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Gorebyss

breh

強いだね
Gorebyss has always been my more favorite Clamperl evolution. Now, it's a bit cooler simply because it gets a really nice move - Shell Break. I was pretty surprised that it didn't have a thread.

Shell Break is known to raise Speed, Special Attack, and Attack by 2 stages. It drops Defense and Special Defense by 1 stage.
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Water-type
50 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe
Abilities:
Hydration (Dream World): All status problems are healed at the end of the turn in Rain.
Swift Swim: Speed is doubled in Rain.

I don't know where to get full movesets and don't particularly want to type all of its moves out, so I'll just list those that are viable.

Level Up
Whirlpool
Agility
Amnesia
Aqua Ring
Baton Pass
Aqua Tail
Hydro Pump

TM
Toxic
Hidden Power
Ice Beam
Rest
Substitute
Surf
Boiling Water

Egg Moves
Barrier
Confuse Ray
Muddy Water

Pre-evolution moves
Shell Break
Iron Defence

4th Generation Tutor Moves
Icy Wind

Important Incompatabilities
Barrier+Muddy Water
Confuse Ray+Muddy Water
Icy Wind+Hydration

[Overview]
In the 4th Generation, Gorebyss was a potent sweeper on Underused Rain Dance teams, blessed with the ability to 2HKO Chansey with its powerful Aqua Tail if in the Rain. The 5th Generation, surprisingly, granted it one of the best setup moves in the entire game - Shell Break. With Shell Break, Gorebyss can finally fulfil the purpose that seems to have been originally intended for it - a versatile Baton Passer.

[SET]
name: Shell Break Baton Pass
move 1: Boiling Water
move 2: Ice Beam / Amnesia
move 3: Shell Break
move 4: Baton Pass
item: White Herb
ability: Hydration
nature: Calm
evs: 252 HP / 252 SpD / 4 Def

Unlike any other users of Shell Break, Huntail and Gorebyss are blessed with Baton Pass to aid their teammates with this powerful move instead of only themselves. To start, Boiling Water is simply a STAB move and Ice Beam complements its coverage well. Shell Break is a powerful setup move that sharply raises Speed, Special Attack, Attack, but drops Defense and Special Defense. Obviously, Baton Pass is used to pass those huge boosts to another Pokemon more capable of sweeping. However, this still brings up a huge problem - what is the receiver to do with those defensive stat drops? This is where Amnesia and White Herb come into play. Amnesia allows Gorebyss to rid itself of the drop in Special Defense, while the White Herb cancels the Defense drop. At this point, Gorebyss has +2 Attack, Special Attack, and Speed, as well as +1 Special Defense. At this point, these boosts can be passed to another Pokemon, giving them a chance to sweep. Cradily and Octillery are optimal recipients because their boosts cannot be phazed away. Another necessary teammate is Politoed - if Sandstorm is kept off of the field, it ensures that Doryuuzu cannot setup on Gorebyss.

[SET]
name: Offensive Shell Break
move 1: Shell Break
move 2: Hydro Pump
move 3: Ice Beam / Surf
move 4: Baton Pass / HP Electric
item: Life Orb
ability: Swift Swim
nature: Modest
evs: 252 SpA / 252 HP / 4 SpD

While this set may seem very similar to the previous set, the EV spread makes all the difference. This Gorebyss is meant to be used under Rain, as with Swift Swim and a Shell Break boost, Gorebyss reaches enough speed to outrun base 120, maximum Speed Pokemon holding Choice Scarves, an obscene amount of Speed. In addition, its Special Attack rises to astronomical levels when in the Rain and after a Shell Break; with Stealth Rock Support, Gorebyss has a shot to OHKO Standard Wish Blissey, to put its power into perspective. The choice between Baton Pass and HP Electric is a choice between what you want to do against a Water-type Water Absorb or Storm Drain Pokemon - outright KO it or simply pass away the boosts to a more capable sweeper. Due to the ridiculous power that Hydro Pump offers, Surf can actally be used in place of Ice Beam for a perfect-accuracy alternative.

Anybody else have other ideas?
 
Shell Break: lowers 1 stage of both defenses, raises 2 of both attacks and speed.
Huntail and this guy will use this awesomely.
 
A mixed set is viable on Gorebyss.

Mixed Offensive Shell Break @ Life Orb

Lonely / Mild Nature 252 Atk / 252 Sp Atk / 4 Speed

~Aqua Tail / Dive
~Hydro Pump / Surf
~Ice Beam
~Shell Break

Shell Break boosts it's Speed, Special Attack, and Attack by 2, allowing for a potential mixed set. Under rain, it's STAB water attacks can dish out massive damadge. Aqua Tail or Dive can be used to hit special walls harder and Dive can be used to scout switch-ins and then hit them with the appropriate move after, while giving yourself an impervious status.

Reflect and Light Screen are recommended to help Gorebyss set up, since after a Shell Break, it is vulnerable to strong attacks.

Anyway, with Politoed and permanent rain around, Gorebyss will wreak havoc under rain and a Shell Break boost.
 
i dont get why people would want to baton pass the stats over, the turn they do so the pokemon that comes in will be on -1 on all defences,

personally settign up then kickin off just seems liek a better plan and these 2 pokes are the best for the job
 
The reason that I was a bit unwilling to make a mixed set was because it does nothing to help its problems with Water Absorb Vaporeon, who walls it to hell. On the flipside, it already has few problems with Blissey, so I didn't feel it to be too important.

However, if others think a mixed set is in order, feel free to say so. Just make sure that what you're using isn't outclassed by Huntail.

@ above

However, this still brings up a huge problem - what is the receiver to do with those defensive stat drops? This is where Amnesia and White Herb come into play. Amnesia allows Gorebyss to rid itself of the drop in Special Defense, while the White Herb cancels the Defense drop.

Read before posting, please.
 
Moveset and crap is here: http://www.serebii.net/pokedex-bw/368.shtml

In my opinion Gorebyss is a better user of Shell Break than Omastar because of its superior typing and 1 base special attack won't make too much of a difference. It also doesn't necessarily need to be a BP'er as it basically outspeeds and can KO everything in the rain after a Shell Break
 
Whoa, Gorebyss gets Shell Break? Thank you Clamperl, for making everything broken. >:D

You should note somewhere that Gorebyss' base stats are 50 / 84 / 105 / 114 / 75 / 52, so maxes out at 406 speed and 718 SpA with 252 SpA / 252 Speed and Modest. Not to mention it gets Swift Swim and unique coverage moves in Psychic and Shadow Ball. With White Herb it'll also retain some decent bulk, especially if you opted for 252 HP instead of speed.

Meanwhile, Huntail can go mixed and gets Sucker Punch off of 674 Atk. -_-
 
Moveset and crap is here: http://www.serebii.net/pokedex-bw/368.shtml

In my opinion Gorebyss is a better user of Shell Break than Omastar because of its superior typing and 1 base special attack won't make too much of a difference. It also doesn't necessarily need to be a BP'er as it basically outspeeds and can KO everything in the rain after a Shell Break


I don't know where to get full movesets and don't particularly want to type all of its moves out, so I'll just list those that are viable.

Using baton pass is not so much a question of neccesity but one of crappy movepool... if you can substitute one move on the last set that aids the coverage and is not hidden power, go ahead.

@GTM

Derp, forgot to add its Base Stats Dx

Just a note though, Sucker Punch is incompatible with Shell Break on Huntail, lol
 
That Offensive Shell Break set seems absolutely deadly. If Gorebyss has an opportunity to set up, the only hope of stopping her is through priority and/or Natorrei.
 
That Offensive Shell Break set seems absolutely deadly. If Gorebyss has an opportunity to set up, the only hope of stopping her is through priority and/or Natorrei.

Yeah, with a Shell Break boost and Swift Swim under rain, this thing will be incredibly hard to revenge. Basically, in one turn (under rain), it gets +2 Attack, +2 Special Attack, and +4 Speed. Incredible.
 
lanturn appears to be a good check to the shell break sets.

Maybe include hp ground somewhere?

Also hydro pump is overkill in the rain with shell break.
 
...with Swift Swim and a Shell Break boost, Gorebyss reaches enough speed to outrun base 120, maximum Speed Pokemon holding Choice Scarves.......with Stealth Rock Support, Gorebyss has a shot to OHKO Standard Wish Blissey, to put its power into perspective.

Jesus Christ.
 
Yeah, with a Shell Break boost and Swift Swim under rain, this thing will be incredibly hard to revenge. Basically, in one turn (under rain), it gets +2 Attack, +2 Special Attack, and +4 Speed. Incredible.

Actually, it's +6 Speed because Swift Swim doubles the current stat. Meaning that since Shell Break doubles your Speed stat, and Swift Swim doubles it again, you now have quadruple your normal Speed, which is equal to +6 stages. xD

Also,

lanturn appears to be a good check to the shell break sets.

Maybe include hp ground somewhere?

Also hydro pump is overkill in the rain with shell break.
Lanturn dies horribly if Gorebyss got a Shell Break off in the Rain. Hydro Pump does 81.5% - 95.8% to a 40/252 Calm Lanturn.

I'd personally just get rid of Ice Beam and replace it with Surf on the Offensive Shell Breaker set. It's not doing anything special, since Gorebyss can already destroy Dragons with Surf by itself (110% - 129.6% to 0/0 Salamence). The only one it'd really be useful against is Giratina and maybe Kingdra, who still take a massive wallop from Surf, both suffering a guaranteed 2HKO in the Rain after a Shell Break.
 
lanturn appears to be a good check to the shell break sets.

Maybe include hp ground somewhere?

Also hydro pump is overkill in the rain with shell break.
Just use HP Grass...

Also Hydro Pump isn't "overkill" in the rain; it's sometimes necessary to be able to OHKO stuff like Blissey and Gyarados
 
lanturn appears to be a good check to the shell break sets.

+2 LO Hydro Pump in the Rain vs. 40 HP/252 SpD Calm Lanturn: 81.5% - 95.8%, that's an OHKO with SR and 1 Layer of Spikes.

I agree with Bologo -- +2 Hydro Pump in the Rain OHKOs every notable grass/dragon type out there. Ice Beam is completely unnecessary, while Surf is a must for reliability.

The hell with UU, I'm using this in OU!
 
I'm confused... doesn't White Herb take place after the stats are finished dropping and then negate ALL stat drops that are in effect when it's activated? If so, then the Shell Break/Baton Pass combo doesn't even need Amnesia.
 
I'm confused... doesn't White Herb take place after the stats are finished dropping and then negate ALL stat drops that are in effect when it's activated? If so, then the Shell Break/Baton Pass combo doesn't even need Amnesia.

I'm also wondering about this, I'm pretty sure that White Herb clears all negative drops.
 
Lanturn dies horribly if Gorebyss got a Shell Break off in the Rain. Hydro Pump does 81.5% - 95.8% to a 40/252 Calm Lanturn.

I was thinking that hp ground was 4x effective against lanturn. So nevermind what I said, but if hydro pump doesnt ohko, lanturn is pretty much a counter.

Switch in on shellbreak, and 1hko with thunderbolt. Even with stealth rock, leftovers nullifies its effects.
 
I was thinking that hp ground was 4x effective against lanturn. So nevermind what I said, but if hydro pump doesnt ohko, lanturn is pretty much a counter.

Switch in on shellbreak, and 1hko with thunderbolt. Even with stealth rock, leftovers nullifies its effects.

I would personally run this thing with Spikes to get rid of things like Roserade and Lanturn who would otherwise be annoying. Running a move for just one Pokemon is generally a bad idea, and it takes away from Gorebyss' utility.

252 HP/252 SpD Careful Natorrei is the closest thing to a 100% counter, as it is not OHKO'd by +2 LO Hydro Pump in the Rain after SR and 3 Layers of Spikes, and proceeds to OHKO Gorebyss with Power Whip.
 
I was thinking that hp ground was 4x effective against lanturn. So nevermind what I said, but if hydro pump doesnt ohko, lanturn is pretty much a counter.

Switch in on shellbreak, and 1hko with thunderbolt. Even with stealth rock, leftovers nullifies its effects.


Some variants may carry HP Grass in case of Lanturn, in which case it is a guaranteed 1HKO against the standard variant after 1 Shell Break.
 
You might want to add that toxicroak was alliminated with psychic. Anyway, not much is stopping this thing if it is raining and has a shell break.
 
You might want to add that toxicroak was alliminated with psychic. Anyway, not much is stopping this thing if it is raining and has a shell break.

Errr... does it really need to use psychic? I'm fairly sure that it's both a bad thing for Gorebyss to stay in on (Sucker Punch and the odd Vaccuum wave) and something that Ice Beam can OHKO at +2.
 
Some variants may carry HP Grass in case of Lanturn, in which case it is a guaranteed 1HKO against the standard variant after 1 Shell Break.

Really?

hydro pump + STAB, after type resistance = 90 power

x2 because of rain = 180 power

hp grass = 70 power, x2 because of super effectiveness is only 140.

Above, bologo said that hydro pump does a max of 97 percent against a standard calm lanturn, without max investment into hp and sdef, but a lot still.
 
Errr... does it really need to use psychic? I'm fairly sure that it's both a bad thing for Gorebyss to stay in on (Sucker Punch and the odd Vaccuum wave) and something that Ice Beam can OHKO at +2.

Adamant Max Attack Toxicroak deals 40% - 47.3% with Sucker Punch (assuming White Herb negates the defense drops), while with the defense drops, it deals only 60% - 70.8%, whereas Gorebyss can easily OHKO with Ice Beam or Psychic.

Really?

hydro pump + STAB, after type resistance = 90 power

x2 because of rain = 180 power

hp grass = 70 power, x2 because of super effectiveness is only 140.

Above, bologo said that hydro pump does a max of 97 percent against a standard calm lanturn, without max investment into hp and sdef, but a lot still.

Actually, the rain boosts water type attacks by 50%, which is x 1.5, not x 2.

Anyway, a +2 Hydro Pump in rain deals 81.5% - 95.8% to Lanturn, a probable OHKO with Stealth Rock and a layer of Spikes ensures the OHKO.
 
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