Hoothoot (Analysis) [GP 0/2]

metsrule158

Don't disturb him on his break.
is a Contributor Alumnus
QC Rejections: 0/2
QC Stamps: 2/2 [GoldenKnight] [Macle]
GP Checks: 0/2

[Overview]
<p>Hoothoot, if used properly, can actually turn out to be a pretty effective Pokémon. Unfortunately, it's one of the most underused Pokémon in the Little Cup metagame. It has terrible stats aside from its SpD, Speed, and HP and is weak against Stealth Rock. In reality, though, with a decent movepool and an average Special Defense stat, Hoothoot can actually work out.</p>


[Set]
name: Choice Scarf
move 1: Air Slash
move 2: Heat Wave
move 3: Shadow Ball
move 4: Psychic
item: Choice Scarf
ability: Insomnia
nature: Timid / Modest
Evs: 196 Spe / 236 SpA / 68 SpD

[Set Comments]
<p>This is one of the few sets that Hoothoot can run. It's main(and only) special STAB is Air Slash, which doesn't have a lot of power. Psychic takes care of physical Fighting-type threats such as Machop, and those pesky Poison-types. Heat Wave easily dispatches Bug- and Grass-types and melts those dangerous to Hoothoot Ice-types. Then there is Shadow Ball which hits Ghosts and Psychics with a super-effective attack. With the Choice Scarf, EVs, and nature, Hoothoot hits 22 Speed, out speeding all not-Choice Scarf Pokémon.</p>

[Additional Comments]
<p>Hoothoot is one of those Pokémon who significantly appreciates Stealth Rock support. This allows Hoothoot to get a much better chance at landing a KO. A spinner would also be nice as Hoothoot doesn't lose a chunk of HP every time it switches in. Hypnosis can be used instead of Shadow Ball in the fourth slot to inflict sleep, but is not that recommended as Hoothoot will probably need an immediate switch-out. Hoothoot is also a great counter to Shroomish and Paras as of its ability, Insomnia, and it's able to OHKO the both of them with a STAB Air Slash.</p>

[Team Options]
<p>A really good buddy of Hoothoot is Munchlax. Its high Special Defense stat can take Ice- and Electric-type attacks without taking a scratch. Bronzor's high Defense and capability of setting up Stealth Rock also helps Hoothoot. Machop's offensive strength can take out Rock- and Steel-types that Hoothoot might have trouble with. Magnemite also helps Hoothoot as it resists all of Hoothoot's three weaknesses and Hoothoot is immune to Ground-type attacks.</p>

[Optional Changes]
<p>Hoothoot doesn't have much else besides the sets stated before. It gets status inflicting moves such as Toxic or Attract, but it might not get a chance to use them. One could opt to use a Subnosis set, but frankly, other Pokemon like Gastly do that much better than Hoothoot can.</p>

[Counters]
<p>Basically any Pokémon that either has decent Special Defense or higher Speed than Hoothoot will beat it. The main walls are Munchlax and Mantyke who also have good offensive capabilities. The main offensive ones are Voltorb, Buizel, and priority users like Swinub. There are many other counters to Hoothoot, but this is just in general, not very specific.
 
No first person pronouns?

Also, Rock really isn't a specially-attacking type.

Munchlax gets Earthquake and a high attack stat to kill Rock and Steel-types with. Bronzor gets...the former, at least. EQ hits steels that aren't Bronzor 4x effectively, so you don't really need much of an attack stat.

Magnemite resists all three of its weaknesses, while Hoothoot is immune to ground. It traps steels and booms on Munchy, while Hoothoot...sleeps Munchy and Heat Waves Bronzor and sleeps other stuff it can't kill.

Also, Dream Eater is kind of really terrible and shouldn't be mentioned at all.
 
I don't see the purpose of Psychic being the second move. Air Slash hits Fighting-types. Poison-types are rare in Little cup besides Tentacruel who can take a few Psychics. I'd rather see Air Slash - Heatwave - Shadow Ball - then Psychic / Hypnosis

Also the writing needs a lot of work...
 
Ok. thank you. I'll try to get on that as soon as possible. I can't do it now because I have a lot of things going on in school.
 
QC Rejections: 0/2
QC Stamps: 0/2
GP Checks: 0/2

[Overview]
<p>Hoothoot, if used properly, can actually turn out to be a pretty effective Pokémon. Unfortunately, it's one of the most underused Pokémon in the Little Cup metagame. In reality, though, with a decent movepool and an average Special Defense stat, Hoothoot can actually work out.</p>

You should add more to this imo


[Set]
name: Choice Scarf
move 1: Air Slash
move 2: Heat Wave
move 3: Shadow Ball
move 4: Psychic
item: Choice Scarf
ability: Insomnia
nature: Timid / Modest
Evs: 196 Spe / 236 SpA / 68 SpD

[Set Comments]
<p>This is one of the few sets that Hoothoot can run. It's main(and only) special STAB is Air Slash, which doesn't have a lot of power. Psychic takes care of physical Fighting-type threats such as Machop, and those pesky Poison-types. Heat Wave easily dispatches Bug- and Grass-types and melts those dangerous to Hoothoot Ice-types. Then there is Shadow Ball which hits Ghosts and Psychics with a super-effective attack. With the Choice Scarf, EVs, and nature, Hoothoot hits 22 Speed, out speeding all not-Choice Scarf Pokémon.</p>

[Additional Comments]
<p>Hoothoot is one of those Pokémon who significantly appreciates Stealth Rock support. This allows Hoothoot to get a much better chance at landing a KO. A spinner would also be nice as Hoothoot doesn't lose a chunk of HP every time it switches in. Hypnosis can be used instead of Shadow Ball in the fourth slot to inflict sleep, but is not that recommended as Hoothoot will probably need an immediate switch-out.</p>

[Team Options]
<p>A really good buddy of Hoothoot is Munchlax. Its high Special Defense stat can take Rock- and Electric-type attacks without taking a scratch. Bronzor's high Defense (or do you mean both defense and special defense?) and capability of setting up Stealth Rock also helps Hoothoot. Machop's offensive strength can take out Rock- and Steel-types that Hoothoot might have trouble with. Magnemite also helps Hoothoot as it resists all of Hoothoot's three weaknesses and Hoothoot is immune to Ground-type attacks.</p>

[Optional Changes]
<p>Hoothoot doesn't have much else besides the sets stated before. It gets status inflicting moves, but it might not get a chance to use them. One could opt to use a Subnosis set, as it is much better than a Hypnosis + Dream Eater combo.</p>

[Counters]
<p>Basically any Pokémon that either has decent Special Defense or higher Speed than Hoothoot will beat it. The main walls are Munchlax and Mantyke who also have good offensive capabilities. The main offensive ones are Voltorb, Buizel, and priority users like Swinub. There are many other counters to Hoothoot, but this is just in general, not very specific.

yeah
 
[Optional Changes]
<p> Hoothoot doesn't have much else besides the sets stated before. It gets status inflicting moves, but it might not get a chance to use them. One could opt to use a Subnosis set, as it is much better than a Hypnosis + Dream Eater combo.</p>

you shouldn't compare subnosis to hypnosis + dream eater when there is none. It should be, "One could opt to use a Subnosis set, but frankly, other Pokemon like Gastly do that much better than Hoothoot can." You should elaborate on the "status inflicting moves".

On a separate note, you should also mention how Hoothoot, with Insomnia, is a great check to both Paras and Shroomish, as it can OHKO (I think) with Air Slash, because that's something that not many Pokemon can boast.
 
If GoldenKnight stampd my analysis (sorry, but i couldn't tell) then I am now ready for GP checks.
 
metsrule158, GP checkers have said this many times, that you need to expand your descriptions. Can you please do that, so the GP team can get on with GP checking this?

Thanks =)
 
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