NFE Haunter [Done]

[SET]
name: Choice Specs
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Psychic / Dazzling Gleam
move 4: Trick / Energy Ball
item: Choice Specs
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

Haunter has the second highest Special Attack stat of all of NFE and the third highest Speed stat, making it a great offensive choice. Shadow Ball is one of Haunter's STAB moves and can 2HKO threats like Piloswine and bulky Klang that can check its other sets. Sludge Wave is used against Fairy- and Grass-types such as Clefairy, Dartrix, and Thwackey. Trick cripples common switch-ins, most notably Klang, Piloswine, Vullaby, and Ferroseed. Psychic dents common Fighting- and Poison-types that Haunter can switch into like Machoke and Roselia. Alternatively, Dazzling Gleam is used to 2HKO Dark-, Fighting-, and Dragon-types such as Galarian Linoone, Machoke, and Fraxure and OHKO Hakamo-o. Energy Ball mainly hits Piloswine but also helps against Water-types like Palpitoad, Wartortle, and Brionne.

Haunter is generally used mid- to late-game as a revenge killer, but it can also dent holes in the opposing team early-game. Haunter prefers spamming its STAB attacks, but it should be careful locking into them if the opponent has any Normal- or Steel-types that can punish Haunter. If your opponent will likely switch into a special wall such as Klang, use Trick to debilitate them rather than trying to break through; be careful, though, as Haunter will lose most of its wallbreaking capabilities after using Trick. Haunter generally pairs well with Machoke, which can keep up offensive pressure against Piloswine and Galarian Linoone. Haunter appreciates pivots such as Parting Shot Galarian Linoone, Volt Switch Klang, and U-turn Raboot, as they can safely bring Haunter in. Knock Off users such as Machoke and Ferroseed are commonly paired with Haunter to remove Eviolite from its counters. Haunter also appreciates entry hazards, as they can bring bulkier Pokemon like Machoke and Vullaby into KO range; common hazard setters are Ferroseed, Roselia, and Carkol.

[SET]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Wave / Sludge Bomb
move 3: Dazzling Gleam
move 4: Trick
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

Choice Scarf allows Haunter to outspeed faster unboosted targets that would otherwise revenge kill Haunter like Galarian Linoone and Drakloak. Shadow Ball allows Haunter to target a large portion of the metagame for significant damage. Sludge Wave is also a strong STAB move that hits Fairy-types like Clefairy and Togetic as well as Ghost-resistant or -immune Pokemon such as Galarian Linoone. Sludge Bomb is an alternative to Sludge Wave for the 30% poison chance, but it is less popular, as it may trigger abilities like Guts and Quick Feet. Dazzling Gleam hits Dragon- and Dark-types such as Fraxure, Galarian Linoone, and Vullaby. Trick is used on Haunter to cripple hard-to-break answers such as Klang and Vullaby.

Haunter should try to take advantage of its Speed to clean weakened teams late-game and revenge kill setup sweepers like Wartortle and Fraxure. Make sure to preserve Haunter, as it can otherwise not clean late-game against priority users like Piloswine and Machoke. When revenge killing, Haunter should usually choose the strongest move for the occasion, but you should still be cognizant of switch-ins like Klang, Vullaby, Ferroseed, and Piloswine that can shrug off its attacks. It could instead use Trick to debilitate these walls, but be aware it will lose its Speed buff in the process. Toxic Orb Galarian Linoone and Choice Scarf Drakloak both revenge kill Haunter, so try pairing Haunter with defensive checks to these threats; for this reason, Piloswine, Togetic, and Machoke make good teammates. Knock Off helps Haunter achieve KOs more easily, as walls rely on Eviolite; Machoke, Galarian Linoone, and Clefairy are effective Knock Off partners. Entry hazards such as Stealth Rock and Spikes can bring several threats into KO range; common entry hazard setters are Ferroseed, Roselia, and Carkol.

[SET]
name: Life Orb
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Psychic / Dazzling Gleam
move 4: Will-O-Wisp / Substitute
item: Life Orb
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

Life Orb provides enough power for Haunter to break through its checks without being Choice locked. Shadow Ball damages the majority of the NFE metagame and is Haunter's best option to take down slower targets weak to it like Galarian Corsola and Hattrem. Sludge Wave is capable of OHKOing physically defensive Fairy-types such as Togetic, as well as Grass-types like Dartrix. Psychic hits Poison-types hard, such as Gloom and Roselia, while also denting Machoke. Dazzling Gleam hits Haunter’s Dark-type switch-ins such as Vullaby and Galarian Linoone while also hitting Fighting- and Dragon-types such as Machoke and Fraxure. Will-O-Wisp is used to cripple Haunter's checks, such as Piloswine and Klang. Substitute provides the ability to dodge status conditions and scout for foes' moves.

Life Orb Haunter does not need to frequently predict, but playing too passively will result in your Haunter fainting without dealing much damage. Try to use Haunter early-game to put a dent in threats like Klang and Machoke, or use it to clean late-game when its checks are weakened. When healthy, Haunter could switch into defensive Pokemon like Togetic, Mareanie, and Clefairy, but it should avoid a potential Thunder Wave or Knock Off. Substitute is a great option for when your opponent tries to switch out against Haunter, making it generally a safe option for scouting switch-ins. However, make sure to not let Haunter lose too much HP, as it lacks recovery and can be put in range of priority attackers like Piloswine. Fighting-types like Machoke and Hakamo-o are good partners, as they keep offensive pressure against Klang, Piloswine, Galarian Linoone, and Ferroseed, and they also appreciate Haunter dealing with Galarian Corsola and Hattrem for them. Pivots like Volt Switch Charjabug and U-turn Raboot are great for bringing in Haunter safely. Knock Off helps Haunter get KOs by removing Eviolite, which makes Pokemon like Vullaby and Dartrix great partners. Hazard setters like Clefairy and Roselia help Haunter by weakening its threats and putting them in range of a KO.

[SET]
name: Hex
move 1: Sludge Bomb
move 2: Hex
move 3: Will-O-Wisp
move 4: Substitute
item: Eviolite
ability: Levitate
nature: Timid
evs: 44 HP / 212 SpA / 252 Spe

[SET COMMENTS]

Hex Haunter is used to cripple common Haunter checks like Vullaby and Klang with status conditions, making them weaker and susceptible to a boosted Hex. Sludge Bomb is used on this set for its 30% poison chance as well as coverage for opposing Fairy- and Grass-types like Clefairy and Dartrix. Hex takes advantage of the status conditions from Sludge Bomb and Will-O-Wisp to 2HKO threats like Mareanie. Will-O-Wisp is not only used to increase Hex's power, but also to cripple physical Pokemon like Vullaby and Piloswine that can threaten Haunter with their STAB attacks. Substitute is used to stall the foe out as well as avoid incoming damage. Eviolite allows Haunter to take advantage of walls like Klang and Mareanie that can either be put in a dangerous position from Rest or have trouble breaking its Substitute when burned. 44 HP EVs guarantee that Haunter's Substitute survives a Knock Off from a burned Ferroseed.

The main function of this set is using Hex and Substitute to wear down the foe while they are statused, so make sure to prioritize afflicting foes with status early-game and utilizing Haunter's offensive prowess mid- to late-game. Will-O-Wisp should be used to limit common switch-ins such as Piloswine and Ferroseed; Haunter can safely set up a Substitute before KOing Ferroseed so that it is not easily revenge killed. Many teammates for Haunter are ones that can spread status like Mareanie, Galarian Corsola, and Roselia, allowing Haunter to use Hex more freely without needing to first use Will-O-Wisp. Haunter lacks the immediate firepower of its offensive sets, so it should be played cautiously as to not jeopardize its bulk; wait to bring in Haunter for when RestTalk users like Machoke and Klang are already asleep or when Toxic Spikes are set by setters like Mareanie and Roselia.

[CREDITS]
- Written by: [[Monsareeasy, 437400]]
- Quality checked by: [[Marjane, 355753], [Ho3nConfirm3d, 231074]]
- Grammar checked by: [[A Cake Wearing A Hat, 388157]]
 
Last edited:
[Set]
name: Choice Specs
move 1: Shadow Ball
move 2: Sludge Wave/Sludge Bomb
move 3: Trick/Energy Ball/Thunderbolt
move 4: Dazzling Gleam/Energy Ball/Thunderbolt
item: Choice Specs
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe


[Set]
name: Choice Specs
move 1: Shadow Ball
move 2: Sludge Wave/Sludge Bomb
move 3: Dazzling Gleam/Energy Ball/Thunderbolt
move 4: Trick/Energy Ball/Thunderbolt
item: Choice Specs
ability: Levitate
nature: Timid

evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Set Description
========
Haunter has three immunities and great stats to support its excellent coverage moves. Shadow Ball and Sludge Wave are are Haunters two main STABs. Sludge Bomb can also be used for the higher poison chance; potentially crippling common switch ins such as Piloswine, but generally is not worth the lower power this is specs poison isn't what u want on this set, also you need to talk about these two moves and mention notable 2hko that LO or Scarf can't do (this goes for all moves). Trick is commonly used on Haunter to cripple common switch ins; most notably Klang, Piloswine and Ferroseed. Dazzling Gleam is used to hit Dark-, Fighting- and Dragon-types such as Linoone-Galar, Machoke, Hakamo-o and Fraxure. and Vullaby for super effective damage. Energy Ball is used to hit mostly Piloswine, but also helps against Water-types like Palpitoad, Wartortle and Brionne. Thunderbolt does slightly more damage than Dazzling Gleam to Pawniard and Vullaby, while also hitting Water-types like Mareanie. for super effective damage.

When using Haunter make sure to minimize the amount of predictions you need to make, as Haunter is very prediction heavy. what? Due to how prediction heavy Haunter is however, make sure to not be afraid to predict if necessary. what?x2 ok nvm re-reading this I get your point but this needs to be more cohesive. If there is are no normal type Normal-types (I'm not going to do this through the entire thing so please just re-read and use correct GP) generally it is best to use Shadow Ball, if you cant decide which move to use. Try to double into Haunter when your opponent is force out or bring it in on one of its three immunitys or resists, but remember that several fighting types use Knock Off and can potentially OHKO you. Haunter generally pairs well with Machoke, which can keep up offensive pressure against Pawniard, Klang, Piloswine, Linoone-Galar and Ferroseed you don't need to list this many checks 3 is fine just pick the most common ones in this case Pawn, Pilo and Linoone. Haunter also appreciates Linoone-Galar and other pokemon you need to mention those Pokemons with pivoting moves that allow it to come in for free.

Ok I want this entire part to be re-written, this is to vague, we're looking for a serie of helpful facts etc so answer these points:
1. When to use Haunter (early, mid, late game)
2. What move to use? Always the most powerful one unless you predict a counter is coming in, then you should use trick.
3. Haunter is a solid wallbreaker and not many things can switch into it, what are the few mons that can and what mons can check or wall those?
4. What mons outspeed Haunter and how to check those

5. What kind of support does Haunter like to have (hazards, knock off users, status, clerics, pivots) 5. What offensive mons are good to pair with Haunter?


[Set]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Wave/Sludge Bomb
move 3: Trick
move 4: Dazzling Gleam/Energy Ball/Thunderbolt
item: Choice Scarf
ability: Levitate
nature: Timid/Modest
evs: 252 SpA / 4 SpD / 252 Spe


[Set]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Wave/Sludge Bomb
move 3: Dazzling Gleam/Energy Ball/Thunderbolt
move 4: Trick
item: Choice Scarf
ability: Levitate
nature: Timid/Modest

evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Set Description
========
Trick is vitally important on Choice Scarf Haunter as it is much harder to muscle pass walls why is this here, you need to reflect on the set structure. Modest helps haunter break past walls easier, while Timid Haunter can tie or outspeed other Haunter and more importantly outspeeds Fraxure after two Dragon Dances again timid then modest. Shadow Ball and Sludge Wave are important strong STAB moves and Sludge Bomb is an alternative for the still relatively high base power and 30% poison chance, but the slight drop in power is still significant such as ? also separate these moves talk about sball and sludge individually.

Dazzling Gleam hits Dragon Dance sweepers for super effective damage, as well as Linoone-Galar and Vullaby. Energy Ball Significantly damages Palpatoad, Piloswine, as well as pure water types like Wartortle and Brionne. Thunderbolt like Energy Ball hits Brionne and Wartortle hard, while doing significant damage to Vullaby and Pawniard. This needs to follow this structure 'Dazzling Gleam hits Dark- and Dragon-types such as Fraxure, Linoone-Galar and Vullaby' reword for all

Choice Scarf Haunter functions likes Choice Specs Haunter in what way?, but with notably less power. thank you but we know this . Due to this lack of power make sure to abuse trick to beat Resttalk Klang and other specially defensive walls. Make sure to limit the amount of predictions needed to win with Haunter, but to make sure to predict when you are behind and need to gain momentum. Bring in Haunter when it is safe and your opponent is forced out. Volt Switch and U-turn what users can make bringing in Haunter easier. Abusing Haunters immunity also make it easier to bring it in too, although several fighting types use Knock off. Machoke helps Haunter deal with its Checks/Counters in Pawniard, Klang, Piloswine, Linoone-Galar and Ferroseed. It also appreciates Linoone-Galar and other Volt Switchers and U-turners giving it free switchins.

I see similar errors as the previous paragraph so edit it in that form as well

[Set]
name: All-Out Attacker
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Energy Ball/Thunderbolt/Substitute
move 4: Dazzling Gleam/Thunderbolt/Substitute
item: Life Orb/Eviolite
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe


[Set]
name: All-Out Attacker
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Dazzling Gleam/Thunderbolt/Substitute
move 4: Energy Ball/Thunderbolt/Substitute
item: Life Orb/Eviolite
ability: Levitate
nature: Timid

evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Set Description
========
Shadow Ball and Sludge Wave are powerful STAB moves PLEASE. Dazzling Gleam hits dragon, fighting and dark types. Energy Ball significantly damages Palpatoad, Piloswine, as well as pure water types like Wartortle and Brionne. Thunderbolt hits Vullaby, Brionne and Wartortle hard, while doing significant damage to Pawniard. Substitute is notable on Haunter because it makes predictions easier. Eviolite ensures it can switch in much more consistently, while Life Orb provides enough power to break walls. Giga Drain is an alternative option for Substitute Sets, if you wish to have grass coverage. not on the set

same notes as from the previous set, separate ball and sludge, please mention types before mons, and go by the order of the set (LO>Evio)

Non-choiced Haunter does not require as much prediction as choiced sets, but it is still important to play aggressively. reword Playing too passive will result in your Haunter dying without causing much damage to your opponent. Eviolite sets can come in on defensive threats Pokemons like Togetic, Mareanie and Clefairy, but fears potential burns, poisons, twave and Knock offs. Life Orb generally can come in once on defensive walls; still fearing status and Knock off.

Substitute is a great option for when your opponent, sacks or pivots and is also great when you need to predict a switch, as it is a generally safe option When using substitute (especially on Life Orb) make sure to not let Haunter at a low amount of HP, lacking a form of recovery. Machoke keeps offensive pressure against Pawniard, Klang, Piloswine,Linoone-Galar and Ferroseed. Linoone-Galar and pokemon with Volt Switch or U-turn help Haunter come in safely. wrong set!

[Set]
name: Sub Wisp
move 1: Sludge Bomb
move 2: Hex
move 3: Will-o-Wisp
move 4: Substitute
item: Eviolite
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe or 252 HP / 4 SpA / 252 Spe

[SET COMMENTS]
Set Description
========
Substitute and Will-o-Wisp on Haunter plan to pray on of the Haunter checks for other Haunter sets. separate these please they have nothing in common and follow the set order. Sludge Bomb's high poison chance can be taken advantage of by substitute and Hex, making it superior to Sludge Wave. what mon is the move use for. Hex abuses Haunter's Will-o-Wisp and Sludge Bomb poisons,what are some solid 2hko or w/e other sets dont do. Hex and Substitute can take advantage of Teammates using status moves like Thunder wave and Toxic. separate these points none of this go together One of Haunters most common counters Rest Klang, gets punished by the doubled power of Hex.

again just the same comments as before

The main function of this set is using 130BP Hex and Sub Stalling while the opponent is inflicted with status. Will-o-Wisp can limit many switchins such as Piloswine, Klang pawniard and Ferroseed vullaby. It is not best to not always mindlessly Will-o-Wisp against teams with Machoke, as Guts can punish your team with no counters. While subbing on switches is not very risky, you can lose a lot of HP. This can be avoided by subbing only when you have to or using a wisher; allowing Haunter to heal. same comments as before follow the structure i gave u on set one



[CREDITS]
- Written by: [[Monsareeasy,437400 ]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
I'm aware this must be new for you and for a first time it's not bad but it still needs a lot of work, make sure to take your time when writing this as it seems very rushed. take a look at how other analysis are structured as well. lmk when these are implemented, if u have questions as me on discord
 
[Set]
name: Choice Specs
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Dazzling Gleam/Energy Ball/Thunderbolt
move 4: Trick/Energy Ball/Thunderbolt
item: Choice Specs
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Set Description
========
Haunter has three immunities and great stats to support its excellent coverage moves. (i'd start this with something that really shows how good it is so "Haunter's high speed and special attack allows it to be one of the biggest threat in the metagame. ") Shadow Ball is one of Haunter’s STAB moves.It has a chance to allowing it to 2hko threats like Piloswine and Bulky Shift Gear Klang, two of its best checks. Sludge Wave is its other main STAB move. It ohkos physically defensive a stab move used against Fairy- and Grass-types such as Clefairy, Dartrix and Thwackey. 2hkos Machoke . Trick is used to cripple common switch ins; most notably Klang, Piloswine, Vullaby and Ferroseed. Dazzling Gleam is used to hit Dark-, Fighting- and Dragon-types such as Linoone-Galar, Machoke, Hakamo-o and Fraxure, always 2HKOing the formerly stated. Energy Ball is used to hit mostly Piloswine, but also helps against Water-types like Palpitoad, Wartortle and Brionne. Thunderbolt does slightly more damage than Dazzling Gleam to Pawniard and Vullaby, while also hitting Water-types like Mareanie.

Haunter is generally used mid to late game, but can be used early game to dent holes in your opponents team. If there are no Normal-types generally it is best to use Shadow Ball. If your opponent will likely switch into a counter such as Klang use Trick. Haunter generally pairs well with Machoke, which can keep up offensive pressure against Pawniard, Piloswine and Linoone-Galar. Haunter appreciates pivots such as Parting Shot Linoone-Galar, Volt Switch Klang and U-turn Raboot as they can safely switch Haunter in. Knock off is also commonly paired with Haunter and used by Pawniard, Machoke, and Ferroseed; all previously stated pressure common Steel-types, as well. (reword this sentence starting with Knock Off users such as Pawniard, Machoke and Ferroseed are commonly paired with Haunter...) Haunter also appreciates hazards as it allows for its threats to be in range of KO, common hazard setters are Ferroseed, Roselia and Carkoal.

[Set]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Wave/Sludge Bomb
move 3: Dazzling Gleam/Energy Ball/Thunderbolt
move 4: Trick
item: Choice Scarf
ability: Levitate
nature: Timid/Modest
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Set Description
========
Trick is used on Haunter to cripple hard to break answers such as, Klang and Vullaby (why is this here when i told u last time that writing order needs to reflect on structure?) (start this paragraph by saying what Haunter can outspeed now like Glinoone, Torracat etc ).Timid Haunter can tie or outspeed other Haunter and more importantly outspeeds Fraxure after two Dragon Dances, while Modest helps Haunter break past walls better. Shadow Ball is used by Haunter due to its STAB and being allows it to target a large portion of the metagame its best move to hit Steel-types. Sludge Wave is also a strong STAB move that hits Fairy-types like Clefairy and Togetic and as well as Ghost resists such as Normal-types such as Clefairy and Linoone-Galar. Sludge Bomb is an alternative for the still relatively high base power and 30% poison chance, but the slight drop in power is still significant (it is not). Dazzling Gleam hits Dragon-types and Dark-types such as Fraxure, Linoone-Galar and Vullaby. Energy Ball significantly damages Ground- and Water-types such as Palpatoad Palpitoad, Piloswine, as well as pure Water-types like Wartortle and Brionne. Thunderbolt like Energy Ball hits pure Water-types, while doing significant damage to Vullaby and Pawniard.

Due to the lack of power make sure to abuse Trick to beat Klang and other specially defensive walls . (Follow the structure I gave you before, i'm putting it again at the end of this paragraph). Knock off helps Haunter achieve kills easier. Pawniard, Machoke, and Ferroseed (try use different examples, you've already used these you don't want to be too repetitive) are good Knock off users. Hazards such as Stealth Rock and Spikes allow for its threats to be in kill range, common hazard setters are Ferroseed, Roselia and Carkoal. Pivots such as Volt Switch Klang, U-turn Raboot, and Parting Shot Linoone-Galar can bring in Haunter easier. (do not c/p, reword and use other examples) Abusing Haunters immunities also makes it easier to bring it in too, although several fighting types use Knock off. Machoke helps Haunter deal with its Checks/Counters in Pawniard, Klang, Piloswine, Linoone-Galar and Ferroseed. Fighting-types such as Machoke can help Haunter deal with its checks and counters like Pawniard, Klang and Piloswine.

1. When to use Haunter (early, mid, late game)

2. What move to use? Always the most powerful one unless you predict a counter is coming in, then you should use trick.
3. Haunter is a solid wallbreaker and not many things can switch into it, what are the few mons that can and what mons can check or wall those?
4. What mons outspeed Haunter and how to check those

5. What kind of support does Haunter like to have (hazards, knock off users, status, clerics, pivots) 5. What offensive mons are good to pair with Haunter?

[Set]
name: All-Out Attacker
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Dazzling Gleam/Thunderbolt/Substitute
move 4: Energy Ball/Thunderbolt/Substitute
item: Life Orb/Eviolite
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Set Description
========
Shadow Ball is used on Haunter for STAB and to hit bulky steels the hardest it can . Sludge Wave is a strong STAB used mainly to damage Fairy-types and Normal types, most notably Linoone-Galar, and Clefairy. Dazzling Gleam hits dragon, dark and fighting types, such as Fraxure, Linoone-Galar and Machoke. Energy Ball significantly damages Piloswine, as well as water types like Palpatoad, Wartortle and Brionne. Thunderbolt hits Vullaby, pure Water-types, and Pawniard hard. (This is all c/p reword entirely)Substitute is notable on Haunter because it makes predictions easier as it provides Haunter to dodge status moves as well as scouting for the opponent's move. Life Orb provides enough power to break walls, while Eviolite ensures it can switch in much more consistently.

Non-choiced Haunters do not need to frequently predict, but playing too passive will result in your Haunter dying without causing much damage to your opponent. Eviolite sets can come in on defensive Pokemon like Togetic, Mareanie and Clefairy, but fears a potential Thunder wave or Knock off. Substitute is a great option for when your opponent, sacks or pivots and is also great when you need to predict a switch, as it is a generally safe option. When using substitute (especially on Life Orb) make sure to not let Haunter lose too much HP, as it lacks recovery. Fighting-types like Machoke and Hakamo-o are good partners as they keep offensive pressure against Pawniard, Klang, Piloswine,Linoone-Galar and Ferroseed.

[Set]
name: Hex
move 1: Sludge Bomb
move 2: Hex
move 3: Will-o-Wisp
move 4: Substitute
item: Eviolite
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe or 248 HP / 8 SpA / 252 Spe

[SET COMMENTS]
Set Description
========
Sludge Bomb is used on this set for its 30% poison chance as well as coverage for opposing Fairy- and Grass-types like Clefairy and Dartrix. Hex is here on the set to take advantage of the status from Sludge Bomb and Will-o-Wisp, when actualised Hex can ohko threats like Pawniard and Mareanie. Will-o-Wisp is not only used to increase Hex’s power, but also to cripple Pokemon like Vullaby and Pawniard who can threaten Haunter with their stab. Substitute is used to stall the statused opponent as well as avoiding incoming damages. Max HP investment allows for you to Will-o-Wisp on Piloswine and Vullaby. Max Special Attack allows for Haunters boosted Hex to 2HKO Piloswine and Klang. (Here talk about the max hp spread, add more to it give reasoning behind this because u dont need max hp to wow pilo or vull)

The main function of this set is using 130BP Hex and Sub Stalling while the opponent is inflicted with status. Will-o-Wisp should be used to limit common switchins such as Piloswine, Pawniard and Vullaby. Many teammates for Hex Haunter are ones that can spread status, allowing Haunter to use Hex when it comes in and not Will-o-Wisp. Some of the most common are Thunder Wave Clefairy, Will-o-Wisp Corsola-Galar and Toxic Palpatoad.


[CREDITS]
- Written by: [[Monsareeasy,437400 ]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
lmk when implemented
 
[Set]
name: Choice Specs
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Dazzling Gleam/Energy Ball/Thunderbolt
move 4: Trick/Energy Ball/Thunderbolt
item: Choice Specs
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Set Description
========
Haunter has the second highest Special Attack of all of NFE and the third highest speed, making it a great offensive choice. Shadow Ball is one of Haunter’s STAB moves, allowing it to 2hko threats like Piloswine and Bulky Klang, two of its best checks. Sludge Wave is used against Fairy and Grass-types such as Clefairy, Dartrix and Thwackey and is Haunters strongest move. Trick cripples common switch ins; most notably Klang, Piloswine, Vullaby and Ferroseed. Dazzling Gleam is used to hit Dark, Fighting and Dragon-types such as Linoone-Galar, Machoke, Hakamo-o and Fraxure, always 2HKOing the formerly stated. Energy Ball hits mostly Piloswine, but also helps against Water-types like Palpitoad, Wartortle and Brionne. Thunderbolt does slightly more damage than Dazzling Gleam to Pawniard and Vullaby, while also hitting Water-types like Mareanie.

Haunter is generally used mid to late game, but can dent holes in your opponents team early game. If there are no Normal-types generally it is best to use Shadow Ball. If your opponent will likely switch into a counter such as Klang, use Trick. Haunter generally pairs well with Machoke, which can keep up offensive pressure against Pawniard, Piloswine and Linoone-Galar. Haunter appreciates pivots such as Parting Shot Linoone-Galar, Volt Switch Klang and U-turn Raboot, as they can safely switch Haunter in. Knock Off users such as Pawniard, Machoke and Ferroseed are commonly paired with Haunter, to remove Eviolite from its counters. Haunter also appreciates hazards as it allows for its threats to be in range of KO, common hazard setters are Ferroseed, Roselia and Carkoal.

[Set]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Wave/Sludge Bomb
move 3: Dazzling Gleam/Energy Ball/Thunderbolt
move 4: Trick
item: Choice Scarf
ability: Levitate
nature: Timid/Modest
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Set Description
========
Choice Scarf allows Haunter to outspeed Linoone-Galar and Drakaloak that do not have speed boosting items when not carrying a Choice Scarf. Timid Haunter can outspeed Choice Scarf Torracat and Fraxure after two Dragon Dances, while Modest helps Haunter break past walls better. Shadow Ball allows it to target a large portion of the metagame for significant damage. Sludge Wave is also a strong STAB move that hits Fairy-types like Clefairy and Togetic as well as Ghost resists such as Linoone-Galar. Sludge Bomb is an alternative for the relatively high base power and 30% poison chance. Dazzling Gleam hits Dragon and Dark-types such as Fraxure, Linoone-Galar and Vullaby. Energy Ball significantly damages Ground and Water-types such as Palpitoad, Piloswine, Wartortle and Brionne. Thunderbolt like Energy Ball hits pure Water-types, while doing significant damage to Vullaby and Pawniard. Trick is used on Haunter to cripple hard to break answers such as, Klang and Vullaby.

Haunter is generally saved for late game, so it can abuse its speed against a weakened team. Make sure to preserve Haunter as it can be a helpful late game wincon and do not Trick if your opponent has Dragon Dance Fraxure or Hakamo-o. When attacking with Haunter use its hardest hitting move, but if you suspect your opponent is going to switch into a counter use Trick. Haunter’s main counters are Klang, Vullaby, Ferroseed and Piloswine. Haunter also has to watch out for Toxic Orb Linoone-Galar and Choice Scarf Drakloak, as they can outspeed Choice Scarf Haunter. Linoone-Galar is checked by Dark and Fighting-types such as Machoke and Pawniard, while Drakloak is checked by Piloswine and Dark and Fairy-types such as Vullaby and Togetic. Knock off helps Haunter achieve kills easier. Machoke, Linoone-Galar and Clefairy are effective Knock Off users. Hazards such as Stealth Rock and Spikes allow for its threats to be in kill range, common hazard setters are Ferroseed, Roselia and Carkoal. Haunter is very frail so pivoting moves, commonly used on Torracat, Klang and Thwackey, help Haunter switchin. Fighting-types such as Machoke can help Haunter deal with its checks and counters like Pawniard, Klang and Piloswine.

[Set]
name: All-Out Attacker
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Dazzling Gleam/Thunderbolt/Substitute
move 4: Energy Ball/Thunderbolt/Substitute
item: Life Orb/Eviolite
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Set Description
========
Shadow Ball damages the majority of the NFE metagame hard and is Haunters best option to take down its Steel-type counters. Sludge Wave is capable of breaking past defensive Fairy-types such as Togetic, as well as Grass-types like Dartrix. Dazzling Gleam hits Haunter’s Dark-type switchins such as Vullaby and Linoone-Galar, while also hitting Fighting and Dragon-types such as Machoke and Fraxure. Energy Ball is used against Piloswine, Palpatoad and Brionne. However Thunderbolt does more significant damage to Pawniard and Vullaby and Brionne. Substitute is notable on Haunter as it provides Haunter the ability to dodge status moves as well as scouting for the opponent's move. Life Orb provides enough power to break through its checks, for example it ensures that Haunter 2hkos Piloswine with Energy Ball and ohkos Physically Defensive Fairy-types with Sludge Wave. Eviolite ensures Haunter can switch in consistently in front of who?.

Non-choiced Haunters do not need to frequently predict, but playing too passive will result in your Haunter dying without causing much damage to your opponent. Try to use Haunter early game to put a dent in threats like Piloswine, you can also use Haunter late game when its checks are weakened. Eviolite sets can come in on defensive Pokemon like Togetic, Mareanie and Clefairy, but fears a potential Thunder wave or Knock off. Substitute is a great option for when your opponent, sacks or pivots and is also great when you need to predict a switch, as it is a generally safe option. When using substitute (especially with Life Orb) However make sure to not let Haunter lose too much HP, as it lacks recovery. Fighting-types like Machoke and Hakamo-o are good partners as they keep offensive pressure against Pawniard, Klang, Piloswine, Linoone-Galar and Ferroseed. Pivots like Volt Switch Charjabug and U-turn Raboot are great for bringing in Haunter safely. Knock off helps Haunter get kills by removing Eviolite, which makes pokemon like Pawniard and Dartrix great paired with Haunter. Hazards like Stealth Rock and Spikes help weaken Haunter’s counters. Clefairy, Pawniard and Roselia are all good hazard setters. Hazard setters like Clefairy, Pawniard and Roselia help Haunter by weakening its threats and putting them in range of KO.

[Set]
name: Hex
move 1: Sludge Bomb
move 2: Hex
move 3: Will-o-Wisp
move 4: Substitute
item: Eviolite
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe or 248 HP / 8 SpA / 252 Spe

[SET COMMENTS]
Set Description
========
Sludge Bomb is used on this set for its 30% poison chance as well as coverage for opposing Fairy and Grass-types like Clefairy and Dartrix. Hex takes advantage of the status from Sludge Bomb and Will-o-Wisp, once statued Hex can 2hko threats like Pawniard and Mareanie. Will-o-Wisp is not only used to increase Hex’s power, but to cripple Pokemon like Vullaby and Pawniard who can threaten Haunter with their stab. Substitute is used to stall the statused opponent as well as avoiding incoming damage. Max Special Attack allows for Haunters boosted Hex to 2HKO Piloswine and Klang, alternatively you can use max HP Haunter as its capable of taking heavy hits, being 4hkoed by burned Vullaby Knock off as well as 4hkoed by burned Piloswine Icicle Crashes, two of Haunters main targets with Will-o-Wisp.

The main function of this set is using 130BP Hex and Sub Stalling while the opponent is inflicted with status, so make sure to prioritize statusing the opponent early game and utilizing Haunters offensive prowess mid to late game. Will-o-Wisp should be used to limit common switchins such as Piloswine, Pawniard and Vullaby. Many teammates for Haunter are ones that can spread status, allowing Haunter to use Hex when it comes in and not Will-o-Wisp. Some of the most common are Thunder Wave Clefairy, Will-o-Wisp Corsola-Galar and Toxic Palpatoad.


[CREDITS]
- Written by: [[Monsareeasy,437400 ]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]

some sentences have typos or just need a better structure but overall this is much better

qc1/2
marjane-QC.gif
 
[Set]
name: Choice Specs
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Psychic / Dazzling Gleam/Energy Ball/Thunderbolt
move 4: Trick/Energy Ball/Thunderbolt
item: Choice Specs
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

(Specs should always have gleam or psychic for coverage. Tbolt is irrelevant in most cases and not worth mentioning. Trick is usually more important but eball for pilo 2hkos can be slashed sure)

[SET COMMENTS]
Set Description
========
Haunter has the second highest Special Attack of all of NFE and the third highest speed, making it a great offensive choice. Shadow Ball is one of Haunter’s STAB moves, allowing it to 2hko threats like Piloswine and Bulky Klang, two of its best checks Pokemon that could check its other sets (I dont want to imply these are checks if they're being 2HKO'd, so it's better to stress it beats the other sets). Sludge Wave is used against Fairy- and Grass-types such as Clefairy, Dartrix and Thwackey. Trick cripples common switch ins; most notably Klang, Piloswine, Vullaby and Ferroseed. (mention how Psychic can dent common Fighting- and Poison-types like Machoke and Roselia that Haunter can use its immunities and resistances to switch into) Dazzling Gleam is used alternatively to hit Dark-, Fighting- and Dragon-types such as Linoone-Galar, Machoke, Hakamo-o and Fraxure, always 2HKOing the formerly stated. Energy Ball hits mostly Piloswine, but also helps against Water-types like Palpitoad, Wartortle and Brionne. Thunderbolt does slightly more damage than Dazzling Gleam to Pawniard and Vullaby, while also hitting Water-types like Mareanie.

Haunter is generally used mid to late game, but can dent holes in your opponents team early game. If there are no Normal-types generally it is best to use Shadow Ball (I think this really isnt selling this set fully, and should be rewritten to something like "Haunter prefers spamming it's STAB attacks, but should be careful locking into them if the opponent has any Normal- or Steel-types that can take advantage of their immunities to punish Haunter". If your opponent will likely switch into a counter special wall such as Klang, use Trick to debilitate them by stealing their Eviolite rather than trying to break through; be careful though as Haunter will lose its wallbreaking capabilities after a Trick (this just adds to the point and the opportunity costs looking forward. Also again as the first paragraph mentions that Klang really isnt a check then it def shouldn't be called a counter). Haunter generally pairs well with Machoke, which can keep up offensive pressure against Pawniard, Piloswine and Linoone-Galar. Haunter appreciates pivots such as Parting Shot Linoone-Galar, Volt Switch Klang and U-turn Raboot, as they can safely switch Haunter in. Knock Off users such as Pawniard, Machoke and Ferroseed are commonly paired with Haunter, to remove Eviolite from its counters. Haunter also appreciates hazards as it allows for its threats bulkier Pokemon like Machoke and Vullabyto be in range of KO, common hazard setters are Ferroseed, Roselia and Carkoal. (Machoke and vullaby are two mons that with some chip can be in range of specs gleam, so thats worth mentioning specifically )

[Set]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Wave/Sludge Bomb
move 3: Dazzling Gleam/Energy Ball/Thunderbolt
move 4: Trick
item: Choice Scarf
ability: Levitate
nature: Timid/Modest
evs: 252 SpA / 4 SpD / 252 Spe

(Modest is not relevant, Haunter always wants Timid for the opposing scarf haunter or if it uses trick. See above for the coverage options that don't apply here, as eball is no longer a guaranteed 2HKO)

[SET COMMENTS]
Set Description
========
Choice Scarf allows Haunter to outspeed faster, unboosted targets that would otherwise revenge kill Haunter like Galarian Linoone and Drakaloak when not carrying a Choice Scarf (I think the first sentence here should emphasize why this set has pros compared to others, and you may as well list both of the faster revenge killers as there's only 2. Also just shortened the explanation to unboosted as linoone is torb quickfeet rather than scarf). Timid Haunter can outspeed Choice Scarf Torracat and Fraxure after two Dragon Dances, while Modest helps Haunter break past walls better. Shadow Ball allows it to target a large portion of the metagame for significant damage. Sludge Wave is also a strong STAB move that hits Fairy-types like Clefairy and Togetic as well as Ghost resists such as Linoone-Galar. Sludge Bomb is an alternative for the relatively high base power and 30% poison chance, but is less popular as it may trigger abilities like Guts and Quick Feet (explains why in NFE wave is more relevant, as triggering Machoke or linoone could mean it's revenge killed by the boosted bullet punch or quick feet). Dazzling Gleam hits Dragon- and Dark-types such as Fraxure, Linoone-Galar and Vullaby. Energy Ball significantly damages Ground and Water-types such as Palpitoad, Piloswine, Wartortle and Brionne. Thunderbolt like Energy Ball hits pure Water-types, while doing significant damage to Vullaby and Pawniard. Trick is used on Haunter to cripple hard to break answers such as, Klang and Vullaby.

Haunter is generally saved for late game or as a revenge killer, so it can abuse its speed against a weakened team or setup sweepers like Wartortle (scarf haunter's roll as a revenge killer is very relevant so I added an example) . Make sure to preserve Haunter as it can be a helpful late game wincon or it could succumb to priority users like Piloswine and Machoke (more examples of why haunter's health is important when cleaning late game). When attacking with Haunter use its hardest hitting move, but if you suspect your opponent is going to switch into a counter use Trick. Haunter’s main counters are Klang, Vullaby, Ferroseed and Piloswine.
(This last part sounds hamfisted and I'm not sure whats meant to get out from here, it sounds too general / obvious. Could you try rewriting it to something like "When revenge killing, Haunter should Choice-lock into its stronger coverage, but should still be cognizant of switch-ins like Klang, Vullaby, Ferroseed and Piloswine that can shrug off its attacks. It could instead use Trick to debilitate these walls, but be aware it will lose its Speed buff in the process."
Haunter also has to watch out for Toxic Orb Linoone-Galar and Choice Scarf Drakloak, as they can outspeed Choice Scarf Haunter, so try pairing Haunter with defensive checks to these threats (makes the transition smoother rather than listing checks). Linoone-Galar is checked by Dark and Fighting-types such as Machoke and Pawniard, while Drakloak is checked by Piloswine and Dark and Fairy-types such as Vullaby and Togetic. Knock off helps Haunter achieve kills easier as walls rely on Eviolite to tank its coverage; Machoke, Linoone-Galar and Clefairy are effective Knock Off partners users. Hazards such as Stealth Rock and Spikes allow for its threats to be in kill range, and common entry hazard setters are Ferroseed, Roselia and Carkoal. Haunter is very frail so pivoting moves, commonly used on Torracat, Klang and Thwackey, help Haunter switchin. (not the most relevant as haunter's set here isnt as a wallbreaker and its own speed gives it more opportunities)

[Set]
name: All-Out Attacker Life Orb
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Psychic / Dazzling Gleam/Thunderbolt/Substitute
move 4 :Wil-O-Wisp / Energy Ball/Thunderbolt/Substitute
item: Life Orb/Eviolite
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

(see specs for deleted coverage reasoning. Haunter enjoys wisp for punsihing switchins and walls it can't break for tradeoffs. Evio on AoA is never relevant on these sets, so it's deleted and renamed LO, especially as its not an AoA anymore. Having a status move for sucker is imperative, so AoA isn't viable)

[SET COMMENTS]
Set Description
========
(Start off with your "Life Orb provides enough power to break through its checks, it ensures that Haunter 2hkos Piloswine with Energy Ball and ohkos Physically Defensive Fairy-types with Sludge Wave" sentence)
Shadow Ball damages the majority of the NFE metagame and is Haunters best option to take down its Steel-type counters slower targets weak to it like Galarian Corsola and Hattrem. Sludge Wave is capable of breaking past defensive Fairy-types such as Togetic, as well as Grass-types like Dartrix. (mention pros of psychic) Dazzling Gleam hits Haunter’s Dark-type switchins such as Vullaby and Linoone-Galar, while also hitting Fighting and Dragon-types such as Machoke and Fraxure. Energy Ball is used against Piloswine, Palpatoad and Brionne. However Thunderbolt does more damage to Pawniard and Vullaby . Substitute is notable on Haunter as it provides Haunter the ability to dodge status as well as scouting for the opponent's move. Life Orb provides enough power to break through its checks, it ensures that Haunter 2hkos Piloswine with Energy Ball and ohkos Physically Defensive Fairy-types with Sludge Wave. Eviolite ensures Haunter can switch in consistently in front of common walls like Gloom and Palpatoad.

Non-choiced Haunters do not need to frequently predict, but playing too passive will result in your Haunter dying without causing much damage to your opponent. Try to use Haunter early game to put a dent in threats like Piloswine Hattrem and Machoke, you can also use Haunter late game when its checks are weakened. Eviolite sets can come in on defensive Pokemon When healthy, Haunter could switch into defensive Pokemon like Togetic, Mareanie and Clefairy, but fears a potential Thunder Wave or Knock off. Substitute is a great option for when your opponent, sacks or pivots and is also great when you need to predict a switch, as it is a generally safe option. However make sure to not let Haunter lose too much HP, as it lacks recovery and can be put in range of priority attackers like Piloswine. Fighting-types like Machoke and Hakamo-o are good partners as they keep offensive pressure against Pawniard, Klang, and Piloswine, Linoone-Galar and Ferroseed, while also appreciate Haunter for dealing with Galarian Corsola and Hattrem for them. Pivots like Volt Switch Charjabug and U-turn Raboot are great for bringing in Haunter safely. Knock off helps Haunter get kills by removing Eviolite, which makes pokemon like Pawniard and Dartrix great paired with Haunter. Hazard setters like Clefairy, Pawniard and Roselia help Haunter by weakening its threats and putting them in range of KO.

[Set]
name: Hex
move 1: Sludge Bomb
move 2: Hex
move 3: Will-O-Wisp
move 4: Substitute
item: Eviolite
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe or 248 HP / 8 SpA / 252 Spe 44 HP / 212 SpA / 252 Spe

(this spread guarantees that Haunter's substitute does not break in one hit against a Burned Ferroseed and more likely to get off Subs on burned Mareanie)



[SET COMMENTS]
Set Description
========
(start a sentence explaining the pros of this set) Sludge Bomb is used on this set for its 30% poison chance as well as coverage for opposing Fairy and Grass-types like Clefairy and Dartrix. Hex takes advantage of the status from Sludge Bomb and Will-o-Wisp, once statued Hex can 2hko threats like Pawniard and Mareanie. Will-o-Wisp is not only used to increase Hex’s power, but to cripple Pokemon like Vullaby and Pawniard who can threaten Haunter with their stab attacks. Substitute is used to stall the opponent as well as avoiding incoming damage and Sucker Punch. Max Special Attack allows for Haunters boosted Hex to 2HKO Piloswine and Klang, alternatively you can use max HP Haunter as its capable of taking heavy hits, being 4hkoed by burned Vullaby Knock off as well as 4hkoed by burned Piloswine Icicle Crashes, two of Haunters main targets with Will-o-Wisp.
(Mention that Haunter's bulk from Eviolite allows it to take advantage of walls like Klang and Mareanie that either can either be put in a dangerous position from Rest, or have trouble breaking its Substitute when Burned.
(Mention this specific spread is for guaranteeing that Haunter's Substitute survives a Knock Off from a Burned Ferroseed)


The main function of this set is using 130 BP Hex and Sub Stalling while the opponent is inflicted with status, so make sure to prioritize statusing the opponent early game and utilizing Haunters offensive prowess mid to late game. Will-o-Wisp should be used to limit common switchins such as Piloswine, Pawniard and Vullaby Ferroseed, and the latter Haunter should secure a Substitute before KOing so that Haunter is not easily revenge killed. Many teammates for Haunter are ones that can spread status like Mareanie, Galarian Corsola, and Roselia, allowing Haunter to use Hex when it comes in and not Will-o-Wisp. Some of the most common are Thunder Wave Clefairy, Will-o-Wisp Corsola-Galar and Toxic Palpatoad.



[CREDITS]
- Written by: [[Monsareeasy,437400 ]]
- Quality checked by: [[Marjane,355753 ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]

No QC yet. We had to discuss some of the sets suggested here and make some changes. After you implement everything here, I will give it another look and likely have more to say before the official QC. Sorry for the hassle!
 
Set]
name: Choice Specs
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Psychic / Dazzling Gleam
move 4: Trick/Energy Ball
item: Choice Specs
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe


[SET COMMENTS]
Set Description
========
Haunter has the second highest Special Attack of all of NFE and the third highest Speed, making it a great offensive choice. Shadow Ball is one of Haunter’s STAB moves, allowing it to 2HKO threats like Piloswine and Bulky Klang, two Pokemon that could check its other sets. Sludge Wave is used against Fairy- and Grass-types such as Clefairy, Dartrix and Thwackey. Trick cripples common switch ins; most notably Klang, Piloswine, Vullaby and Ferroseed. Psychic dents common Fighting- and Poison-types like Machoke and Roselia that Haunter can use its immunities and resistances to switch into. Dazzling Gleam is used alternatively to hit Dark-, Fighting- and Dragon-types such as Galarian Linoone, Machoke, Hakamo-o and Fraxure, always 2HKOing the formerly stated. Energy Ball hits mostly Piloswine, but also helps against Water-types like Palpitoad, Wartortle and Brionne.

Haunter is generally used mid to late game as a revenge killer, but can dent holes in your opponents team early game. Haunter prefers spamming it's STAB attacks, but should be careful locking into them if the opponent has any Normal- or Steel-types that can take advantage of their immunities to punish Haunter. If your opponent will likely switch into a special wall such as Klang, use Trick to debilitate them by stealing their Eviolite rather than trying to break through; be careful though as Haunter will lose its wallbreaking capabilities after a Trick. Haunter generally pairs well with Machoke, which can keep up offensive pressure against Piloswine and Galarian Linoone. Haunter appreciates pivots such as Parting Shot Galarian Linoone, Volt Switch Klang and U-turn Raboot, as they can safely switch Haunter in. Knock Off users such as Machoke and Ferroseed are commonly paired with Haunter, to remove Eviolite from its counters. Haunter also appreciates entry hazards as it allows for bulkier Pokemon like Machoke and Vullaby to be in range of KO; common hazard setters are Ferroseed, Roselia and Carkoal.

[Set]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Wave/Sludge Bomb
move 3: Dazzling Gleam
move 4: Trick
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe


[SET COMMENTS]
Set Description
========
Choice Scarf allows Haunter to outspeed faster, unboosted targets that would otherwise revenge kill Haunter like non Toxic Orb (already mentions unboosted so probs okay just to say the mon) Galarian Linoone, and Drakaloak. Shadow Ball allows it to target a large portion of the metagame for significant damage. Sludge Wave is also a strong STAB move that hits Fairy-types like Clefairy and Togetic as well as Ghost resists such as Galarian Linoone. Sludge Bomb is an alternative for the relatively high base power and 30% poison chance, but is less popular as it may trigger abilities like Guts and Quick Feet. Dazzling Gleam hits Dragon- and Dark-types such as Fraxure, Galarian Linoone and Vullaby. Trick is used on Haunter to cripple hard to break answers such as, Klang and Vullaby.

Haunter is generally saved for late game or as a revenge killer, so it can abuse its Speed against a weakened team or setup sweepers like Wartortle and Fraxure. Make sure to preserve Haunter as it can be a helpful late game wincon or it could succumb to priority users like Piloswine and Machoke . When revenge killing, Haunter should choose the stronger coverage, but should still be cognizant of switch-ins like Klang, Vullaby, Ferroseed and Piloswine that can shrug off its attacks. It could instead use Trick to debilitate these walls, but be aware it will lose its Speed buff in the process. Toxic Orb Galarian Linoone and Choice Scarf Drakaloak both revenge kill Haunter, so try pairing Haunter with defensive checks to these threats; making Piloswine, Togetic, and Machoke good teammates. Knock off helps Haunter achieve kills easier as walls rely on Eviolite; Machoke, Galarian Linoone and Clefairy are effective Knock Off partners. Hazards such as Stealth Rock and Spikes allow for its threats to be in kill range, and common entry hazard setters are Ferroseed, Roselia, and Carkoal.

[Set]
name: Life Orb
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Psychic / Dazzling Gleam/
move 4 :Wil-O-Wisp/Substitute
item: Life Orb
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Set Description
========

Life Orb provides enough power for Haunter to break through its checks without the choice-lock of the previous sets (this is relevant as its a big reason to use LO haunter, and this far in the analysis its okay to be meta with the writing to an extent). Shadow Ball damages the majority of the NFE metagame and is Haunters best option to take down slower targets weak to it like Galarian Corsola and Hattrem. Sludge Wave is capable of OHKOing physically defensive Fairy-types such as Togetic, as well as Grass-types like Dartrix. Psychic hits Poison-types hard, such as Gloom and Roselia, while also denting Machoke. Dazzling Gleam hits Haunter’s Dark-type switchins such as Vullaby and Galarian Linoone, while also hitting Fighting and Dragon-types such as Machoke and Fraxure. Will-O-Wisp is used to cripple Haunters checks, such as Piloswine and Klang. Substitute provides the ability to dodge status as well as scouting for the opponent's move.

Non-choiced Haunters do not need to frequently predict, but playing too passive will result in your Haunter dying without causing much damage to your opponent. Try to use Haunter early game to put a dent in threats like Klang and Machoke, or you can also use Haunter late game when its checks are weakened. When healthy, Haunter could switch into defensive Pokemon like Togetic, Mareanie and Clefairy, but fears a potential Thunder Wave or Knock off. Substitute is a great option for when your opponent, sacks or pivots when threatened by Haunter, and is also great when you need to predict a switch, as it is a generally safe option for scouting switch-ins (made this a little more clear / less verbose). However, make sure to not let Haunter lose too much HP, as it lacks recovery and can be put in range of priority attackers like Piloswine. Fighting-types like Machoke and Hakamo-o are good partners as they keep offensive pressure against Klang, Piloswine, Galarian Linoone and Ferroseed, while also appreciate Haunter for dealing with Galarian Corsola and Hattrem for them. Pivots like Volt Switch Charjabug and U-turn Raboot are great for bringing in Haunter safely. Knock off helps Haunter get kills by removing Eviolite, which makes Pokemon like Vullaby and Dartrix great paired with Haunter. Hazard setters like Clefairy and Roselia help Haunter by weakening its threats and putting them in range of KO.

[Set]
name: Hex
move 1: Sludge Bomb
move 2: Hex
move 3: Will-O-Wisp
move 4: Substitute
item: Eviolite
ability: Levitate
nature: Timid
evs: 44 HP / 212 SpA / 252 Spe

[SET COMMENTS]
Set Description
========
Hex Haunter is used to surprise unsuspecting opponents by lure them into status common Haunter checks like Vullaby or Klang and then burning them with Will-O-Wisp, making them weaker and susceptible to a boosted Hex (explained this function a little more here). Sludge Bomb is used on this set for its 30% poison chance as well as coverage for opposing Fairy and Grass-types like Clefairy and Dartrix. Hex takes advantage of the status from Sludge Bomb and Will-O-Wisp, as once statused, Hex can 2hko threats like Mareanie. Will-O-Wisp is not only used to increase Hex’s power, but to cripple Pokemon like Vullaby and Piloswine who can threaten Haunter with their stab attacks. Substitute is used to stall the opponent as well as avoiding incoming damage. Eviolite allows Haunter to take advantage of walls like Klang and Mareanie that either can either be put in a dangerous position from Rest, or have trouble breaking its Substitute when Burned. 44 Hitpoint HP investment guarantees that Haunter's Substitute survives a Knock Off from a Burned Ferroseed.

The main function of this set is using 130 BP Hex and Sub Stalling while the opponent is inflicted with status, so make sure to prioritize statusing the opponent early game and utilizing Haunters offensive prowess mid to late game. Will-O-Wisp should be used to limit common switchins such as Piloswine and Ferroseed, and the latter Haunter should secure a Substitute before KOing so that Haunter is not easily revenge killed. Many teammates for Haunter are ones that can spread status like Mareanie, Galarian Corsola, and Roselia, allowing Haunter to use Hex when it comes in and not Will-O-Wisp.
(Add a sentence that explains that Haunter lacks immediate firepower compared to its offensive sets, and should be played cautiously as to not jeopardize its bulk; wait to bring in Haunter when RestTalk users like Machoke and Klang are already asleep, or when Toxic Spikes are set by setters like Mareanie and Roselia.)

[CREDITS]
- Written by: [[Monsareeasy,437400 ]]
- Quality checked by: [[Marjane,355753 ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]

Looks good, QC 2/2, only a few changes / GP stuff
Ho3nConfirm3d-QC-small.gif
 
Please do not eyeball this check. Please implement properly and pay attention to proper spacing. Please use spo.ink/gpvideo and use the reply method.
DO NOT LEAVE ANY DOUBLE SPACES.
add remove comments (AC=add comma, RC=remove comma)

[Set SET]
name: Choice Specs
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Psychic / Dazzling Gleam
move 4: Trick/Energy Trick / Energy Ball
item: Choice Specs
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Set Description
========


Haunter has the second highest Special Attack stat of all of NFE and the third highest Speed stat, making it a great offensive choice. Shadow Ball is one of Haunter’s Haunter's (curly apostrophe to straight apostrophe; please don't write analyses in Word or Google Docs) STAB moves, (RC) allowing it to and can 2HKO threats like Piloswine and Bulky bulky Klang, (RC) two Pokemon that could can check its other sets. Sludge Wave is used against Fairy- and Grass-types such as Clefairy, Dartrix, (AC) and Thwackey. Trick cripples common switch ins; switch-ins, most notably Klang, Piloswine, Vullaby, (AC) and Ferroseed. Psychic dents common Fighting- and Poison-types that Haunter can switch into like Machoke and Roselia that Haunter can use its immunities and resistances to switch into. Alternatively, Dazzling Gleam is used alternatively to hit 2HKO Dark-, Fighting-, (AC) and Dragon-types such as Galarian Linoone, Machoke, Hakamo-o and Fraxure, (RC) always 2HKOing the formerly stated and OHKO Hakamo-o. Energy Ball mainly hits mostly Piloswine, (RC) but also helps against Water-types like Palpitoad, Wartortle, (AC) and Brionne.

Haunter is generally used mid to late game mid- to late-game as a revenge killer, but it can also dent holes in your opponents team early game the opposing team early-game. Haunter prefers spamming it's its STAB attacks, but it should be careful locking into them if the opponent has any Normal- or Steel-types that can take advantage of their immunities to punish Haunter. If your opponent will likely switch into a special wall such as Klang, use Trick to debilitate them by stealing their Eviolite rather than trying to break through; be careful, (AC) though, (AC) as Haunter will lose most of its wallbreaking capabilities after a using Trick. Haunter generally pairs well with Machoke, which can keep up offensive pressure against Piloswine and Galarian Linoone. Haunter appreciates pivots such as Parting Shot Galarian Linoone, Volt Switch Klang, (AC) and U-turn Raboot, as they can safely switch bring Haunter in. Knock Off users such as Machoke and Ferroseed are commonly paired with Haunter, (RC) to remove Eviolite from its counters. Haunter also appreciates entry hazards, (AC) as it allows for they can bring bulkier Pokemon like Machoke and Vullaby to be in range of KO into KO range; common hazard setters are Ferroseed, Roselia, (AC) and Carkoal Carkol.

[Set SET]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Wave/Sludge Wave / Sludge Bomb
move 3: Dazzling Gleam
move 4: Trick
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Set Description
========


Choice Scarf allows Haunter to outspeed faster, (RC) unboosted targets that would otherwise revenge kill Haunter like Galarian Linoone, (RC) and Drakaloak Drakloak. Shadow Ball allows it Haunter to target a large portion of the metagame for significant damage. Sludge Wave is also a strong STAB move that hits Fairy-types like Clefairy and Togetic as well as Ghost resists Ghost-resistant or -immune Pokemon such as Galarian Linoone. Sludge Bomb is an alternative to Sludge Wave for the relatively high base power and 30% poison chance, but it is less popular, (AC) as it may trigger abilities like Guts and Quick Feet. Dazzling Gleam hits Dragon- and Dark-types such as Fraxure, Galarian Linoone, (AC) and Vullaby. Trick is used on Haunter to cripple hard to break hard-to-break answers such as, (RC) Klang and Vullaby.

Haunter is generally saved for late game or as a revenge killer, so it can abuse should try to take advantage of its Speed against a weakened team or to clean weakened teams late-game and revenge kill setup sweepers like Wartortle and Fraxure. Make sure to preserve Haunter, (AC) as it can be a helpful late game wincon or it could succumb to can otherwise not clean late-game against priority users like Piloswine and Machoke . When Machoke. When revenge killing, Haunter should usually choose the stronger coverage strongest move for the occasion, but you should still be cognizant of switch-ins like Klang, Vullaby, Ferroseed, (AC) and Piloswine that can shrug off its attacks. It could instead use Trick to debilitate these walls, but be aware it will lose its Speed buff in the process. Toxic Orb Galarian Linoone and Choice Scarf Drakaloak Drakloak both revenge kill Haunter, so try pairing Haunter with defensive checks to these threats; making for this reason, Piloswine, Togetic, and Machoke make good teammates. Knock off Off helps Haunter achieve kills easier as KOs more easily, as walls rely on Eviolite; Machoke, Galarian Linoone, (AC) and Clefairy are effective Knock Off partners. Hazards Entry hazards such as Stealth Rock and Spikes allow for its threats to be in kill range, and can bring several threats into KO range; common entry hazard setters are Ferroseed, Roselia, and Carkoal Carkol.

[Set SET]
name: Life Orb
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Psychic / Dazzling Gleam/ Gleam
move 4 :Wil-O-Wisp/Substitute
move 4: Will-O-Wisp / Substitute

item: Life Orb
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Set Description
========


Life Orb provides enough power for Haunter to break through its checks without the choice-lock of the previous sets being Choice locked. Shadow Ball damages the majority of the NFE metagame and is Haunters Haunter's best option to take down slower targets weak to it like Galarian Corsola and Hattrem. Sludge Wave is capable of OHKOing physically defensive Fairy-types such as Togetic, as well as Grass-types like Dartrix. Psychic hits Poison-types hard, such as Gloom and Roselia, while also denting Machoke. Dazzling Gleam hits Haunter’s Dark-type switchins switch-ins such as Vullaby and Galarian Linoone, (RC) while also hitting Fighting Fighting- and Dragon-types such as Machoke and Fraxure. Will-O-Wisp is used to cripple Haunters Haunter's checks, such as Piloswine and Klang. Substitute provides the ability to dodge status as well as scouting for the opponent's move conditions and scout for foes' moves.

Non-choiced Haunters do Life Orb Haunter does not need to frequently predict, but playing too passive passively will result in your Haunter dying fainting without causing dealing much damage to your opponent. Try to use Haunter early game early-game to put a dent in threats like Klang and Machoke, or you can also use Haunter late game use it to clean late-game when its checks are weakened. When healthy, Haunter could switch into defensive Pokemon like Togetic, Mareanie, (AC) and Clefairy, but fears it should avoid a potential Thunder Wave or Knock off Off. Substitute is a great option for when your opponent, sacks or pivots when threatened by Haunter, and is a generally opponent tries to switch out against Haunter, making it generally a safe option for scouting switch-ins. However, make sure to not let Haunter lose too much HP, as it lacks recovery and can be put in range of priority attackers like Piloswine. Fighting-types like Machoke and Hakamo-o are good partners, (AC) as they keep offensive pressure against Klang, Piloswine, Galarian Linoone, (AC) and Ferroseed, and they also appreciate Haunter for dealing with Galarian Corsola and Hattrem for them. Pivots like Volt Switch Charjabug and U-turn Raboot are great for bringing in Haunter safely. Knock off Off helps Haunter get kills KOs by removing Eviolite, which makes Pokemon like Vullaby and Dartrix great paired with Haunter partners. Hazard setters like Clefairy and Roselia help Haunter by weakening its threats and putting them in range of a KO.

[Set SET]
name: Hex
move 1: Sludge Bomb
move 2: Hex
move 3: Will-O-Wisp
move 4: Substitute
item: Eviolite
ability: Levitate
nature: Timid
evs: 44 HP / 212 SpA / 252 Spe

[SET COMMENTS]
Set Description
========


Hex Haunter is used to status cripple common Haunter checks like Vullaby or and Klang with status conditions, making them weaker and susceptible to a boosted Hex. Sludge Bomb is used on this set for its 30% poison chance as well as coverage for opposing Fairy Fairy- and Grass-types like Clefairy and Dartrix. Hex takes advantage of the status conditions from Sludge Bomb and Will-O-Wisp, (RC) as once statused, Hex can 2hko to 2HKO threats like Mareanie. Will-O-Wisp is not only used to increase Hex’s Hex's power, but also to cripple physical Pokemon like Vullaby and Piloswine who that can threaten Haunter with their stab STAB attacks. Substitute is used to stall the opponent foe out as well as avoiding avoid incoming damage. Eviolite allows Haunter to take advantage of walls like Klang and Mareanie that either can either be put in a dangerous position from Rest, (RC) or have trouble breaking its Substitute when Burned burned. 44 HP investment guarantees EVs guarantee that Haunter's Substitute survives a Knock Off from a Burned burned Ferroseed.

The main function of this set is using 130 BP Hex and Sub Stalling Substitute to wear down the foe while the opponent is inflicted with status they are statused, so make sure to prioritize statusing the opponent early game afflicting foes with status early-game and utilizing Haunters Haunter's offensive prowess mid to late game mid- to late-game. Will-O-Wisp should be used to limit common switchins switch-ins such as Piloswine and Ferroseed, and the latter Haunter should secure Ferroseed; Haunter can safely set up a Substitute before KOing Ferroseed so that Haunter it is not easily revenge killed. Many teammates for Haunter are ones that can spread status like Mareanie, Galarian Corsola, and Roselia, allowing Haunter to use Hex when it comes in and not Will-O-Wisp.Haunter more freely without needing to first use Will-O-Wisp. Haunter lacks the immediate firepower of its offensive sets, and so it should be played cautiously as to not jeopardize its bulk; wait to bring in Haunter for when RestTalk users like Machoke and Klang are already asleep, (RC) or when Toxic Spikes are set by setters like Mareanie and Roselia.

[CREDITS]
- Written by: [[Monsareeasy, 437400]]
- Quality checked by: [[Marjane, 355753], [Ho3nConfirm3d, 231074]]
- Grammar checked by: [[A Cake Wearing A Hat, 388157]]
tag me when done and i'll stamp if you implement it correctly
 
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