Haunter [QC 1/2]

NotVeryCake

Banned deucer.
:rg/haunter:
[Overview]
Haunter is the most prominent Pokemon in UU with access to a sleep-inducing move thanks to its multitude of unique traits; its evolution line is the sole possesor of the Ghost-type, which lets it switch in on Normal-type attacks with impunity as well as wall Persian and Tangela. It is also the fastest sleeper in UU, getting the jump on a multitude of key threats such as Kangaskhan, Dragonite, ans Dewgong; to complement this, its offensive prowess is also solid, as it has access to unresisted coverage alongside Explosion. This makes Haunter the most threatening sleeper after it lands Hypnosis, as nothing can switch into it with complete safety.

However, Haunter is weighed down by two major flaws that at times can make it a massive liability on teams. Firstly, it has to rely on Hypnosis as its sleep move, which is horribly inconsistent. Secondly, it is stuck with a Poison-typing that gives it weaknesses to Psychic and Earthquake. Thirdly, its poor physical bulk means it is 2HKOed by even neutral physical attacks and the only Pokemon in UU OHKOd by Dugtrio's Earthquake. This means Haunter can very often spend entire games doing nothing of value.

[SET]
name: Sleeper
move 1: Hypnosis
move 2: Thunderbolt
move 3: Explosion
move 4: Psychic

[SET COMMENTS]
Set Description
=========
Hypnosis is the main reason to use Haunter— this is because sleep is an incredibly powerful tool as a Pokemon who has been put to sleep is effectively KOed. Haunter can switch into Normal-type attacks from slower Pokemon and Persian as well as other attacks that do not meaningfully threaten it and attempt to land the move. Thunderbolt hits Water-types, Dodrio, and Articuno for supereffective damage; it 2HKOes Gyarados and Dodrio, 3HKOes Tentacruel, Dewgong and Articuno, as well as 3HKOing Vaporeon 57.1% of the time. Psychic is Haunter's best move against neutral targets as it can rack up Special drops quite quickly and overwhelm the opponent, it also has a 20.5% chance to 2HKO opposing Haunter. Explosion allows Haunter to punch a hole in the opossing team when low on HP. In particular, it allows Haunter to OHKO Dugtrio 33.3% of the time and always OHKO Kadabra as they attempt to switch in after something has been sleep, which are otherwise the two best answers to Haunter. Explosion also allows Haunter to end the turn immediately, which denies slower foes such as Articuno setup.

Haunter can be used either as a lead or in the back depending on what its team wants it to do. In lead, Haunter anti-leads, outspeeds, and can put to sleep common leads—such as Kangaskhan, Clefable, and Dragonite; it also has tolerable matchups against other common leads—such as Electabuzz and Ninetales. However, lead Haunter must be wary of lead Kadabra and Dodrio, who both threaten to 2HKO with their STAB. In the back, Haunter can switch into Normal-type attacks or attacks that do not significantly threaten it from foes such as Kangaskhan, Dragonite, and Gyarados and attempt to land Hypnosis. Once Haunter has put a foe to sleep, it can either immediatly use Explosion to attempt to catch a switchin off-guard, or set up a Substitute if it carries it. Haunter can also choose to switch out to a strong teammate such as Kangaskhan or Dodrio. Haunter wants to attempt to get Hypnosis off quite early in the game, as there are much fewer safe opportunities to attempt to land the move in the lategame.

Haunter is extremely weak to Dugtrio, as such it appreciates help from teammates such as Dragonite or Gyarados who can switch into Dugtrio at least once and make progress in return. Haunter also appreciates being paired with Kadabra, as Kadabra can both trade with opposing Kadabra as well as bait out Normal-type moves that give Haunter key opportunities to use Hypnosis.

[STRATEGY COMMENTS]
Other Options
=============
Psychic is droppable within reason as Thunderbolt already covers most matchups for serviceable damage. Substitute can be used after Haunter has put to sleep a foe to protect itself from being revenge killed by the likes of Dugtrio or Kadabra. It also allows Haunter to guarantee Explosion will hit its intended target. Even if Explosion hits the sleeping Pokemon, it will rarely OHKO it without a critical hit, which gives one of Haunter's teammates such as Articuno or Dugtrio a free setup turn. Night Shade is Haunter's best option against Kadabra and much like Psychic is a good midground attack into foes. However, unlike Psychic it cannot score critical hits nor Special drops. Mega Drain is Haunter's best option against Golem, catching it off guard and 2HKOing it, however, its damage output vs everything else is meager. Thunder can be used over Thunderbolt as it OHKOes Gyarados 87.2% of the time 2HKOes Dewgong and Tentacruel 69.5% of the time, well as always 3HKOing Vaporeon, however, it's weighed down by its abysmal accuracy which makes it extremely unreliable.

Checks and Counters
===================
**Dugtro**: Dugtrio outspeeds and OHKOes Haunter with Earthquake, and is immune to Thunderbolt and only 3HKOed by Psychic and Night Shade. However, Dugtrio must be wary of switching in on Explosion, as it is OHKOed by it 33.3% of the time.

**Kadabra**: Although Kadabra is OHKOed by Explosion, it switches into all of Haunter's other moves with impunity if something else has already been put to sleep and 2HKOes it with Psychic.

**Ninetales**: Ninetales outspeeds Haunter and 3HKOes it with Fire Blast while only being 5HKOed by Psychic in return; if Fire Blast burns Haunter, it also halves the power of its Explosion. Ninetales can also use Confuse Ray to make Haunter's chance of landing Hypnosis a mere 30%.

**Golem**: Golem can switch into Haunter reasonably well after something has already been slept and OHKO it with Earthquake while also 2HKOing with Rock Slide 60% of the time, Golem also can absorb Haunter's Explosion; however, Psychic 4HKOs it so if Haunter predicts correctly Golem can typically only switch in once factoring critical hits and Special drops.

**Dodrio**: Although it cannot switch in, as it is 2HKOed by Thunderbolt, Dodrio outspeeds Haunter and 2HKOes it with Drill Peck.

**Paralysis**: Haunter greatly fears getting paralyzed as it relies heavily on its ability to outspeed foes to consistently land Hypnosis. Haunter's chances of hitting Hypnosis also falls to a meager 45% when paralyzed.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
https://www.smogon.com/forums/members/juoean.486979/
Grammar checked by:
 
Last edited:
:rg/haunter:
[Overview]
Haunter is the most prominent Pokemon in UU with access to a sleep-inducing move thanks to its multitude of unique traits; its evolution line is the sole possesor of the Ghost-type, which lets it switch in on Normal-type attacks with impunity as well as wall Persian and Tangela. It is also the fastest relevant sleeper in UU, getting the jump on a multitude of key threats such as Dragonite, Dewgong, and Kangaskhan (maybe list kang first since its the most important and also the one other sleepers cant outspeed); to complement this, its offensive prowess is also solid, as it has access to unresisted coverage alongside Explosion. This makes Haunter the most threatening sleeper after it lands Hypnosis, as nothing can switch into it with complete safety.

However, Haunter is weighed down by two major flaws that at times can make it a massive liability for teams. One, it has to rely on Hypnosis as its sleep move, which is horribly inconsistent. Second, paired with Haunter's poor defensive profile, as it is stuck with a Poison-typing that gives it weaknesses to Psychic and Earthquake, as well as bad physical bulk, making it 2HKOed by even neutral physical attacks and the only Pokemon in UU OHKOd by Dugtrio's Earthquake. This means Haunter can very often spend entire games doing nothing of value. (j edited this bc the syntax didnt rly work before, ofc this is just one option if u prefer a different way of editing but the other version had sentence fragments and such)

[SET]
name: Sleeper
move 1: Hypnosis
move 2: Thunderbolt
move 3: Explosion
move 4: Psychic / Substitute

[SET COMMENTS]
Set Description
=========
Hypnosis is the main reason to use Haunter— this is because sleep is an incredibly powerful tool as a Pokemon who has been put to sleep is effectively KOed. Haunter can switch into Normal-type attacks from Persian and Kangaskhan (i think needs to be specified a bit because haunter is a bad switchin to unparalyzed dodrio's normal stab. but u could also say something like "Normal-type attacks from slower Pokemon" or "Normal-type attacks from slower Pokemon and also from Persian", up to you) and other attacks that do not meaningfully threaten it and attempt to land the move. Thunderbolt hits Water-types, Dodrio, and Articuno for supereffective damage; it 2HKOes Gyarados and Dodrio, 3HKOes Tentacruel, Dewgong and Articuno, as well as 4HKOing Vaporeon (its 57% to 3hko vap). Psychic is Haunter's best move against neutral targets as it can rack up Special drops quite quickly and overwhelm the opponent, it also has a 20.5% chance to 2HKO opposing Haunter. Substitute can be used after Haunter has put to sleep a foe to protect itself from being revenge killed by the likes of Dugtrio or Kadabra. It also allows Haunter to use guarantee its Explosion will hit its intended target. Explosion allows Haunter to punch a hole in the opossing team when low on HP. It also In particular, it allows Haunter to catch sometimes OHKO Dugtrio and always OHKO Kadabra off guard as they attempt to switch in after something has been sleep, OHKOing the former and OHKOing the latter 33.3% of the time which are otherwise the two best answers to Haunter. (u can keep the ohko% vs kad if u want, the edits is j bc this syntax is cleaner and bc its not rly 'off guard') It Explosion also allows Haunter to end the turn prematurely immediately, which denies slower foes such as Articuno setup. i might also mention here that if you boom on the slept mon (intentionally or otherwise) you usually wont ohko without a crit, which can then give a setup turn to your own articuno or dugtrio. this should be mentioned somewhere anyway, if not here then find another place to mention it.

Haunter can be used either as a lead or in the back depending on what its team wants it to do. In lead, Haunter anti-leads, outspeeds, and can put to sleep common leads—such as Kangaskhan, Clefable, and Dragonite; it also has decent decent seems pushing it, maybe something like tolerable would be a better word choice matchups against other common leads—such as Electabuzz and Ninetales. However, lead Haunter must be wary of lead Kadabra and Dodrio, who both threaten to 2HKO with their STAB. In the back, Haunter can switch into Normal-type attacks or attacks that do not significantly threaten it from foes such as Kangaskhan, Dragonite, and Gyarados and attempt to land Hypnosis. Once Haunter has put a foe to sleep, it can either immediatly use Explosion to attempt to catch a switchin off-guard, or set up a Substitute if it carries it. Haunter can also choose to switch out to a strong teammate such as Kangaskhan or Dodrio. Haunter wants to attempt to get Hypnosis off quite early in the game, as there are much fewer safe opportunities to attempt to land the move in the lategame.

Haunter is extremely weak to Dugtrio, as such it appreciates help from teammates such as Dragonite or Gyarados who can switch into Dugtrio at least once and deal with it effectively make progress in return. maybe mention that vs a Dugtrio that overpredicts with Substitute, Haunter can stay in and sleep it through the sub, of course this is risky and also relies on Hypnosis accuracy Haunter also appreciates being paired with Kadabra, as Kadabra can both trade with opposing Kadabra as well as bait out Normal-type moves that give Haunter key opportunities to use Hypnosis.

[STRATEGY COMMENTS]
Other Options
=============
Psychic or Substitute are droppable within reason as Thunderbolt already covers most matchups for serviceable damage; Substitute is droppable as it is not vital for Haunter to perform its most important function, which is inflicting sleep on foes. Night Shade is Haunter's best option against Kadabra and much like Psychic is a good midground attack into foes. However, unlike Psychic it cannot score critical hits nor Special drop, making its damage output dissapointing. Mega Drain is Haunter's best option against Golem, catching it off guard and 2HKOing it, however, its damage output vs everything else is meager. Confuse Ray can be used to help Haunter cheese its way out of dire situations if something has already been put to sleep; it can also be used in conjunction with paralysis support to give the opponent a 62.5% chance to fluff their moves, however, it is incredibly unreliable and Haunter is usually better off just attacking. Thunder can be used over Thunderbolt as it OHKOes Gyarados 87.2% of the time 2HKOes Dewgong and Tentacruel 69.5% of the time, well as 3HKOing Vaporeon, however, it's weighed down by its abysmal accuracy which makes it extremely unreliable.

(personally id lean more toward no slashes on the main set and have both night shade and substitute as OOs, + mega drain can also stay i guess and id remove the others as they are just not worth using whatsoever. sub and ns seem about equally reasonable to me but 'usually' u want psychic as it offers so much. re substitute booming on the slept mon isnt even alw bad plus this leaves u unable to touch golem without much benefit to show for it, ofc sometimes substitute can rly do work but OO seems like the right place for it to me, its serious / not a meme but it is niche compared to the primary option.
not mandating changing this tho and also want to see what others think should be slashed vs in OOs


Checks and Counters
===================
**Dugtro**: Dugtrio outspeeds and OHKOes Haunter with Earthquake, and is immune to Thunderbolt and only 3HKOed by Psychic and Night Shade. However, Dugtrio must be wary of switching in on Explosion, as it is OHKOed by it 33.3% of the time.

**Kadabra**: Although Kadabra is OHKOed by Explosion, it switches into all of Haunter's other moves with impunity if something else has already been put to sleep and 2HKOes it with Psychic.

**Ninetales**: Ninetales outspeeds Haunter and 3HKOes it with Fire Blast while only being 5HKOed by Psychic in return; if Fire Blast burns Haunter, it also weakens halves the power of its Explosion significantly. Ninetales can also use Confuse Ray to make Haunter's chance of landing Hypnosis a mere 30%.

**Golem**: Golem can switch into Haunter with ease reasonably well after something has already been slept and OHKO it with Earthquake while also 2HKOing with Rock Slide 60% of the time, and Golem also can absorb Haunter's Explosion; however, it does have to be cautious of the rare Mega Drain and critical hits and Special drops from Psychic 4HKOs so if Haunter predicts correctly Golem can typically only switch in once factoring crits and special drops. or something along these lines but just needs to reflect that golem is only an OK switchin. also, if 100% golem gets both crit and spec dropped on switchin then itl almost always be kod by the -1 psychic afterward but thats a relatively low probability event so idk if it needs to be mentioned specifically.

**Dodrio**: Although it cannot switch in, as it is 2HKOed by Thunderbolt, Dodrio outspeeds Haunter and 2HKOes it with Drill Peck.

**Paralysis**: Haunter greatly fears getting paralyzed as it relies heavily on its ability to outspeed foes to consistently land Hypnosis. Haunter's chances of hitting Hypnosis also falls to a meager 45% when paralyzed.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
Grammar checked by:

ofc feel free to msg with any questions or such
ill confirm qc 1/2 after u make your edits
 
Last edited by a moderator:
sorry for delay. qc 1/2

(to be clear id also remove thunder from oos, nbd either way tho if u want to keep it)
 
Moving all UU stuff to Locked/Outdated, you are welcome to revive it when UU stabilizes again!
 
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