns. With Glameow's high Speed, Taunt can shut down faster setup sweepers like Pawniard and Shell Smash Dwebble, but due to its terrible bulk, it can't capitalize on those free turns easily. Iron Tail can 2HKO standard Spritzee, (remove comma) but has little application outside of that. Hypnosis from Glameow's 19 Speed has the potential to gravely cripple an opposing Pokemon, but its low accuracy makes it unreliable. In the same vein, Toxic can be used to discourage physical walls such as Spritzee and Ponyta that have reliable recovery, but each of them can 2HKO Glameow with their STAB moves, so it's a very high-risk strategy.

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

**Bulky Pokemon**: Glameow's poor offenses means that Pokemon with high bulk or recovery can nullify its damage and can switch into on Glameow's attacks without fear. Defensive Ponyta's Flame Body, recovery, and high bulk make it nigh impossible for Glameow to dent. Bulky Regenerators like Foongus and Mienfoo can recover off Glameow's damage as quickly as it's dished out. Leaving Glameow in to take a Drain Punch can be catastrophic, as mostly every user of the move in the metagame can OHKO Glameow with it and regain a considerable amount of HP. Foongus, on the other hand, can easily cripple (fix spelling) Glameow with Spore, rendering it useless as it only needs to stay in for one or two turns at a time, or 2HKO with Sludge Bomb.

**Boosting Sweepers**: Glameow's poor bulk means that it is entirely incapable of surviving attacks from opposing sweepers. Choice Scarf variants of Mienfoo and Bunnelby, boosted priority from Timburr, Pawniard, and Fletchling, and Shell Smash sweepers at +2 Speed will always outspeed Glameow and easily OHKO it with their STAB moves. Without any prior damage, Glameow has a hard time revenge killing these threats as well. Be very careful when scouting for these types of Pokemon, as they can also outspeed Glameow before you have the opportunity to use U-turn and potentially cost you potential games.

**Rock- (hyphen) and Steel-types**: Ferroseed can switch into Fake Out and U-turn effortlessly and can tack on extra residual damage to wear down Glameow. Ferroseed can also easily set up hazards when brought in against Glameow, which worsens the residual damage problem further. Entry hazard setters like Dwebble and Onix are also bad matchups for Glameow, as they can easily shrug off attacks and even OHKO it with STAB Rock Blast with a good roll. Tirtouga, Omanyte, and Pawniard can easily set up on Glameow due to their high defenses and typing and Glameow's low offenses.
. (remove period)
**Fighting-types**: Fighting-types will always threaten Glameow due to their super effective STAB attacks, but Croagunk specifically isn't hit very hard by Play Rough and has access to super effective priority while resisting Glameow's priority. If Glameow is not running Play Rough, Scraggy and Timburr can easily set up on it and threaten the entire team with their sweeping potential. In these situations, it's best to have a dedicated counter to switch in, such as Foongus, which cripples Timburr and Scraggy with Spore, or Vullaby, which resists Knock Off and has a powerful STAB Brave Bird to clean up Fighting-types.

**Ghost-types**: Ghost-types such as Pumpkaboo and Drifloon are immune to Fake Out, and they can both bait out Sucker Punch and cripple Glameow at the same time with Will-O-Wisp. (capitalize) Focus Sash variants of Gastly can survive Sucker Punch after switching into a Normal-type move and can OHKO Glameow with Sludge Bomb after Life Orb recoil. However, Glameow has the potential to cripple Ghost-types switching in with Knock Off. Taking the time to consider bluffing Fake Out is crucial against teams packing Ghost-types.[/quote]
 
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