Monotype Great Tusk (Fighting)

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kenn

Prince of the Halidom
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[SET]
name: Offensive Utility (Fighting)
move 1: Earthquake
move 2: Knock Off
move 3: Rapid Spin
move 4: Stealth Rock
item: Heavy-Duty Boots / Leftovers
ability: Protosynthesis
nature: Impish
evs: 252 HP / 208 Def / 48 Spe

[SET COMMENTS]
Boasting impressive bulk, Great Tusk is a physical wall for Fighting teams that can pivot in and out around hard hitting physical attackers such as Iron Hands and Kingambit. Earthquake is a powerful STAB move that threatens Poison-types such as Clodsire and Toxapex. Knock Off complements Great Tusk's ability to spin by strongly hitting Ghost-types such as Brambleghast, Gholdengo, and Dragapult hard while also removing Heavy-Duty Boots. Lastly, Great Tusk provides Stealth Rock support for the team, which helps to break Focus Sash on Breloom. Heavy-Duty Boots is the premier choice, as it allows Great Tusk to spin away hazards without being poisoned by Toxic Spikes or worn down by Spikes. Leftovers is a solid alternative to provide Great Tusk with passive recovery, but generally avoiding hazard damage is more important. The EV spread outpaces neutral nature Tyranitar and uninvested Brambleghast while maximizing Great Tusk's physical bulk.

Assault Vest Iron Hands is a great partner to Great Tusk, sponging special hits aimed at it while also threatening Pokemon such as Choice Specs Pelipper and Hatterene. Iron Hands also appreciates Great Tusk's ability to keep entry hazards off the field so it doesn't get worn down. Wallbreakers such as Iron Valiant and Breloom appreciate Great Tusk's ability to threaten Poison-types such as Clodsire and Skuntank, allowing them to continue rampaging against the opponent. Due to it being an amazing special attacker, Iron Valiant in particular can threaten physical walls like Quagsire, Sableye, and Dondozo, which like to switch into Great Tusk. Choice Scarf users such as Flamigo, Quaquaval, and Slither Wing pressure special attackers faster than Great Tusk such as Choice Specs Greninja, Dragapult, and opposing Iron Valiant. Gallade is also a really nice partner to handle Pokemon such as Amoonguss, who would otherwise beat Great Tusk one-on-one, thanks to its Psychic STAB attacks.

[CREDITS]
- Written by: [[kennukem, 604741]]
-<type> analysis by: [[kennukem, 604741]]
- Quality checked by: [[Felines, 290520], [Neko, 542526]]
- Grammar checked by: [[UT, 523866], [ken, 594478]]
 
Last edited:

Dead by Daylight

are we the last living souls
is a Contributor to Smogon
AMQC, take what you’d like.
[SET]
name: Offensive Utility (Fighting)
move 1: Earthquake
move 2: Knock Off
move 3: Rapid Spin
move 4: Stealth Rock
item: Heavy-Duty Boots / Leftovers
ability: Protosynthesis
nature: Impish
evs: 252 HP / 208 Def / 48 Spe

[SET COMMENTS]
Great Tusk's role for Fighting teams as a physical wall, boasting an impressive 131 HP and Defense stat, allows it to pivot in and out around hard hitting physical attackers such as Iron Hands and Kingambit. Earthquake is a powerful STAB move that allows Tusk to not only utilize its fantastic Attack stat, but threaten the aforementioned physical threats fairly easily. Knock Off complements Great Tusk's ability to spin by hitting Ghost-types such as Brambleghast, Gholdengo, and Dragapult hard, while also removing Heavy-Duty Boots, exemplifying the effect of its hazards. Speaking of, Rapid Spin allows Great Tusk to keep hazards off its side of the field while also providing a Speed boost, which can come in clutch to let Great Tusk potentially hit faster threats (such as?) before going down. Lastly, hazards are scarce on Fighting, so Great Tusk provides Stealth Rock support for the team, which helps to break Focus Sash on Breloom as well as chunk away at Bug and Flying teams. Heavy-Duty Boots is the premier choice as it allows Great Tusk to spin away hazards whilst not being worn down by them. Furthermore, it allows Great Tusk to not be poisoned by Toxic Spikes, as it doesn't like being statused dislikes status wearing it down over time. Leftovers is a solid alternative to provide Great Tusk with passive recovery, but generally not worth it as you risk being poisoned by Toxic Spikes being chipped by hazards. HP EVs are maximized while the Defense EVs hit a jump point (what jump point?) and the rest is dumped into Speed to be able to outspeed max Speed neutral natured Tyranitar, or uninvested base 92s, and below.

Assault Vest Iron Hands is a great mirror to Great Tusk, sponging special hits aimed at it while also threatening Water- and Flying-types such as Slowbro, Pelipper, and Corviknight. Iron Hands also appreciates Great Tusk's ability to keep hazards off the field so it doesn't get worn down. Wallbreakers such as Iron Valiant and Breloom appreciate Great Tusk's ability to threaten Poison-types such as Clodsire and Skuntank, allowing them to continue rampaging against the opponent. Iron Valiant in particular can threaten physical walls (such as?) that like to switch into Great Tusk due to it being an amazing special attacker. Choice Scarf users such as Flamigo, Quaquaval, and Slither Wing pressure special attackers faster than Great Tusk that threaten it such as Greninja, Dragapult, and opposing Iron Valiant.

[CREDITS]
- Written by: [[kennukem, 604741]]
-<type> analysis by: [[username1, userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
Nice job!
 
Last edited:

twinkay

tu solo me quieres en tu imaginacion
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
[SET]
name: Offensive Utility (Fighting)
move 1: Earthquake
move 2: Knock Off
move 3: Rapid Spin
move 4: Stealth Rock
item: Heavy-Duty Boots / Leftovers
ability: Protosynthesis
nature: Impish
evs: 252 HP / 208 Def / 48 Spe

[SET COMMENTS]
Great Tusk's role for Fighting teams as a physical wall, boasting an impressive 131 HP and Defense stat, allows it to pivot in and out around hard hitting physical attackers such as Iron Hands and Kingambit. Earthquake is a powerful STAB move that allows Tusk to not only utilize its fantastic Attack stat, but threaten the aforementioned physical threats fairly easily. (more important to mention than threatening physical attackers is threatening poison-types like clodsire/pex) Knock Off complements Great Tusk's ability to spin by hitting Ghost-types such as Brambleghast, Gholdengo, and Dragapult hard, while also removing Heavy-Duty Boots, exemplifying the effect of its hazards. Rapid Spin allows Tusk to keep hazards off its side of the field while also providing a Speed boost which can let Great Tusk potentially hit faster threats before going down. (obvious enough to not need a mention imo) Lastly, Great Tusk provides Stealth Rock support for the team, which helps to break Focus Sash on Breloom as well as chunk away at Bug and Flying teams. Heavy-Duty Boots is the premier choice as it allows Great Tusk to spin away hazards whilst not being worn down by them. Furthermore, it allows Great Tusk to not be poisoned by Toxic Spikes or worn down down by Spikes. , as it dislikes status wearing it down over time. Leftovers is a solid alternative to provide Great Tusk with passive recovery, but generally not worth it as you risk being chipped by hazards. HP EVs are maximized while the Defense EVs hit a jump point, and the rest is dumped into Speed to be able to outspeed max Speed neutral natured Tyranitar, or uninvested base 92s (say which ones), and below.

Assault Vest Iron Hands is a great mirror to Great Tusk, sponging special hits aimed at it while also threatening Water- and Flying-types such as Slowbro, Pelipper, and Corviknight. Iron Hands also appreciates Great Tusk's ability to keep hazards off the field so it doesn't get worn down. Wallbreakers such as Iron Valiant and Breloom appreciate Great Tusk's ability to threaten Poison-types such as Clodsire and Skuntank, allowing them to continue rampaging against the opponent. Iron Valiant in particular can threaten physical walls that like to switch into Great Tusk due to it being an amazing special attacker. Choice Scarf users such as Flamigo, Quaquaval, and Slither Wing pressure special attackers faster than Great Tusk that threaten it such as Greninja, Dragapult, and opposing Iron Valiant.

[CREDITS]
- Written by: [[kennukem, 604741]]
-<type> analysis by: [[username1, userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
QC 1/2 :heart:
 

Swiffix

pipowo
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Heya, attempting to QC this as an amchecker
Here are my notes, reviewed and refined by Neko

[SET COMMENTS]
Great Tusk's role for Fighting teams as a physical wall, boasting an impressive 131 HP and Defense stat, allows it to pivot in and out around hard hitting physical attackers such as Iron Hands and Kingambit. Earthquake is a powerful STAB move that allows Tusk to not only utilize its fantastic Attack stat, but threatens Poison-types such as Clodsire and Toxapex. Knock Off complements Great Tusk's ability to spin by hitting Ghost-types such as Brambleghast, Gholdengo, and Dragapult hard, while also removing Heavy-Duty Boots, exemplifying the effect of its hazards. Lastly, Great Tusk provides Stealth Rock support for the team, which helps to break Focus Sash on Breloom as well as chunk away at Bug and Flying teams Bug and Flying aren't very common, and they tend to spam HDB when played so Rocks don't help much in these mus. Heavy-Duty Boots is the premier choice as it allows Great Tusk to spin away hazards whilst not being poisoned by Toxic Spikes or worn down by Spikes. Leftovers is a solid alternative to provide Great Tusk with passive recovery, but generally not worth it as you risk being chipped by hazards. HP EVs are maximized while the Defense EVs hit a jump point, and the rest is dumped into Speed to be able to outspeed max Speed neutral natured Tyranitar and below Ttar isn't really meta-relevant, so maybe adding a second example such as uninvested Brambleghast would be a good idea.

Assault Vest Iron Hands is a great mirror to Great Tusk, sponging special hits aimed at it while also threatening Water- and Flying-types such as Slowbro, Pelipper, and Corviknight Without any Atk EVs, TPunch is a 3HKO against Slowbro and can struggle against Iron Defense Corv - you could instead generalize this to threatening Special Attackers like Specs Pelipper or Hatterene. Iron Hands also appreciates Great Tusk's ability to keep hazards off the field so it doesn't get worn down. Wallbreakers such as Iron Valiant and Breloom appreciate Great Tusk's ability to threaten Poison-types such as Clodsire and Skuntank, allowing them to continue rampaging against the opponent. Due to it being an amazing special attacker, Iron Valiant in particular can threaten physical walls like Quagsire, Sableye and Dondozo that like to switch into Great Tusk due to it being an amazing special attacker. Choice Scarf users such as Flamigo, Quaquaval, and Slither Wing pressure special attackers faster than Great Tusk that threaten it such as Choice Specs Greninja, Dragapult, and opposing Iron Valiant. Gallade is worth a mention here, as having a mon to handle Amoonguss is an asset.
 

ken

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AC/RC/punctuation

[SET]
name: Offensive Utility (Fighting)
move 1: Earthquake
move 2: Knock Off
move 3: Rapid Spin
move 4: Stealth Rock
item: Heavy-Duty Boots / Leftovers
ability: Protosynthesis
nature: Impish
evs: 252 HP / 208 Def / 48 Spe

[SET COMMENTS]
Boasting an impressive 115 HP and 131 Defense stat, Great Tusk's role for Fighting teams as a physical wall, boasting an impressive 131 HP and Defense stat, allows it to pivot in and out around hard hitting physical attackers such as Iron Hands and Kingambit. Earthquake is a powerful STAB move that allows Tusk to not only utilize its fantastic Attack stat, but threatens Poison-types such as Clodsire and Toxapex. Knock Off complements Great Tusk's ability to spin by strongly hitting Ghost-types such as Brambleghast, Gholdengo, and Dragapult hard, while also removing Heavy-Duty Boots, exemplifying the effect of its hazards. Lastly, Great Tusk provides Stealth Rock support for the team, which helps to break Focus Sash on Breloom. Heavy-Duty Boots is the premier choice as it allows Great Tusk to spin away hazards whilst not being poisoned by Toxic Spikes or worn down by Spikes. Leftovers is a solid alternative to provide Great Tusk with passive recovery, but generally not worth it(AC) as you risk being chipped by hazards. HP EVs are maximized while the Defense EVs hit a jump point, and the rest is dumped into Speed to be able to outspeed max Speed neutral natured Tyranitar, as well as uninvested Brambleghast, and below slower.

Assault Vest Iron Hands is a great mirror to Great Tusk, sponging special hits aimed at it while also threatening Pokemon such as Choice Specs Pelipper and Hatterene. Iron Hands also appreciates Great Tusk's ability to keep hazards off the field so it doesn't get worn down. Wallbreakers such as Iron Valiant and Breloom appreciate Great Tusk's ability to threaten Poison-types such as Clodsire and Skuntank, allowing them to continue rampaging against the opponent. Due to it being an amazing special attacker, Iron Valiant in particular can threaten physiAttacker physical walls (gathering this is what is supposed to be from the last QC),(RC) like Quagsire, Sableye, and Dondozo(AC) that which like to switch into Great Tusk. Choice Scarf users such as Flamigo, Quaquaval, and Slither Wing pressure special attackers faster than Great Tusk that threaten it (the threatening seems implied as you've mentioned AV Iron Hands sponging special hits previously) such as Choice Specs Greninja, Dragapult, and opposing Iron Valiant. Gallade is also a really nice partner to handle Pokemon such as Amoonguss, who would otherwise 1v1 Great Tusk, thanks to its Psychic STAB.

[CREDITS]
- Written by: [[kennukem, 604741]]
-<type> analysis by: [[username1, userid1]]
- Quality checked by: [[Felines, 290520], [Neko, 542526]]
- Grammar checked by: [[username1, userid1]]
 

UT

Old habits die SCREAMING
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Appeals + C&C Lead
add remove conjecture
name: Offensive Utility (Fighting)
move 1: Earthquake
move 2: Knock Off
move 3: Rapid Spin
move 4: Stealth Rock
item: Heavy-Duty Boots / Leftovers
ability: Protosynthesis
nature: Impish
evs: 252 HP / 208 Def / 48 Spe

[SET COMMENTS]
Boasting impressive bulk, Great Tusk's role for Fighting teams as a physical wall, boasting an impressive 131 HP and Defense stat, allows it to Tusk is a physical wall for Fighting teams that can pivot in and out around hard hitting physical attackers such as Iron Hands and Kingambit. Earthquake is a powerful STAB move that allows Tusk to not only utilize its fantastic Attack stat, but threatens Poison-types such as Clodsire and Toxapex. Knock Off complements Great Tusk's ability to spin by hitting Ghost-types such as Brambleghast, Gholdengo, and Dragapult hard, comma while also removing Heavy-Duty Boots, exemplifying the effect of its hazards. Lastly, Great Tusk provides Stealth Rock support for the team, which helps to break Focus Sash on Breloom. Heavy-Duty Boots is the premier choice, comma as it allows Great Tusk to spin away hazards whilst not without being poisoned by Toxic Spikes or worn down by Spikes. Leftovers is a solid alternative to provide Great Tusk with passive recovery, but generally not worth it as you risk being chipped by hazards avoiding hazard damage is more important. HP EVs are maximized while the Defense EVs hit a jump point, and the rest is dumped into Speed to be able to outspeed max Speed neutral natured Tyranitar, as well as uninvested Brambleghast, and below. The EV spread outpaces neutral nature Tyranitar and uninvested Brambleghast while maximizing Great Tusk's physical bulk. a) max evs never need to be explained b) "jump point" is jargon that doesn't help the reader understand why a spread is good

Assault Vest Iron Hands is a great mirror partner to Great Tusk, sponging special hits aimed at it while also threatening Pokemon such as Choice Specs Pelipper and Hatterene. Iron Hands also appreciates Great Tusk's ability to keep entry hazards off the field so it doesn't get worn down. Wallbreakers such as Iron Valiant and Breloom appreciate Great Tusk's ability to threaten Poison-types such as Clodsire and Skuntank, allowing them to continue rampaging against the opponent. Due to it being an amazing special attacker, Iron Valiant in particular can threaten physiAttacker physical walls (gathering this is what is supposed to be from the last QC),(RC) like Quagsire, Sableye, and Dondozo(AC) that which like to switch into Great Tusk. Choice Scarf users such as Flamigo, Quaquaval, and Slither Wing pressure special attackers faster than Great Tusk that threaten it (the threatening seems implied as you've mentioned AV Iron Hands sponging special hits previously) such as Choice Specs Greninja, Dragapult, and opposing Iron Valiant. Gallade is also a really nice partner to handle Pokemon such as Amoonguss, who would otherwise 1v1 beat Great Tusk one-on-one, thanks to its Psychic STAB attacks.

[CREDITS]
- Written by: [[kennukem, 604741]]
-<type> analysis by: [[username1, userid1]] don't forget to fill this out
- Quality checked by: [[Felines, 290520], [Neko, 542526]]
- Grammar checked by: [[UT, 523866], [ken, 594478]]
GP 1/1! Please credit ken as well!

if "while" means "at the same time" it does not need a comma before it. If "while" means "on the other hand" it does need a comma
"whilst" is a british word, Smogon uses American English
a) max evs never need to be explained b) "jump point" is jargon that doesn't help the reader understand why a spread is good c) "max" should always be spelled out
"STAB" is an adjective, not a verb; it always needs to be modifying something (move/attacks/combination/etc)




GP Team done
 
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