VGC 21 Hatterene [QC 1/1] [GP 1/1]

[SET]
Name: Offensive Trick Room
move 1: Expanding Force
move 2: Dazzling Gleam
move 3: Mystical Fire
move 4: Trick Room
item: Life Orb
ability: Magic Bounce
nature: Quiet
evs: 252 HP / 252 SpA / 4 SpD
ivs: 0 Atk / 0 Spe
in-battle alt: Gmax


[SET COMMENTS]

* Being one of the slowest Pokemon in the current metagame with great Special Attack and a good offensive typing, Hatterene establishes itself as a good offensive Trick Room setter. Hatterene makes an ideal Dynamax candidate thanks to its G-Max Smite, which confuses both Pokemon on the enemy team, potentially making them waste a turn or more. Magic Bounce is very useful, as it bounces back status moves like Spore, Sleep Powder, Taunt, and Thunder Wave that would otherwise prevent Hatterene from setting up Trick Room.

* Expanding Force is Hatterene's Psychic STAB move of choice, consistently dealing heavy damage to its foes when in Psychic Terrain. This makes Indeedee-F an ideal partner, as it sets Psychic Terrain and provides good support for Hatterene to set Trick Room up.

* Dazzling Gleam gives Hatterene a strong option to hit Dark-types such as Urshifu-S, Incineroar and Grimmsnarl that are immune to Expanding Force. It also provides the base for G-Max Smite.

* Mystical Fire allows Hatterene to overcome Steel-type threats that would otherwise check it, such as Metagross and Celesteela. It also provides a secondary effect of a Special Attack drop, which can be useful in reducing the damage of strong special attackers such as Spectrier and Regieleki.

* Trick Room is an essential move on Hatterene, allowing it to take advantage of its base 29 Speed to underspeed notable base 30 Speed Pokemon, such as Amoonguss and Glastrier, other common Trick Room threats.

* Magic Bounce is the optimal ability for Hatterene, as it prevents status moves that would deny it setting up Trick Room, such as Amoonguss's Spore and Taunt from Incineroar and Grimmsnarl. However, Magic Bounce presents an interesting interaction with Incineroar’s Parting Shot, which forces Hatterene to switch and prevents Incineroar’s pivoting.

[CREDITS]
- Written by: [[Helios of Sun, 547596]]
- Quality checked by: [[Raineko, 294287]]
- Grammar checked by: [[Bandkrook, 301217]]
 
Last edited:
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[SET]
Name: Offensive Trick Room
move 1: Trick Room
move 2: Expanding Force (Put Expanding Force or Dazzling Gleam in slot 1. If you time out, it defaults to that move rather than TR then)
move 3: Dazzling Gleam
move 4: Mystical Fire
item: Life Orb
ability: Magic Bounce
nature: Quiet
g-max: Yes
evs: 252 HP / 252 SpA / 4 SpD
ivs: 0 Atk / 0 Spe
in-battle alt: Gmax

[SET COMMENTS]

* Hatterene is a Pokemon that boasts the Psychic and Fairy types as it’s stabs, which are both very strong offensive typings. Its great offense is further boosted by the fact that it has base 136 Special Attack, allowing it to hit very hard in the right spots. It having base 29 sSpeed also means that it is one of the slowest Pokemon in the format, allowing it to be a great Trick Room threat that can hurl high amounts of damage. (I think generally you could make this more concise even down to "Being one of the slowest Pokemon in the current metagame with a great base 136 Special Attack stat and a good offensive typing, Hatterene establishes itself as a good offensive Trick Room setter." Then mention what Gigantamax does for it (i.e. G-Max Smite), and potentially its ability letting it get Trick Room up - very briefly.)

* Hatterene pairs impressively with Indeedee-F. With Indeedee-F providing Follow Me, Helping Hand and Psychic Terrain, it is able to allow Hatterene to set up Trick Room in many situations, and in the case it survives, is able to aid the damage output with it’s own Expanding Force, boost Hatterene’s with Helping Hand, or even tank another hit with Follow Me. (Note how this is just talking about Indeedee-F. What I would do is make a brief mention of Indeedee-F in your point about Expanding Force, and list it there as a common partner that can set the Terrain for it.)


* Trick Room is an essential move on the set, as it allows Hatterene to take advantage of it’s very slow speed and go first ahead of enemies in faster speed tiers. (As per my suggestion in the set, move this down to the appropriate location, likely into Slot 4 just to keep offensive moves together. I'd also think about wording it like "Trick Room is an essential move for Hatterene, allowing it to take advantage of its base 29 Speed stat, notably underspeeding base 30 Speed Pokemon such as Amoonguss and Glastrier.")

* Expanding Force is a move that is chosen due to it often being in Psychic Terrain. Being a double target attack with 156 Power (excluding STAB), it is an extremely powerful attack that can deal massive amounts of damage. Expanding Force also turns into a 130 Power Attack Move when Maxed (increased to 169 power in Psychic Terrain), allowing Hatterene to reset Psychic Terrain in the scenario that Terrains have been changed. In Trick Room, Psychic Terrain and outside of G-max, this is the move that you are most likely clicking due to it’s sheer power and the fact that it’s double target. (I think this needs a big rework personally. This all kinda dex info. I think here you should mention that Expanding Force has potential to be one of Hatterene's strongest Psychic-type moves, and make that brief Indeedee-F mention to solidify the point)

* Dazzling Gleam is a spread attack with 80 base power, that is able to reliably bypass Follow Me or Rage Powder to hit both targets. This is especially useful when attempting to hit targets such as Urshifu Single-Strike past redirection, or when you need to need to hit both targets with a Fairy Type Attack. In Max, it turns into a 130 Power G-Max Smite, a fairy move that confuses both Pokemon on the opposing side of the field. This can create frustrating scenarios for your opponent, if any of their mons hit themselves in confusion and potentially lose because of it. (This is also dex info. Try to break it down into what it's covering, then mention G-Max Smite and how it allows Hatterene to potentially immobilise opposing Pokemon for a turn)

* Now for the final move, Mystical Fire was chosen. This is for two Primary reasons. One being that Hatterene’s stab typings are unable to hit the Steel Type effectively, and because the Steel typing is rather strong in the metagame right now (think Celesteela and Metagross). This then allows you to hit Steel Types such mons for a heavy hit. (Just more rewording to something like "Mystical Fire allows Hatterene to overcome Steel-type threats that it would otherwise be unable to overcome, such as Metagross and Celesteela." Maybe mention dropping SpA against Spectrier and Regieleki, perhaps.)

* Magic Bounce is often the optimal ability for Hatterene, as it prevents the usage of Taunt or any Status Moves on it. status moves that would deny it setting up Trick Room, such as Amoonguss's Spore and Taunt from Incineroar and Grimmsnarl. This ensures that Trick Room gets up most of the time. However, Magic Bounce presents an interesting interaction with Parting Shot, which forces Hatterene’s switch. (I like this being included, but I'd say how it prevents Incineroar from pivoting with Parting Shot, as it's basically the only thing that uses it)

* The EVs chosen here are simple, maximize Hatterene’s HP bulk, it’s Special Attack, and decrease it’s speed. This is to ensure that it goes First in Trick Room often times, and hits as hard as possible. (Obviously. No need to explain what minmax does.)

[CREDITS]
- Written by: [[Helios of Sun, 547596]]
- Quality checked by: [[Raineko, 294287]]

- Grammar checked by: [[username1, userid1]]


Give me a ping when you've implemented this
 
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[SET]
Name: Offensive Trick Room
move 1: Expanding Force
move 2: Dazzling Gleam
move 3: Mystical Fire
move 4: Trick Room
item: Life Orb
ability: Magic Bounce
nature: Quiet
evs: 252 HP / 252 SpA / 4 SpD
ivs: 0 Atk / 0 Spe
in-battle alt: Gmax

[SET COMMENTS]

* Hatterene is Being one of the slowest Pokemon in the current metagame (with base 29 Speed) with a great base 136 Special Attack stat and a good offensive typing, Hatterene establishes itself as a good offensive Trick Room setter. With Hatterene being a Pokemon that can Gigantamax, it’s G-Max move allows it to confuse both mons on the enemy team if it hits, which can cause your opponent to waste a turn. (Possibly needs a light rewording like "Hatterene makes an ideal Dynamax candidate thanks to its G-Max Smite...") It also possesses the Magic Bounce ability, which is convenient as it helps Hatterene get Trick Room up. (Briefly explain why like "by bouncing back opposing Taunt")

* Expanding Force is often times Hatterene’s primary attacking move, which in Psychic Terrain (often set up by an Indeedee-F), is a double target attack with 156 Base Power. With this power, it is able to consistently deal heavy amounts of damage to the enemy team. Paired with Indeedee-F, the two can pose a strong Expanding Force spamming duo that is able to punch holes against many teams. (I think I'd look at wording it like "Expanding Force is Hatterene's primary Psychic STAB move of choice, being able to consistently deal heavy damage to both opposing Pokemon when in Psychic Terrain. This makes Indeedee-F an ideal partner, as it both sets Psychic Terrain but also provides good support for Hatterene to set Trick Room up.")

* Dazzling Gleam is another one of Hatterene’s STAB attacking moves. Being fairy type, the move gives Hatterene a strong option to hit Dark Types such as Urshifu-S, Incineroar or Grimmsnarl, that are immune to Expanding Force. In G-Max, it confuses both Pokemon on the opposing side of the field, and this could thus cause the enemy Pokemon to waste a turn, which can swing the tides of the game. (Something like "It also provides the base for G-Max Smite, which can...", make it sound different to the overview point of course.)

* Mystical Fire allows Hatterene to overcome Steel-type threats that it would otherwise be unable to overcome, such as Metagross and Celesteela. It also provides a secondary effect of a Special Attack drop, which can be useful in reducing the damage of strong Special Attackers such as Spectrier and Regieleki.

* Trick Room is an essential move on Hatterene, allowing it to take advantage of its base 29 Speed Stat, allowing it to underspeed notable base 30 Speed Pokemon such as Amoonguss and Glastrier, other common Trick Room threats.

* Magic Bounce is the optimal ability for Hatterene, as it prevents status moves that would deny it setting up Trick Room, such as Amoonguss's Spore and Taunt from Incineroar and Grimmsnarl. However, Magic Bounce presents an interesting interaction with Incineroar’s Parting Shot, which forces Hatterene to switch and prevents Incineroar’s pivot.

[CREDITS]
- Written by: [[Helios of Sun, 547596]]
- Quality checked by: [[Raineko, 294287]]
- Grammar checked by: [[username1, userid1]]

Yeah some minor stuff here, should be able to QC stamp this next time around. I did some more fixing with spaces just so the cms doesn't shout at me.
 
There's a little bit of repetition in the G-Max Smite point, try to cut that down and you're GP ready. I'm satisfied with the rest, however.

QC 1/1
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[SET]
Name: Offensive Trick Room
move 1: Expanding Force
move 2: Dazzling Gleam
move 3: Mystical Fire
move 4: Trick Room
item: Life Orb
ability: Magic Bounce
nature: Quiet
evs: 252 HP / 252 SpA / 4 SpD
ivs: 0 Atk / 0 Spe
in-battle alt: Gmax

[SET COMMENTS]

*Being one of the slowest Pokemon in the current metagame with a great base 136 Special Attack stat and a good offensive typing, Hatterene establishes itself as a good offensive Trick Room setter. Hatterene makes an ideal Dynamax candidate thanks to its G-Max Smite, which allows it to confuses both mons Pokemon on the enemy team,(AC) if it hits, which can cause your opponent to waste a turn potentially making them waste a turn or more. It also possesses the Magic Bounce ability, which bounces off status moves such as Sleep, Taunt, or Thunder Wave, which could stop you from setting up Trick Room. Magic Bounce is very useful, as it bounces back status moves like Spore, Sleep Powder, Taunt, and Thunder Wave that would otherwise prevent Hatterene from setting up Trick Room.

* Expanding Force is Hatterene's primary Psychic STAB move of choice, being able to consistently dealing heavy damage to both opposing Pokemon to its foes when in Psychic Terrain. This makes Indeedee-F an ideal partner, as it both sets Psychic Terrain but also and provides good support for Hatterene to set Trick Room up.

* Dazzling Gleam is another one of Hatterene’s STAB attacking moves. Being fairy type, the move gives Hatterene a strong option to hit Dark Types Dark-types such as Urshifu-S, Incineroar or and Grimmsnarl,(RC) that are immune to Expanding Force. It also provides the base for G-Max Smite.(AP), which as explained earlier, can confuse both Pokemon on the opposing side of the field, this can end up swinging the tides of the game.

* Mystical Fire allows Hatterene to overcome Steel-type threats that it would otherwise be unable to overcome that would otherwise check it, such as Metagross and Celesteela. It also provides a secondary effect of a Special Attack drop, which can be useful in reducing the damage of strong Special Attackers special attackers such as Spectrier and Regieleki.

*Trick Room is an essential move on Hatterene, allowing it to take advantage of its base 29 Speed Stat, allowing it to underspeed notable base 30 Speed Pokemon,(AC) such as Amoonguss and Glastrier, other common Trick Room threats.

*Magic Bounce is the optimal ability for Hatterene, as it prevents status moves that would deny it setting up Trick Room, such as Amoonguss's Spore and Taunt from Incineroar and Grimmsnarl. However, Magic Bounce presents an interesting interaction with Incineroar’s Parting Shot, which forces Hatterene to switch and prevents Incineroar’s pivoting.

[CREDITS]
- Written by: [[Helios of Sun, 547596]]
- Quality checked by: [[Raineko, 294287]]
- Grammar checked by: [Bandkrook, 301217]]
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comments

[SET]
Name: Offensive Trick Room
move 1: Expanding Force
move 2: Dazzling Gleam
move 3: Mystical Fire
move 4: Trick Room
item: Life Orb
ability: Magic Bounce
nature: Quiet
evs: 252 HP / 252 SpA / 4 SpD
ivs: 0 Atk / 0 Spe
in-battle alt: Gmax

[SET COMMENTS]

*Being one of the slowest Pokemon in the current metagame with a great base 136 Special Attack stat and a good offensive typing, Hatterene establishes itself as a good offensive Trick Room setter. Hatterene makes an ideal Dynamax candidate thanks to its G-Max Smite, which allows it to confuses both mons Pokemon on the enemy team,(AC) if it hits, which can cause your opponent to waste a turn potentially making them waste a turn or more. It also possesses the Magic Bounce ability, which bounces off status moves such as Sleep, Taunt, or Thunder Wave, which could stop you from setting up Trick Room. Magic Bounce is very useful, as it bounces back status moves like Spore, Sleep Powder, Taunt, and Thunder Wave that would otherwise prevent Hatterene from setting up Trick Room.

* Expanding Force is Hatterene's primary Psychic STAB move of choice, being able to consistently dealing heavy damage to both opposing Pokemon to its foes when in Psychic Terrain. This makes Indeedee-F an ideal partner, as it both sets Psychic Terrain but also and provides good support for Hatterene to set Trick Room up.

* Dazzling Gleam is another one of Hatterene’s STAB attacking moves. Being fairy type, the move gives Hatterene a strong option to hit Dark Types Dark-types such as Urshifu-S, Incineroar or and Grimmsnarl,(RC) that are immune to Expanding Force. It also provides the base for G-Max Smite.(AP), which as explained earlier, can confuse both Pokemon on the opposing side of the field, this can end up swinging the tides of the game.

* Mystical Fire allows Hatterene to overcome Steel-type threats that it would otherwise be unable to overcome that would otherwise check it, such as Metagross and Celesteela. It also provides a secondary effect of a Special Attack drop, which can be useful in reducing the damage of strong Special Attackers special attackers such as Spectrier and Regieleki.

*Trick Room is an essential move on Hatterene, allowing it to take advantage of its base 29 Speed Stat, allowing it to underspeed notable base 30 Speed Pokemon,(AC) such as Amoonguss and Glastrier, other common Trick Room threats.

*Magic Bounce is the optimal ability for Hatterene, as it prevents status moves that would deny it setting up Trick Room, such as Amoonguss's Spore and Taunt from Incineroar and Grimmsnarl. However, Magic Bounce presents an interesting interaction with Incineroar’s Parting Shot, which forces Hatterene to switch and prevents Incineroar’s pivoting.

[CREDITS]
- Written by: [[Helios of Sun, 547596]]
- Quality checked by: [[Raineko, 294287]]
- Grammar checked by: [Bandkrook, 301217]]
View attachment 343051
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