UU Lycanroc-Dusk [QC: 3/3] [GP 2/2]

[OVERVIEW]

Lycanroc-D is a potent revenge killer due to its strong Tough Claws-boosted priority move in Accelerock, which enables it to revenge kill weakened +2 Speed Galarian Moltres, Alakazam, and Zeraora, and high Speed, which lets it to outspeed Keldeo. Access to strong coverage moves, such as Psychic Fangs to break past Amoonguss and Sucker Punch to deal with Jirachi, allows it to punish its checks reliably. However, Lycanroc-D struggles to break through teams that run physically bulky threats such as Tangrowth and Skarmory. Its poor bulk also means it cannot come in on almost anything, so it requires moves such as U-turn and Volt Switch to come in safely as well as occasional aggressive prediction on expected switches.

[SET]
name: All-out Attacker
move 1: Accelerock
move 2: Stone Edge / Sucker Punch / Crunch
move 3: Psychic Fangs
move 4: Close Combat
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Accelerock is useful against offense teams, specifically keeping threats such Agility-boosted Galarian Moltres and Alakazam in check and KOing sufficiently chipped Azumarill and Scizor before they fire off their super effective priority moves. It also makes Lycanroc-D more difficult to revenge kill with faster threats such as Venusaur in sun and Zeraora. Stone Edge is a very spammable STAB move that can OHKO offensive Salamence and Rotom-H. Alternatively, Sucker Punch can be used to deal more damage than Accelerock against neutral targets and have a better matchup against Choice Scarf Jirachi. Crunch is stronger and requires less prediction, but its lack of priority makes its utility only notable against specific checks such as Palossand and Galarian Slowbro. Psychic Fangs inflicts heavy damage on the likes of Amoonguss and Tentacruel. A Life Orb is used to guarantee feats such as OHKOing offensive Nidoqueen with Psychic Fangs and 2HKOing defensive Celesteela with Close Combat on the switch with Stealth Rock up. Maximum Speed investment with a Jolly nature is needed to make Lycanroc-D outspeed and threaten as many foes as it can, particularly Keldeo.

Lycanroc-D fits best on offensive teams that appreciate its ability to revenge kill common offensive threats such as Galarian Moltres without sacrificing its teammates' wallbreaking capabilities. As Lycanroc-D is unable to switch in on mostly anything, pivots are appreciated to give it opportunities to punch holes as often as possible and gain momentum; Scizor and Rotom-H are efficient at this and help pressure bulky Grass-types and Skarmory, which usually give Lycanroc-D grief. Entry hazards allow Lycanroc-D to leave greater dents in otherwise solid answers such as Skarmory and Tangrowth, although residual damage from its foes' Rocky Helmet and its own Life Orb will noticeably sting. Krookodile is a great Stealth Rock setter that draws out Tangrowth and Skarmory to remove their Rocky Helmets with Knock Off, and it appreciates Lycanroc-D being a good offensive check to Kyurem. Special attackers such as Rotom-H and Primarina appreciate Lycanroc-D's ability to break through Chansey, and in return they can help wear down common physically defensive threats such as Skarmory for it. The Grass-types of the tier like Tangrowth and Zarude are excellent partners to handle threats such as Azumarill. Additionally, they also check faster Pokemon Lycanroc-D cannot threaten as much with its priority, such as Zeraora and Zygarde-10%.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Accelerock / Stone Edge
move 3: Psychic Fangs / Sucker Punch / Crunch
move 4: Close Combat
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Swords Dance makes Lycanroc-D much harder to revenge kill because its +2 Accelerock is capable of KOing Pokemon like Zeraora at significantly higher health ranges and Venusaur after Stealth Rock and Life Orb recoil. Stone Edge is not as recommended, as it is weaker than Close Combat on neutral targets, but it is an option if Lycanroc-D runs Sucker Punch over Psychic Fangs, as it can still KO Amoonguss after a Swords Dance with Stealth Rock damage. Psychic Fangs OHKOes Amoonguss after a Swords Dance boost and threatens Nidoqueen, even without a boost. Sucker Punch sacrifices crucial coverage against Nidoqueen and Tentacruel, but it OHKOes Choice Scarf Jirachi after a Swords Dance boost. +2 Crunch OHKOes Slowking while not requiring prediction against any non-Choice Scarf Jirachi, but losing out on priority is bothersome against opposing offense teams. After a Swords Dance boost, Close Combat can KO both Skarmory and Tangrowth after some chip damage. Picking one coverage move over the other can be difficult; choosing Psychic Fangs means it is much more difficult to get past Slowking, whereas losing Psychic Fangs can be especially detrimental against the likes of Tentacruel, Nidoqueen, and Kommo-o.

Lycanroc-D fits best on offensive teams with wallbreakers, such as Nasty Plot Rotom-H and mixed Kommo-o, that can pressure some of its checks, such as Skarmory and Tangrowth, and these teams appreciate having another wallbreaker that can still act as a late-game cleaner. Swords Dance Lycanroc-D can fit on both dual screens and Spikes lead hyper offense teams; dual screens support from Grimmsnarl and Alolan Ninetales lets Lycanroc-D set up more easily, whereas Spikes support from Mew and Scolipede can leave Tangrowth unable to safely handle its +2 Close Combats. Other entry hazard setters such as Jirachi and Krookodile can chip Lycanroc-D's checks with passive damage to put its checks, such as Seismitoad, in range of its boosted attacks. Pivots such as Zeraora and Jirachi can safely bring Lycanroc-D in against foes such as Salamence that it can use as setup fodder.

[STRATEGY COMMENTS]
Other Options
=============

Iron Head is an option against Tapu Bulu and Hatterene, and Play Rough condenses OHKOing Kommo-o and hits Salamence and Chople Berry Krookodile, although both are too specific to rely on most of the time. Drill Run is nice to give Lycanroc-D excellent Rock- and Ground-type neutral coverage, but the only notable Pokemon it hits super effectively is the rare Colbur Berry Galarian Slowbro. A Focus Sash lead Lycanroc-D is able to use Endeavor while setting up Stealth Rock, but this is generally not worth it in comparison to its other, much more dynamic sets. It also faces much fiercer competition from Mew and Shuckle, which offer more utility, and Azelf, which has a better Speed tier and Explosion.

Checks and Counters
===================

**Bulky Grass-types**: Amoonguss and Tapu Bulu do not switch into Stone Edge well, but they resist Close Combat and threaten Lycanroc-D after switching in; the former also runs Rocky Helmet often, which punishes Lycanroc-D. Tangrowth is the biggest offender, since unboosted Close Combat damage is restored nearly completely by Regenerator, it commonly uses Rocky Helmet, and it can freely threaten Lycanroc-D's team in multiple ways after it comes in.

**Steel-types**: Celesteela and Skarmory threaten Lycanroc-D with Heavy Slam and Body Press, respectively; Lycanroc-D cannot attempt a Swords Dance in front of the latter, even if it is running Brave Bird over Body Press, because of Roost and Whirlwind. Scizor can stay out of Lycanroc-D's priority range with Roost and fire back with Bullet Punch for an easy KO. Bisharp's Sucker Punch will fail if Lycanroc-D uses Accelerock, and Bisharp is afraid of being OHKOed by Close Combat if it doesn't use Sucker Punch, but Lycanroc-D will likely go down to one mistake as well.

**Bulky Water-types**: Foes like Suicune and Gastrodon that don't fall to one hit and are capable of firing back with super effective attacks pose problems for Lycanroc-D, which has to be kept in reserve while its teammates wear them down.

**Faster Threats**: Choice Scarf users that are not in range of its priority are able to revenge kill Lycanroc-D due to its frailty; Keldeo, Jirachi, and Krookodile are all notable for their resistance to Accelerock and ability to OHKO Lycanroc-D with their STAB moves, although Jirachi must be wary of a potential Sucker Punch. Zeraora has to mind its HP when around Lycanroc-D, but so does Lycanroc-D, as its bulk makes it take heavy damage from Plasma Fists or get OHKOed by Close Combat if either Accelerock or Sucker Punch fails to KO.

[CREDITS]
- Written by: [[Mystras Leoxses, 530118]]
- Quality checked by: [[martha, 384270], [Lilburr, 481709], [Twilight, 344575]]
- Grammar checked by: [[Finland, 517429], [Rabia, 336073]]
 
Last edited:

autumn

only i will remain
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C&C Leader
put this in hide tags so you can click reply and implement that way (click reply, make the changes, then paste it into your original analysis)
tag me when you've done this so I can look again
[OVERVIEW]
- Lycanroc-D faces stiff competition as a fast Rock-Type attacker from Terrakion due to its lower power ceiling (power ceiling isn't really intuitive, as you want to write like it's a resource for newer players. say what you mean - higher attack boosted with tough claws i think) and bulk, but it has several advantages over Terrakion the advantages it had over Terrakion back during Isle of Armor are still present; (you don't want to reference time or previous metas in analyses because they get outdated) higher speed, better coverage, its STAB priority move in Accelerock, and its ability Tough Claws augmenting the damage of its contact coverage moves. (imo here you can separate the strengths and talk more about them. a point about what higher speed lets it beat / a point about how it can be effective revenge killing mons (examples) with accelerock / what its coverage covers in the metagame)
-These attributes make Lycanroc-D a more potent revenge killer than Terrakion, as well as an effective wallbreaker in its own right. (this analysis is for lycanroc and not terrak so it's good to separate its strengths from other mons)
- Its miserable bulk, even against resists, and lower power ceiling means it cannot pull off an Swords Dance as effectively, to say nothing of hazards and Life Orb digging into its health further, which also means it should stay far from any risk of status.
- Said coverage also does not immediately KO every one of its checks, so it is very important to wear them down so they are in range for its attacks, which is especially true for Tangrowth and Skarmory.
- All of this means that Lycanroc requires more care and prediction in performing its role, but the effort necessary in the teambuilder and in play can all pay off well given its already listed strengths.


none of these points are super clear. make points for the following (don't compare directly to terrak again because once is enough and it is a separate mon from terrak)
- poor bulk and how that limits it (can mention the aoa set as well as the sd one because it means you can't switch lycanroc into anything)
- how it's too weak to ko its checks so struggles to break through fatter teams alone (don't mention how its checks need to be chipped because that's more like something that can be mentioned in the second para with teammates that can do that)
- last point isn't needed because it's fluff and doesn't add any new info
for an overview, you need to list all positives first then all negatives. it currently doesn't have that and it reads too negatively in general so make sure to keep this in mind when updating


[SET]
name: All-out-Attacker
move 1: Accelerock
move 2: Crunch
move 3: Close Combat
move 4: Psychic Fangs
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk/ 4 SpDef/ 252 Spe


[SET]
name: All-out-Attacker
move 1: Accelerock
move 2: Crunch / Sucker Punch / Drill Run
move 3: Close Combat
move 4: Psychic Fangs
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe


- sucker helps pick off faster mons like scarf rachi and drill run gives broken rock + ground coverage and helps with shuca glowbro


Paragraph 1
-This is the most reliable set at being able to hit as most of what commonly switches into Lycanroc-D as possible; (you want to avoid filler phrases like this that doesn't add any new info) Crunch and Psychic Fangs cover Amoongus, Nidoqueen, Kommo-o, and Slowking super effectively while Close Combat is a strong neutral that 2HKOs Specially Defensive Celesteela and Rotom-Wash on the switch. (mention moves in the order they're listed on the set)
- Accelerock is the bread and butter of Lycanroc-D for its use is useful against offense, specifically keeping in check threats such Agility boosted Moltres-G, Alakazam, and being able to KO Azumarill and Scizor before they fire off their own respective super effective priority moves when they are put into range.
- It also makes Lycanroc-D more difficult to be revenge killed by neutral targets such as Venusaur in Sun, Latias, but most importantly, Zeraora. (accelerock is the first move on the set so put all this at the top)
- Life Orb is generally preferred as it allows Lycanroc-D to push its power further, and its not like its bulk is going to allow it to last throughout a game. (this point is super vague rn, eitehr add some concrete examples of what LO lets it break or just remove it)
- Maximum Attack and Speed Investment with a Jolly Nature is needed to make Lycanroc-D outspeed and threaten as much as it can against the metagame, naturally outpacing its main rival, Terrakion.

Paragraph 2
- mention the types of teams lycanroc fits on
- As Lycanroc-D is unable to switch on most of anything, momentum support such as Volt Switch and U-Turn is very appreciated to be able to punch holes as often as possible; Scizor, Victini, and Rotom-H are efficient at doing this, and at helping pressure the bulky Grass-Types that usually give Lycanroc-D grief.
- Entry hazards will allow Lycanroc-D to more consistently threaten the opposition and leave greater holes against otherwise more solid answers such as the aforementioned Skarmory and Tangrowth, though Rocky Helmet damage on top of Life Orb will noticeably sting.
- Jirachi and Chansey (not sure about chansey because you'd want lycanroc on offense mostly so it doesn't pair well) are great examples for their ability to set Stealth Rock, ability to generate momentum via U-Turn and Teleport respectively, soak Status for Lycanroc-D, and in return they both appreciate a good offensive check to Terrakion.
- Special mention goes to Skarmory who not only checks Tapu Bulu well with Brave Bird, but also has the ability to create to create Spikes for Lycanroc-D to capitalize off of, as well as check Gyarados who would live a Accelerock from full health and OHKO back with Waterfall. (skarm is also an awk fit for offense but idt you need to remove. just don't make it its own point and list it with other hazard setters)
- Teammates who can cover potentially faster Pokemon are also appreciated; Nidoqueen is notable for her ability to check Zeraora who would otherwise threaten Lycanroc-D if it was not put into range of Accelerock.
- Furthermore, Nidoqueen and Latias appreciate Lycanroc-D's ability to break through Chansey, likewise they can help wear down common defensive cores for Lycanroc to capitalize off of.
- While it does not like fighting against them, the Grass-Types of the tier provide excellent synergy with Lycanroc in checking most of the Water and Ground type attacks that would normally threaten it.
- also mention pokemon that can check bulky grass types that lycanroc struggles with

[SET]
name: Swords Dance
move 1: Accelerock
move 2: Psychic Fangs/ Crunch
move 3: Close Combat
move 4: Swords Dance
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk/ 4 SpDef/ 252 Spe


[SET]
name: Swords Dance
move 1: Accelerock / Stone Edge
move 2: Psychic Fangs / Sucker Punch
move 3: Close Combat
move 4: Swords Dance
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe


- mention dual prio as an option / sucker + edge to threaten faster pokemon like scarf jirachi while still being able to somewhat deal with amoon with edge

Paragraph 1
- While as earlier mentioned, Lycanroc-D cannot pull off Swords Dance as well as Terrakion, this does have merit as an effective lure. (in this paragraph it's best not to cross reference sets or compare to other pokemon. you're describing what the moves / items / evs on the set do)
- Swords Dance turns Accelerock into a much more dangerous anti-revenge kill weapon, being able to KO Zeraora at significantly higher health ranges. (give some more examples, primarily those of guaranteed ohkos to show concrete examples that are clearer than "at higher health" - the point below is good for this)
- Psychic Fangs OHKOs even fully physically defensive Amoongus after 1 Swords Dance and the same is said for Slowking and Crunch.
- Picking one coverage over the other can be difficult, choosing Psychic Fangs means it is completely walled by Slowking, whereas losing Psychic Fangs can be especially detrimental against the likes of Tentacruel, Nidoqueen, and Kommo-o
-Despite the fact that it can 2HKO both Tangrowth or Skarmory with boosted Close Combats, Lycanroc still has to be in a position where both are worn down enough when it Swords Dances on the switch for it to successfully KO either of them. (if it's a 2hko they don't need to be worn down. just use this point to say that cc 2hkos them)

Paragraph 2
- Most if not all of the same partners that would work well with the All-out-Attacker set works well with the Swords Dance set for the same reasons mentioned. (don't cross reference sets. just say the point and reword them with different examples of pokemon)
- mention what type of teams this set fits on too
- Salamence is a fantastic partner for Lycanroc-D, as it is a more reliable Fire resist with Roost and packs Defog to keep Hazards away from Lycanroc-D (not really clear what you're saying. lycanroc also resists fire so running mence just for a resist seems like a waste)
- Rotom-W is an additional partner that assists with the Slowking matchup when running Psychic Fangs, checks Scizor. and packs Defog; Rotom-W also appreciates having Kyurem as a Volt Switch target for Lycanroc-D to scare it out and grab the SD boost. (this isn't really clear either. if you stay in on kyurem with rotom to volt then you're just going to lose to freeze dry. setting up on kyurem also isn't the best idea in general)
- Additionally Rotom can use Will-O-Wisp and cripple Bisharp, who is very threatening at thwarting Lycanroc-D's setup attempts.
- Amoongus, and Jirachi offer status support, which is key in allowing Lycanroc-D more opportunities to come in and setup properly.

imo I'd rework this paragraph a lot and think about what lycanroc needs. also try not to be too specific with examples and be more general so people don't only have limited examples to build a team with. I rewrote a bit that might help you build on
- Lycanroc-D fits best on offensive teams that can pressure some of its checks such as Skarmory and Amoonguss, and these teams can give it opportunities to switch in through forcing out foes.

- Entry hazard setters such as Jirachi and Krookodile can chip Lycanroc-D's checks with passive damage, chipping its checks into range of its boosted attacks.
- Pivots such as Victini and Zeraora can bring Lycanroc-D in safely against foes such as Salamence that it can use as setup fodder.
- Wallbreakers such as Tapu Bulu and Azumarill can weaken the opposing team's checks to Lycanroc-D, such as Amoonguss and Skamory, so it can set up and clean an opposing team late-game.
- Swords Dance Lycanroc-D can also fit on dual screens hyper offense teams. The extra bulk that dual screens from Alolan Ninetales or Grimmsnarl can provide can allow it to set up more reliably and be more threatening as a result.


[STRATEGY COMMENTS]
Other Options
=============
- Iron Head is an option for Tapu Bulu and Hatterene, and Play Rough condenses OHKOing Kommo-o while hitting Salamence and Krookodile through Chople, though both are too specific to rely on most of the time.
- Stone Edge is a strong Rock STAB, but it sacrifices coverage and Close Combat deals more damage on neutral and even 2X super effective targets thanks its higher base power and Tough Claws, so it's a generally inferior option (on the sd set now)
- Expert Belt can be used over Life Orb avoid getting played around as frequently, but it sacrifices power against neutral targets and Lycanroc-D is not surviving most strong hits at full health anyways so its generally not worth it.
- Focus Sash Lead Lycanroc-D is able to use Endeavor while setting up Stealth Rocks, but this is generally not worth it in comparison to its other sets that provide a much more dynamic role.
- It also faces much fiercer competition from Mew, Shuckle, and even Azelf in that regard; Mew has Spikes and is able to deny Defog or even Rapid Spin attempts thanks to Taunt and Explosion, Shuckle has access to Sticky Webs as well as other utility moves in Infestation and Encore, and Azelf does not have Spikes like Mew but shares Explosion and Taunt, and also has more offensive presence thanks to Knock Off and Flamethrower.
- Choice Band is not as recommended as Terrakion holds the distinction of the better Choice Band user; its Close Combats are actually being able to 2HKO Skarmory and Tangrowth on the switch with Stealth Rocks up, as well as the greater bulk for it to come in and out of a game easier.

Checks and Counters
===================

**Bulky Grass Types**:
- While it fears Psychic Fangs on the switch, Amoongus still poses a problem due to potential Rocky Helmet chip as well as Regenerator potentially creating situations where Amoongus can recover from the damage without needing to use a move.
- Tapu Bulu, while not as able to come in on repeated hits is threatens to restore all the damage with Horn Leech, as well as using Lycanroc-D as an opprotunity to grab a Swords Dance as it switches out
- Tangrowth is the biggest offender since Close Combat damage is restored nearly completely by Regenerator alone, commonly uses Rocky Helmet to punish Lycanroc-D further, and can use the opportunity to do whatever it pleases after it comes in.

**Steel Types**
- Celesteela and Skarmory both threaten with Heavy Slam and Body Press respectively; Lycanroc cannot even attempt a Swords Dance in front of the latter if it is running Brave Bird over Body Press because it can also Roost or Whirlwind Lycanroc out.
- Scizor can stay out of Accelerock range with Roost and can fire back with Bullet Punch for an easy KO
- Bisharp's Sucker Punch can fail if Lycanroc-D uses Accelerock to go first, and Bisharp is afraid of being OHKOed by Close Combat if it doesn't use Sucker, but this falls under the category of requiring heavy prediction because one mistake can likely cause Lycanroc to go down

**Bulky Waters**
- Things like Primarina and Volcanion that don't die immediately to one hit and can fire with their own super effective hits are problems for Lycanroc-D which is why it is necessary to keep him in the back while they are all being worn down in the meantime.
- Slowking can also thwart Crunch if it is using Colbur Berry, though this is not hard to spot if the Slowking player brought it in while hazards are up, revealing that they do not run Heavy Duty Boots.

**Faster Threats**:
- Choice Scarfers that are not in range of Accelerock are able to revenge kill Lycanroc-D due to its frailty; Keldeo, Jirachi and Krookodile are all notable for their resistance to Accelerock as well as being able to OHKO it with their stabs.
- Zeraora has to mind its HP when around Lycanroc-D, but so does Lycanroc as its bulk makes it suspect to take heavy damage from Plasma Fists if it Accelerock does fail to KO.

[CREDITS]
- Written by: [[username1, userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 
done
put this in hide tags so you can click reply and implement that way (click reply, make the changes, then paste it into your original analysis)
tag me when you've done this so I can look again
[OVERVIEW]
- Lycanroc-D faces stiff competition as a fast Rock-Type attacker from Terrakion due to its lower power ceiling (power ceiling isn't really intuitive, as you want to write like it's a resource for newer players. say what you mean - higher attack boosted with tough claws i think) and bulk, but it has several advantages over Terrakion the advantages it had over Terrakion back during Isle of Armor are still present; (you don't want to reference time or previous metas in analyses because they get outdated) higher speed, better coverage, its STAB priority move in Accelerock, and its ability Tough Claws augmenting the damage of its contact coverage moves. (imo here you can separate the strengths and talk more about them. a point about what higher speed lets it beat / a point about how it can be effective revenge killing mons (examples) with accelerock / what its coverage covers in the metagame)
-These attributes make Lycanroc-D a more potent revenge killer than Terrakion, as well as an effective wallbreaker in its own right. (this analysis is for lycanroc and not terrak so it's good to separate its strengths from other mons)
- Its miserable bulk, even against resists, and lower power ceiling means it cannot pull off an Swords Dance as effectively, to say nothing of hazards and Life Orb digging into its health further, which also means it should stay far from any risk of status.
- Said coverage also does not immediately KO every one of its checks, so it is very important to wear them down so they are in range for its attacks, which is especially true for Tangrowth and Skarmory.
- All of this means that Lycanroc requires more care and prediction in performing its role, but the effort necessary in the teambuilder and in play can all pay off well given its already listed strengths.


none of these points are super clear. make points for the following (don't compare directly to terrak again because once is enough and it is a separate mon from terrak)
- poor bulk and how that limits it (can mention the aoa set as well as the sd one because it means you can't switch lycanroc into anything)
- how it's too weak to ko its checks so struggles to break through fatter teams alone (don't mention how its checks need to be chipped because that's more like something that can be mentioned in the second para with teammates that can do that)
- last point isn't needed because it's fluff and doesn't add any new info
for an overview, you need to list all positives first then all negatives. it currently doesn't have that and it reads too negatively in general so make sure to keep this in mind when updating


[SET]
name: All-out-Attacker
move 1: Accelerock
move 2: Crunch
move 3: Close Combat
move 4: Psychic Fangs
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk/ 4 SpDef/ 252 Spe


[SET]
name: All-out-Attacker
move 1: Accelerock
move 2: Crunch / Sucker Punch / Drill Run
move 3: Close Combat
move 4: Psychic Fangs
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe


- sucker helps pick off faster mons like scarf rachi and drill run gives broken rock + ground coverage and helps with shuca glowbro


Paragraph 1
-This is the most reliable set at being able to hit as most of what commonly switches into Lycanroc-D as possible; (you want to avoid filler phrases like this that doesn't add any new info) Crunch and Psychic Fangs cover Amoongus, Nidoqueen, Kommo-o, and Slowking super effectively while Close Combat is a strong neutral that 2HKOs Specially Defensive Celesteela and Rotom-Wash on the switch. (mention moves in the order they're listed on the set)
- Accelerock is the bread and butter of Lycanroc-D for its use is useful against offense, specifically keeping in check threats such Agility boosted Moltres-G, Alakazam, and being able to KO Azumarill and Scizor before they fire off their own respective super effective priority moves when they are put into range.
- It also makes Lycanroc-D more difficult to be revenge killed by neutral targets such as Venusaur in Sun, Latias, but most importantly, Zeraora. (accelerock is the first move on the set so put all this at the top)
- Life Orb is generally preferred as it allows Lycanroc-D to push its power further, and its not like its bulk is going to allow it to last throughout a game. (this point is super vague rn, eitehr add some concrete examples of what LO lets it break or just remove it)
- Maximum Attack and Speed Investment with a Jolly Nature is needed to make Lycanroc-D outspeed and threaten as much as it can against the metagame, naturally outpacing its main rival, Terrakion.

Paragraph 2
- mention the types of teams lycanroc fits on
- As Lycanroc-D is unable to switch on most of anything, momentum support such as Volt Switch and U-Turn is very appreciated to be able to punch holes as often as possible; Scizor, Victini, and Rotom-H are efficient at doing this, and at helping pressure the bulky Grass-Types that usually give Lycanroc-D grief.
- Entry hazards will allow Lycanroc-D to more consistently threaten the opposition and leave greater holes against otherwise more solid answers such as the aforementioned Skarmory and Tangrowth, though Rocky Helmet damage on top of Life Orb will noticeably sting.
- Jirachi and Chansey (not sure about chansey because you'd want lycanroc on offense mostly so it doesn't pair well) are great examples for their ability to set Stealth Rock, ability to generate momentum via U-Turn and Teleport respectively, soak Status for Lycanroc-D, and in return they both appreciate a good offensive check to Terrakion.
- Special mention goes to Skarmory who not only checks Tapu Bulu well with Brave Bird, but also has the ability to create to create Spikes for Lycanroc-D to capitalize off of, as well as check Gyarados who would live a Accelerock from full health and OHKO back with Waterfall. (skarm is also an awk fit for offense but idt you need to remove. just don't make it its own point and list it with other hazard setters)
- Teammates who can cover potentially faster Pokemon are also appreciated; Nidoqueen is notable for her ability to check Zeraora who would otherwise threaten Lycanroc-D if it was not put into range of Accelerock.
- Furthermore, Nidoqueen and Latias appreciate Lycanroc-D's ability to break through Chansey, likewise they can help wear down common defensive cores for Lycanroc to capitalize off of.
- While it does not like fighting against them, the Grass-Types of the tier provide excellent synergy with Lycanroc in checking most of the Water and Ground type attacks that would normally threaten it.
- also mention pokemon that can check bulky grass types that lycanroc struggles with

[SET]
name: Swords Dance
move 1: Accelerock
move 2: Psychic Fangs/ Crunch
move 3: Close Combat
move 4: Swords Dance
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk/ 4 SpDef/ 252 Spe


[SET]
name: Swords Dance
move 1: Accelerock / Stone Edge
move 2: Psychic Fangs / Sucker Punch
move 3: Close Combat
move 4: Swords Dance
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe


- mention dual prio as an option / sucker + edge to threaten faster pokemon like scarf jirachi while still being able to somewhat deal with amoon with edge

Paragraph 1
- While as earlier mentioned, Lycanroc-D cannot pull off Swords Dance as well as Terrakion, this does have merit as an effective lure. (in this paragraph it's best not to cross reference sets or compare to other pokemon. you're describing what the moves / items / evs on the set do)
- Swords Dance turns Accelerock into a much more dangerous anti-revenge kill weapon, being able to KO Zeraora at significantly higher health ranges. (give some more examples, primarily those of guaranteed ohkos to show concrete examples that are clearer than "at higher health" - the point below is good for this)
- Psychic Fangs OHKOs even fully physically defensive Amoongus after 1 Swords Dance and the same is said for Slowking and Crunch.
- Picking one coverage over the other can be difficult, choosing Psychic Fangs means it is completely walled by Slowking, whereas losing Psychic Fangs can be especially detrimental against the likes of Tentacruel, Nidoqueen, and Kommo-o
-Despite the fact that it can 2HKO both Tangrowth or Skarmory with boosted Close Combats, Lycanroc still has to be in a position where both are worn down enough when it Swords Dances on the switch for it to successfully KO either of them. (if it's a 2hko they don't need to be worn down. just use this point to say that cc 2hkos them)

Paragraph 2
- Most if not all of the same partners that would work well with the All-out-Attacker set works well with the Swords Dance set for the same reasons mentioned. (don't cross reference sets. just say the point and reword them with different examples of pokemon)
- mention what type of teams this set fits on too
- Salamence is a fantastic partner for Lycanroc-D, as it is a more reliable Fire resist with Roost and packs Defog to keep Hazards away from Lycanroc-D (not really clear what you're saying. lycanroc also resists fire so running mence just for a resist seems like a waste)
- Rotom-W is an additional partner that assists with the Slowking matchup when running Psychic Fangs, checks Scizor. and packs Defog; Rotom-W also appreciates having Kyurem as a Volt Switch target for Lycanroc-D to scare it out and grab the SD boost. (this isn't really clear either. if you stay in on kyurem with rotom to volt then you're just going to lose to freeze dry. setting up on kyurem also isn't the best idea in general)
- Additionally Rotom can use Will-O-Wisp and cripple Bisharp, who is very threatening at thwarting Lycanroc-D's setup attempts.
- Amoongus, and Jirachi offer status support, which is key in allowing Lycanroc-D more opportunities to come in and setup properly.

imo I'd rework this paragraph a lot and think about what lycanroc needs. also try not to be too specific with examples and be more general so people don't only have limited examples to build a team with. I rewrote a bit that might help you build on
- Lycanroc-D fits best on offensive teams that can pressure some of its checks such as Skarmory and Amoonguss, and these teams can give it opportunities to switch in through forcing out foes.

- Entry hazard setters such as Jirachi and Krookodile can chip Lycanroc-D's checks with passive damage, chipping its checks into range of its boosted attacks.
- Pivots such as Victini and Zeraora can bring Lycanroc-D in safely against foes such as Salamence that it can use as setup fodder.
- Wallbreakers such as Tapu Bulu and Azumarill can weaken the opposing team's checks to Lycanroc-D, such as Amoonguss and Skamory, so it can set up and clean an opposing team late-game.
- Swords Dance Lycanroc-D can also fit on dual screens hyper offense teams. The extra bulk that dual screens from Alolan Ninetales or Grimmsnarl can provide can allow it to set up more reliably and be more threatening as a result.


[STRATEGY COMMENTS]
Other Options
=============
- Iron Head is an option for Tapu Bulu and Hatterene, and Play Rough condenses OHKOing Kommo-o while hitting Salamence and Krookodile through Chople, though both are too specific to rely on most of the time.
- Stone Edge is a strong Rock STAB, but it sacrifices coverage and Close Combat deals more damage on neutral and even 2X super effective targets thanks its higher base power and Tough Claws, so it's a generally inferior option (on the sd set now)
- Expert Belt can be used over Life Orb avoid getting played around as frequently, but it sacrifices power against neutral targets and Lycanroc-D is not surviving most strong hits at full health anyways so its generally not worth it.
- Focus Sash Lead Lycanroc-D is able to use Endeavor while setting up Stealth Rocks, but this is generally not worth it in comparison to its other sets that provide a much more dynamic role.
- It also faces much fiercer competition from Mew, Shuckle, and even Azelf in that regard; Mew has Spikes and is able to deny Defog or even Rapid Spin attempts thanks to Taunt and Explosion, Shuckle has access to Sticky Webs as well as other utility moves in Infestation and Encore, and Azelf does not have Spikes like Mew but shares Explosion and Taunt, and also has more offensive presence thanks to Knock Off and Flamethrower.
- Choice Band is not as recommended as Terrakion holds the distinction of the better Choice Band user; its Close Combats are actually being able to 2HKO Skarmory and Tangrowth on the switch with Stealth Rocks up, as well as the greater bulk for it to come in and out of a game easier.

Checks and Counters
===================

**Bulky Grass Types**:
- While it fears Psychic Fangs on the switch, Amoongus still poses a problem due to potential Rocky Helmet chip as well as Regenerator potentially creating situations where Amoongus can recover from the damage without needing to use a move.
- Tapu Bulu, while not as able to come in on repeated hits is threatens to restore all the damage with Horn Leech, as well as using Lycanroc-D as an opprotunity to grab a Swords Dance as it switches out
- Tangrowth is the biggest offender since Close Combat damage is restored nearly completely by Regenerator alone, commonly uses Rocky Helmet to punish Lycanroc-D further, and can use the opportunity to do whatever it pleases after it comes in.

**Steel Types**
- Celesteela and Skarmory both threaten with Heavy Slam and Body Press respectively; Lycanroc cannot even attempt a Swords Dance in front of the latter if it is running Brave Bird over Body Press because it can also Roost or Whirlwind Lycanroc out.
- Scizor can stay out of Accelerock range with Roost and can fire back with Bullet Punch for an easy KO
- Bisharp's Sucker Punch can fail if Lycanroc-D uses Accelerock to go first, and Bisharp is afraid of being OHKOed by Close Combat if it doesn't use Sucker, but this falls under the category of requiring heavy prediction because one mistake can likely cause Lycanroc to go down

**Bulky Waters**
- Things like Primarina and Volcanion that don't die immediately to one hit and can fire with their own super effective hits are problems for Lycanroc-D which is why it is necessary to keep him in the back while they are all being worn down in the meantime.
- Slowking can also thwart Crunch if it is using Colbur Berry, though this is not hard to spot if the Slowking player brought it in while hazards are up, revealing that they do not run Heavy Duty Boots.

**Faster Threats**:
- Choice Scarfers that are not in range of Accelerock are able to revenge kill Lycanroc-D due to its frailty; Keldeo, Jirachi and Krookodile are all notable for their resistance to Accelerock as well as being able to OHKO it with their stabs.
- Zeraora has to mind its HP when around Lycanroc-D, but so does Lycanroc as its bulk makes it suspect to take heavy damage from Plasma Fists if it Accelerock does fail to KO.

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autumn

only i will remain
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C&C Leader
Implement this the same way then this is QC 1/3
I highlighted a lot of grammar stuff on this check; it's important to clear stuff that can be easily fixed so GP has it easier when checking
- Lycanroc-D is a potent revenge killer due to its access to strong Tough Claws-boosted priority in Accelerock, enabling it to revenge kill weakened +2 Speed Galarian Moltres, Alakazam, and Zeraora.
- Its high Speed enables it to outspeed Terrakion and Keldeo as well as Speed tie with Latias, boosting its prowess as a dangerous revenge killer.
- Access to strong Tough Claws-boosted coverage moves such as Psychic Fangs to break past Amoonguss and Crunch to deal with Slowking allow it to punish its checks reliably.

(changes I made here are what I meant by separating the points. you can add more examples to what I put ofc but in an overview you want to list its positives first whereas your first point compared it to terrak. i also separated the 3 ideas you had about why it's better so they can be expanded on more)

- However, Lycanroc-D faces stiff competition as a fast Rock-Type (types are formatted like Rock-type, Grass-types etc not Rock-type or Grass-Type. I'll highlight other examples in green for you to fix) attacker from Terrakion due to Lycanroc-D's lower Attack and bulk, as well as its lack of a secondary Fighting typing. but it has several advantages over Terrakion.
- Lycanroc-D has higher speed so it can outrun opposing Terrakion, Keldeo and speed ties with Latias, better coverage in Crunch and Psychic Fangs for more of its checks such as Slowking and Amoongus, its STAB priority move in Accelerock to make Lycanroc-D an effective revenge killer against the likes of Agility boosted Moltres-G, Alakazam, and Zeraora, and its ability Tough Claws augmenting the damage of its contact coverage moves such as the aforementioned Crunch and Psychic Fangs but also Close Combat.
-These attributes make Lycanroc-D a potent revenge killer, as well as an effective wallbreaker in its own right.

- Lycanroc-D's poor bulk means it cannot come in on most of anything so it requires moves such as U-Turn U-turn (will highlight others to fix) and Volt Switch to come in safely, as well as occasional aggressive prediction on expected switches.
- It often struggles to break through fatter teams alone as Skarmory, Celesteela, and especially Tangrowth are all major hurdles for it to overcome.

[SET]
name: All-out-Attacker
move 1: Accelerock
move 2: Crunch / Sucker Punch / Drill Run
move 3: Psychic Fangs
move 4: Close Combat
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk/ 4 SpDef/ 252 Spe 252 Atk / 4 SpD / 252 Spe (formatting)

Paragraph 1
- Accelerock is useful for its use against offense, specifically keeping in check threats such Agility boosted Moltres-G Galarian Moltres (galar forms formatted like that I'll highlight others), Alakazam, and being able to KO Azumarill and Scizor before they fire off their own respective super effective priority moves when they are put into range.
- It also makes Lycanroc-D more difficult to be revenge killed by neutral targets (do you mean neutral to rock? because your examples of alakazam/azu/scizor also are neutral to rock. i think you mean something like faster pokemon but in that case remove latias) such as Venusaur in sun, Latias, but most importantly, Zeraora.
- psychic fangs?
- Crunch covers the Psychics Psychic-types that would normally come in such as Slowking, Jirachi, and Mew and deals heavy damage.
- Sucker Punch can pair with Accelerock for a dual priority set that covers a wider range of what Lycanroc-D is supposed to cover, like covering Choice Scarf Jirachi and Agility boosted Moltres-G super effectively in one slot, (one slot kinda implies one moveslot and you use 2) while still hurting neutral targets harder.
- Drill Run is nice to give Lycanroc-D Rock plus Ground coverage but this is only hits Colbur Berry Slowbro-G and Volcanion outside of its anything else Lycanroc hit before so its rare.
- Life Orb is generally preferred as it allows Lycanroc-D to pack more power in its attacks, guaranteeing feats such as OHKOing offensive Nidoqueen with Psychic Fangs, and being able 2HKO specially defensive Celesteela through Leftovers with Close Combat on the switch with Stealth Rocks Stealth Rock (will highlight all others) up.
- Maximum Speed Investment with a Jolly Nature is needed to make Lycanroc-D outspeed and threaten as much as it can against the metagame, naturally outpacing its main rival, Terrakion.

this section looks a lot better

Paragraph 2
- Lycanroc-D fits best on offensive teams that appreciates its ability to revenge kill faster threats (such as?) without giving up on wall breaking capabilities.
- As Lycanroc-D is unable to switch on most of anything, momentum support such as Volt Switch and U-Turn is very appreciated to be able to punch holes as often as possible; Scizor, Victini, and Rotom-H are efficient at doing this, and at helping pressure the bulky Grass-Types that usually give Lycanroc-D grief.
- Entry hazards will allow Lycanroc-D to more consistently threaten the opposition and leave greater holes against otherwise more solid answers such as the aforementioned Skarmory and Tangrowth, though Rocky Helmet damage on top of Life Orb will noticeably sting.
- Jirachi is great example for its ability to set Stealth Rock, ability to generate momentum via U-Turn, soak status for Lycanroc-D, and in return Jirachi appreciates a good offensive check to Terrakion.
- Teammates who can cover potentially faster Pokemon are also appreciated; Nidoqueen is notable for her ability to check Zeraora who would otherwise threaten Lycanroc-D if it was not put into range of Accelerock.
- Furthermore, Nidoqueen and Latias (you only just mentioned latias here. what are you saying it covers?) appreciate Lycanroc-D's ability to break through Chansey, likewise they can help wear down common defensive cores for Lycanroc to capitalize off of.
- While it does not like fighting against them, the Grass-Types of the tier provide excellent synergy with Lycanroc in checking most of the Water and Ground type Water- and Ground-type attacks that would normally threaten it. (what grass types pair well?)
- Pokemon like Rotom-H and Kyurem are effective at pressuring bulky Grass-Types that Lycanroc-D often struggles against.

[SET]
name: Swords Dance
move 1: Accelerock / Stone Edge
move 2: Psychic Fangs / Sucker Punch / Crunch
move 3: Close Combat
move 4: Swords Dance

move 1: Swords Dance
move 2: Accelerock / Stone Edge

move 3: Psychic Fangs / Sucker Punch / Crunch
move 4: Close Combat

item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

Paragraph 1
- Swords Dance turns Accelerock into a much more dangerous anti-revenge kill weapon (this isn't really clear so just say how its harder to be revenge killed bc +2 accelerock os more reliable vs these mons), being able to KO Zeraora at significantly higher health ranges, can KO Venusaur after Stealth Rocks and Life Orb recoil.
- Stone Edge is not as recommended as it is not as useful against Agility Moltres-G, and is weaker than Close Combat on neutral or two times effective targets, but it is an option if running Sucker Punch over Psychic Fangs as it's a stronger Rock STAB and can still KO Amoongus after Stealth Rocks after a Swords Dance boost.
- Psychic Fangs OHKOs even fully physically defensive Amoongus Amoonguss after 1 Swords Dance, while still threatening Niodqueen without a boost.
- Sucker Punch does sacrifice crucial coverage against Nidoqueen and Tentacruel but it does OHKO Jirachi after a Swords Dance boost.
- Plus 2 Crunch OHKOs Slowking while not requiring prediction in the same way Sucker Punch does for any non Choice Scarf Jirachi but losing out on priority is bothersome against opposing offense.
- After a Swords Dance boost. it's Close Combats can 2HKO both Skarmory and Tangrowth.
- Picking one coverage over the other can be difficult; choosing Psychic Fangs means it is much more difficult to get over Slowking, whereas losing Psychic Fangs can be especially detrimental against the likes of Tentacruel, Nidoqueen, and Kommo-o

Paragraph 2
- Lycanroc-D fits best on offensive teams that can pressure some of its checks such as Skarmory and Amoonguss, and these teams appreciate having another wall breaker that can still act as an end game cleaner
- Entry hazard setters such as Jirachi and Krookodile can chip Lycanroc-D's checks with passive damage, chipping its checks into range of its boosted attacks.
- Pivots such as Victini, and Zeraora can bring Lycanroc-D in safely against foes such as Salamence that it can use as a setup opprotunity.
- Wallbreakers such as Nasty Plot Rotom-H and Mixed Kommo-o can weaken the opposing team's checks to Lycanroc-D, such as Amoonguss and Skamory, so it can set up and clean an opposing team late-game.
- Healing Wish support from Jirachi and Latias is also another option to give Lycanroc-D a second chance at ripping through a weakened team and cleaning.
- Swords Dance Lycanroc-D can also fit on dual screens hyper offense teams. The extra bulk that dual screens from Alolan Ninetales or Grimmsnarl can provide can allow it to set up more reliably and be more threatening as a result.


[STRATEGY COMMENTS]
Other Options
=============
- Iron Head is an option for Tapu Bulu and Hatterene, and Play Rough condenses OHKOing Kommo-o while hitting Salamence and Krookodile through Chople, though both are too specific to rely on most of the time.
- Expert Belt can be used over Life Orb avoid getting played around as frequently to avoid chipping ti down with recoil, but it sacrifices power against neutral targets and Lycanroc-D is not surviving most strong hits at full health anyways so its generally not worth it.
- Focus Sash Lead Lycanroc-D is able to use Endeavor while setting up Stealth Rocks, but this is generally not worth it in comparison to its other sets that provide a much more dynamic role.
- It also faces much fiercer competition from Mew, Shuckle, and even Azelf in that regard; Mew has Spikes and is able to deny Defog or even Rapid Spin attempts thanks to Taunt and Explosion, Shuckle has access to Sticky Webs as well as other utility moves in Infestation and Encore, and Azelf does not have Spikes like Mew but shares Explosion and Taunt, and also has more offensive presence thanks to Knock Off and Flamethrower.
- Choice Band is not as recommended as Terrakion holds the distinction of the better Choice Band user; its Close Combats are actually being able to 2HKO Skarmory and Tangrowth on the switch with Stealth Rocks up, as well as the greater bulk for it to come in and out of a game easier.

Checks and Counters
===================

this section doesn't need to be in bullets so just write them out

**Bulky Grass Types**:
- While it fears Psychic Fangs on the switch, Amoongus still poses a problem due to potential Rocky Helmet chip as well as Regenerator potentially creating situations where Amoongus can recover from the damage without needing to use a move.
- Tapu Bulu, while not as able to come in on repeated hits is threatens to restore all the damage with Horn Leech, as well as using Lycanroc-D as an opprotunity to grab a Swords Dance as it switches out
- Tangrowth is the biggest offender since non boosted Close Combat damage is restored nearly completely by Regenerator alone, commonly uses Rocky Helmet to punish Lycanroc-D further, and can use the opportunity to do whatever it pleases after it comes in.

**Steel Types**
- Celesteela and Skarmory both threaten with Heavy Slam and Body Press respectively; Lycanroc-D cannot even attempt a Swords Dance in front of the latter if it is running Brave Bird over Body Press because it can also Roost or Whirlwind Lycanroc-D out.
- Scizor can stay out of priority range with Roost and can fire back with Bullet Punch for an easy KO
- Bisharp's Sucker Punch can fail if Lycanroc-D uses Accelerock to go first, and Bisharp is afraid of being OHKOed by Close Combat if it doesn't use Sucker, but this falls under the category of requiring heavy prediction because one mistake can likely cause Lycanroc-D to go down

**Bulky Water-types**
- Things like Primarina and Volcanion that don't die immediately to one hit and can fire with their own super effective hits are problems for Lycanroc-D which is why it is necessary to keep it in the back while they are all being worn down in the meantime.
- Slowking can also thwart Crunch if it is using Colbur Berry, though this is not hard to spot if the Slowking player brought it in while hazards are up, revealing twhether or not they run Heavy Duty Boots.

**Faster Threats**:
- Choice Scarfers that are not in range of its priority are able to revenge kill Lycanroc-D due to its frailty; Keldeo, Jirachi and Krookodile are all notable for their resistance to Accelerock as well as being able to OHKO it with their stabs.
- Zeraora has to mind its HP when around Lycanroc-D, but so does Lycanroc-D as its bulk makes it suspect to take heavy damage from Plasma Fists if either Accelerock or Sucker Punch does fail to KO.

[CREDITS]
- Written by: [[username1, userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
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Lily

wouldn't that be fine, dear
is a Tutoris a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a member of the Battle Simulator Staffis a Dedicated Tournament Hostis a Senior Staff Member Alumnus
UU Leader
[OVERVIEW]
- Lycanroc-D is a potent revenge killer due to its access to strong Tough Claws-boosted priority in Accelerock, enabling it to revenge kill weakened plus 2 +2 Speed Galarian Moltres, Alakazam, and Zeraora.
- Its high Speed enables it to outspeed Terrakion and Keldeo as well as Speed tie with Latias, boosting its prowess as a dangerous revenge killer.
- Access to strong Tough Claws-boosted coverage moves such as Psychic Fangs to break past Amoonguss and Crunch to deal with Slowking allow it to punish its checks reliably.
- However, Lycanroc-D faces stiff competition as a fast Rock-type attacker from Terrakion due to Lycanroc-D's lower Attack and bulk, as well as its lack of a secondary Fighting typing. this notably makes it a lot harder to break through rlly fat mons like tangrowth and skarmory which you've listed below, i think those mentions would fit better here. steela doesn't really pose much threat to lycan though, doesn't come in at all. i guess it can stomach 1 hit and ko back but in general that's not how lycanroc is played.
- Lycanroc-D's poor bulk means it cannot come in on most of anything so it requires moves such as U-turn and Volt Switch to come in safely, as well as occasional aggressive prediction on expected switches.
- It often struggles to break through fatter teams alone as Skarmory, Celesteela, and especially Tangrowth are all major hurdles for it to overcome. good point just bring it up further for readability & flow

[SET]
name: All-out-Attacker
move 1: Accelerock
move 2: Crunch / Sucker Punch / Drill Run
move 3: Psychic Fangs
move 4: Close Combat
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe (formatting)

Paragraph 1
- Accelerock is useful for its use against offense, specifically keeping in check threats such Agility boosted Galarian Moltres, Alakazam, and being able to KO Azumarill and Scizor before they fire off their own respective super effective priority moves when they are put into range.
- It also makes Lycanroc-D more difficult to be revenge killed by faster targets such as Venusaur in sun, Choice Scarf Victini, and Zeraora.
- Psychic Fangs are is how Lycanroc-D inflicts heavy damage on the likes of Amoonguss and Nidoqueen that would otherwise safely check it.
- Crunch covers the Psychic-types that would normally come in such as Slowking, Jirachi, Galarian Slowbro (Jirachi can't rlly come in on CC which is the most spammable move) and Mew and deals heavy damage.
- Sucker Punch can pair with Accelerock for a dual priority set that covers Choice Scarf Jirachi and Agility boosted Galarian Moltres super effectively in one teamslot, while still hurting also hitting neutral targets harder than Accelerock.
- Drill Run is nice to give Lycanroc-D Rock plus Ground coverage which notably has excellent neutral coverage across the meta, but this is only hits Colbur Berry Galarian Slowbro and Volcanion outside of its anything else Lycanroc hit before so its rare. the grammar here is messy, just mention that it doesn't hit anything particular super effectively other than these two
- Life Orb is generally preferred as it allows Lycanroc-D to pack more power in its attacks, guaranteeing feats such as OHKOing offensive Nidoqueen with Psychic Fangs, and being able 2HKO specially defensive Celesteela through Leftovers with Close Combat on the switch with Stealth Rock up.
- Maximum Speed Investment with a Jolly Nature is needed to make Lycanroc-D outspeed and threaten as much as it can against the metagame, naturally outpacing its main rival, Terrakion.


Paragraph 2
- Lycanroc-D fits best on offensive teams that appreciates its ability to revenge kill common offensive threats such as Terrakion and Keldeo without giving up on wallbreaking capabilities.
- As Lycanroc-D is unable to switch on most of anything, momentum support such as Volt Switch and U-turn is very appreciated to be able to punch holes as often as possible; Scizor, Victini, and Rotom-H are efficient at doing this, and at helping pressure the bulky Grass-types and Skarmory that usually give Lycanroc-D grief.
- Entry hazards will allow Lycanroc-D to more consistently threaten the opposition and leave greater holes against otherwise more solid answers such as the aforementioned Skarmory and Tangrowth, though Rocky Helmet damage on top of Life Orb will noticeably sting.
- Jirachi is great example for its ability to set Stealth Rock, ability to generate momentum via U-turn, soak status for Lycanroc-D, jirachi HATES being burned or paralysed so idk about this and in return Jirachi appreciates a good offensive check to Terrakion.
- Teammates who can cover potentially faster Pokemon are also appreciated; Nidoqueen is notable for her its ability to check Zeraora who would otherwise threaten Lycanroc-D if it was not put into range of Accelerock. mention krookodile here too and also mention how both can provide stealth rock support
- Special attackers such as Rotom-H and Latias appreciate Lycanroc-D's ability to break through Chansey, likewise they can help wear down common physically defensive threats such as Skarmory for Lycanroc-D to capitalize off of.
- While it does not like fighting against them, the Grass-types of the tier provide excellent synergy with Lycanroc-D in checking most of the Water- and Ground-type attacks that would normally threaten it; Tapu-Bulu is an excellent check to Azumarill and Amoonguss is a good answer to Primarina.
- Dragon-types like Salamence and Kyurem are effective at pressuring bulky Grass-types that Lycanroc-D often struggles against well yeah but it's mostly because of their secondary typings, not their dragon typings.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Accelerock / Stone Edge
move 3: Psychic Fangs / Sucker Punch / Crunch
move 4: Close Combat
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

Paragraph 1
- Swords Dance makes Lycanroc-D much harder to revenge kill because its plus +2 Accelerock is capable of KOing remove double space Zeraora at significantly higher health ranges, and KOs Venusaur after Stealth Rock and Life Orb recoil.
- Stone Edge is not as recommended as it is not as useful against Agility Galarian Moltres and is weaker than Close Combat on neutral or two times effective targets, but it is an option if running Sucker Punch over Psychic Fangs as it's a stronger Rock STAB and can still KO Amoongus after Stealth Rock after a Swords Dance boost.
- Psychic Fangs OHKOs even fully physically defensive Amoonguss after 1 Swords Dance, while still threatening Niodqueen without a boost.
- Sucker Punch does sacrifice crucial coverage against Nidoqueen and Tentacruel but it does OHKO Jirachi after a Swords Dance boost.
- Plus +2 Crunch OHKOs Slowking while not requiring prediction in the same way Sucker Punch does for any non Choice Scarf Jirachi but losing out on priority is bothersome against opposing offense.
- After a Swords Dance boost. it's Close Combats can 2HKO both Skarmory and Tangrowth. they ohko you back so this isn't relevant, just mention that its cc can ko them if they've been chipped down a bit
- Picking one coverage over the other can be difficult; choosing Psychic Fangs means it is much more difficult to get over Slowking, whereas losing Psychic Fangs can be especially detrimental against the likes of Tentacruel, Nidoqueen, and Kommo-o

Paragraph 2
- Lycanroc-D fits best on offensive teams that can pressure some of its checks such as Skarmory and Amoonguss, and these teams appreciate having another wall breaker that can still act as an end game cleaner
it also fits on both spikes and screens hyper offenses bc spikes make stuff like tang less of an issue and screens make it easier to set up. you've already included screens setters so include spikers like mew in the entry hazard section
- Entry hazard setters such as Jirachi and Krookodile can chip Lycanroc-D's checks with passive damage, chipping its checks into range of its boosted attacks.
- Pivots such as Victini, and Zeraora can bring Lycanroc-D in safely against foes such as Salamence that it can use as a setup opportunity.
- Wallbreakers such as Nasty Plot Rotom-H and Mixed Kommo-o can weaken the opposing team's checks to Lycanroc-D, such as Amoonguss and Skarmory, so it can set up and clean an opposing team late-game.
- Healing Wish support from Jirachi and Latias is also another option to give Lycanroc-D a second chance at ripping through a weakened team and cleaning.
- Swords Dance Lycanroc-D can also fit on dual screens hyper offense teams. The extra bulk that dual screens from Alolan Ninetales or Grimmsnarl can provide can allow it to set up more reliably and be more threatening as a result.


[STRATEGY COMMENTS]
Other Options
=============
- Iron Head is an option for Tapu Bulu and Hatterene, and Play Rough condenses OHKOing Kommo-o while hitting Salamence and Krookodile through Chople Berry (though i don't think this really matters so much, not like prough ohkos and cc still does a ton, though both are too specific to rely on most of the time.
- Expert Belt can be used over Life Orb to avoid chipping it down with recoil, but it sacrifices power against neutral targets and Lycanroc-D is not surviving most strong hits at full health anyways so its generally not worth it.
- Focus Sash Lead Lycanroc-D is able to use Endeavor while setting up Stealth Rock, but this is generally not worth it in comparison to its other sets that provide a much more dynamic role.
- It also faces much fiercer competition from Mew, Shuckle, and even Azelf in that regard; Mew has Spikes and is able to deny Defog or even Rapid Spin attempts thanks to Taunt and Explosion, Shuckle has access to Sticky Webs as well as other utility moves in Infestation and Encore, and Azelf does not have Spikes like Mew but shares Explosion and Taunt, and also has more offensive presence thanks to Knock Off and Flamethrower. this should all be one point
- Choice Band is not as recommended as Terrakion holds the distinction of the better Choice Band user; its Close Combats are actually being able to 2HKO Skarmory and Tangrowth on the switch with Stealth Rocks up, as well as the greater bulk for it to come in and out of a game easier.

Checks and Counters
===================

there shouldn't be line breaks here. for example it should look like:

Bulky Grass-types: While it fears...

rather than

Bulky Grass-types:
While it fears...


**Bulky Grass-types**:
While it fears Psychic Fangs on the switch, Amoonguss still poses a problem due to potential Rocky Helmet chip as well as Regenerator potentially creating situations where Amoonguss can recover from the damage without needing to use a move. Tapu Bulu, while not as able to come in on repeated hits, threatens to restore all the damage with Horn Leech, as well as using Lycanroc-D as an opportunity to grab a Swords Dance as it switches out. Tangrowth is the biggest offender since non boosted Close Combat damage is restored nearly completely by Regenerator alone, commonly uses Rocky Helmet to punish Lycanroc-D further, and can use the opportunity to do whatever it pleases after it comes in.

**Steel-types**
Celesteela and Skarmory both threaten with Heavy Slam and Body Press respectively; Lycanroc-D cannot even attempt a Swords Dance in front of the latter if it is running Brave Bird over Body Press because it can also Roost or Whirlwind Lycanroc-D out. Scizor can stay out of priority range with Roost and can fire back with Bullet Punch for an easy KO. Bisharp's Sucker Punch can fail if Lycanroc-D uses Accelerock to go first, and Bisharp is afraid of being OHKOed by Close Combat if it doesn't use Sucker Punch, but this falls under the category of requiring heavy prediction because one mistake can likely cause Lycanroc-D to go down

**Bulky Water-types**
Things Pokemon/Foes/Enemies/whatever like Primarina and Volcanion volc dies to stone edge which is pretty common, if you'd like to include another water that checks it then something like seismitoad or gastrodon would work fine that don't die fall immediately to one hit and can fire with their own super effective hits are problems for Lycanroc-D which is why it is necessary to keep it in the back while they are all being worn down in the meantime. Slowking can also thwart Crunch if it is using Colbur Berry, colbur slowking is really rare and suboptimal, not convinced it deserves a mention here though this is not hard to spot if the Slowking player brought it in while hazards are up, revealing whether or not they run Heavy Duty Boots.

**Faster Threats**:
Choice Scarfers that are not in range of its priority are able to revenge kill Lycanroc-D due to its frailty; Keldeo, Jirachi and Krookodile are all notable for their resistance to Accelerock as well as being able to OHKO it with their stabs, though Jirachi must be wary of a potential Sucker Punch. Zeraora has to mind its HP when around Lycanroc-D, but so does Lycanroc-D as its bulk makes it suspect to take heavy damage from Plasma Fists if either Accelerock or Sucker Punch does fail to KO. it's also just ohkod by cc lol

[CREDITS]
- Written by: [[username1, userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]] do these!!
qc 2/3 when done, you can move this to a full writeup when you implement it. before doing that though i recommend going over the spelling and grammar standards! this is a little messy in parts so it'd be good to get those issues ironed out before qc 3.
 
[OVERVIEW]
Lycanroc-D is a potent revenge killer due to its access to strong Tough Claws-boosted priority in Accelerock, enabling it to revenge kill weakened +2 speed Galarian Moltres, Alakazam, and Zeraora. Its high Speed enables it to outspeed Terrakion and Keldeo as well as speed tie with Latias, boosting its prowess as a dangerous revenge killer. Access to strong Tough Claws-boosted coverage moves such as Psychic Fangs to break past Amoonguss and Crunch to deal with Slowking allow it to punish its checks reliably. However, Lycanroc-D faces stiff competition as a fast Rock-type attacker from Terrakion due to Lycanroc-D's lower Attack and bulk, as well as its lack of a secondary Fighting typing. This means that Lycanroc-D struggles to break through teams that run physically bulky threats such as Tangrowth and Skarmory. Lycanroc-D's poor bulk means it cannot come in on most of anything so it requires moves such as U-turn and Volt Switch to come in safely, as well as occasional aggressive prediction on expected switches.

[SET]
name: All-out-Attacker Remove the second hyphen
move 1: Accelerock
move 2: Crunch / Sucker Punch / Drill Run Stone Edge / Sucker Punch / Crunch
move 3: Psychic Fangs
move 4: Close Combat
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpDef / 252 Spe

Accelerock is useful against offense, specifically keeping in check threats such Agility boosted Galarian Moltres, Alakazam, and being able to KO Azumarill and Scizor before they fire off their own respective super effective priority moves when they are put into range. It also makes Lycanroc-D more difficult to be revenge killed by faster targets such as Venusaur in sun, Choice Scarf Victini, and Zeraora. Psychic Fangs is how Lycanroc-D inflicts heavy damage on the likes of Amoonguss and Nidoqueen that would otherwise safely check it. Crunch covers the Psychic-types that would normally come in on Close Combat such as Slowking, Galarian Slowbro, and Mew for super effective damage. Alternatively, Sucker Punch can pair with Accelerock for a dual priority set that covers Choice Scarf Jirachi and Agility boosted Galarian Moltres super effectively in one teamslot, while also hitting neutral targets harder than Accelerock. Drill Run is nice to give Lycanroc-D Rock plus Ground coverage which notably has excellent neutral coverage across the meta, but the only notable things it hits super effectively are Colbur Berry Slowbro and Volcanion. oo this Life Orb is generally preferred as it allows Lycanroc-D to pack more power in its attacks, guaranteeing feats such as OHKOing offensive Nidoqueen with Psychic Fangs, and being able 2HKO specially defensive Celesteela through Leftovers with Close Combat on the switch with Stealth Rock up. Maximum Speed Investment with a Jolly Nature is needed to make Lycanroc-D outspeed and threaten as much as it can against the metagame, naturally outpacing its main rival, Terrakion.

Okay, I want you to add a comment on Stone Edge about how it is a spammable STAB move and can OHKO Mence and Rotom-H. Then follow up with your point on Sucker Punch. Then one on Crunch but I would limit the examples to Palossand and Galarian Slowbro.

Lycanroc-D fits best on offensive teams that appreciates its ability to revenge kill common offensive threats such as Terrakion and Keldeo without giving up on wallbreaking capabilities. As Lycanroc-D is unable to switch on most of anything, momentum support such as Volt Switch and U-turn is very appreciated to be able to give Lycanroc-D opportunities to punch holes as often as possible; Scizor, Victini, and Rotom-H are efficient at doing this, and at helping pressure the bulky Grass-types and Skarmory that usually give Lycanroc-D grief. Entry hazards will allow Lycanroc-D to more consistently threaten the opposition and leave greater holes against otherwise more solid answers such as the aforementioned Skarmory and Tangrowth, though Rocky Helmet damage on top of Life Orb will noticeably sting. I think Krookodile should really be followed up with this because both these Pokemon are common Krookodile switchins and it can remove the RH with Knock Off + set rocks. Jirachi is great example for its ability to set Stealth Rock, ability to generate momentum via U-turn, and in return Jirachi appreciates a good offensive check to Terrakion. Teammates who can cover potentially faster Pokemon are also appreciated; Nidoqueen and Krookodile are is notable for their ability to check Zeraora who would otherwise threaten Lycanroc-D if it was not put into range of its priority; both can also set up Stealth Rock for Lycanroc-D to leave wider holes in the opponent's defenses. You could very easily just tie this into the Grass-type point below. The only naturally fast Pokemon that aren't threatened by its priority as badly are Zeraora and Zygarde-10%. Tangrowth and Bulu walling both of these for example. Special attackers such as Rotom-H and Latias appreciate Lycanroc-D's ability to break through Chansey, likewise they can help wear down common physically defensive threats such as Skarmory for Lycanroc-D to capitalize off of. While it does not like fighting against them, the Grass-types of the tier provide excellent synergy with Lycanroc-D in checking most of the Water- and Ground-type attacks that would normally threaten it; Tapu Bulu is an excellent check to Azumarill and Amoonguss is a good answer to Primarina. Pokemon like Salamence and Kyurem are effective at pressuring bulky Grass-types that Lycanroc-D often struggles against.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Accelerock / Stone Edge
move 3: Psychic Fangs / Sucker Punch / Crunch
move 4: Close Combat
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpDef / 252 Spe

Swords Dance makes Lycanroc-D much harder to revenge kill because its +2 Accelerock is capable of KOing Zeraora at significantly higher health ranges, and KOs Venusaur after Stealth Rock and Life Orb recoil. Stone Edge is not as recommended as it is not as useful against Agility Galarian Moltres and is weaker than Close Combat on neutral or two times effective targets, but it is an option if running Sucker Punch over Psychic Fangs, as it can still KO Amoongus after a Swords Dance with Stealth Rock damage. Psychic Fangs OHKOes even fully physically defensive Amoonguss after a 1 Swords Dance boost, while still threatening Nidoqueen without a boost. Sucker Punch does sacrifice crucial coverage against Nidoqueen and Tentacruel but it does OHKO Jirachi after a Swords Dance boost. Specify it is for Scarf Jirachi because you could just drop it with CC otherwise +2 Crunch OHKOes Slowking while not requiring prediction in the same way Sucker Punch does for any non Choice Scarf Jirachi but losing out on priority is bothersome against opposing offense. After a Swords Dance boost. it's Close Combats can KO both Skarmory and Tangrowth after some chip damage. Picking one coverage over the other can be difficult; choosing Psychic Fangs means it is much more difficult to get over Slowking, whereas losing Psychic Fangs can be especially detrimental against the likes of Tentacruel, Nidoqueen, and Kommo-o.

Lycanroc-D fits best on offensive teams that can pressure some of its checks such as Skarmory and Tangrowth Amoonguss, and these teams appreciate having another wall breaker that can still act as an end game cleaner. Swords Dance Lycanroc-D can fit on both dual screens or Mew Spikes lead hyper offense; dual screens lets Lycanroc-D setup more easily, whereas Spikes support can leave Tangrowth unable to safely check its +2 Close Combats. Mention those screen setters. I removed the Mew mention above because Mew and Scolipede are worth mentioning as Spike leads for HO so bring both up. Other hazard setters such as Jirachi and Krookodile can chip Lycanroc-D's checks with passive damage, putting its checks into range of its boosted attacks. Pivots such as Victini, and Zeraora, and the aforementioned Jirachi can bring Lycanroc-D in safely against foes such as Salamence that it can use as a setup opportunity. Wallbreakers such as Nasty Plot Rotom-H and Mixed Kommo-o can weaken the opposing team's checks to Lycanroc-D, such as Amoonguss and Skarmory, so it can set up and clean an opposing team late-game. Healing Wish support from Jirachi and Latias is also another option to give Lycanroc-D a second chance against a weakened team and cleaning.

[STRATEGY COMMENTS]
Other Options
=============
Iron Head is an option for Tapu Bulu and Hatterene, and Play Rough condenses OHKOing Kommo-o while hitting Salamence and Krookodile through Chople Berry, though both are too specific to rely on most of the time. Expert Belt can be used over Life Orb to avoid chipping it down with recoil, but it sacrifices power against neutral targets and Lycanroc-D is not surviving most strong hits at full health anyways. Focus Sash lead Lycanroc-D is able to use Endeavor while setting up Stealth Rock, but this is generally not worth it in comparison to its other sets that provide a much more dynamic role. It also faces much fiercer competition from Mew, Shuckle, and even Azelf in that regard; Mew has Spikes and is able to deny Defog or even Rapid Spin attempts thanks to Taunt and Explosion, Shuckle has access to Sticky Webs as well as other utility moves in Infestation and Encore, and Azelf can pose more of an offensive threat by Knock Off removing items before it dies. You don't need to write so much about why it's outclassed as a lead set. Just say that they offer more utility through other entry hazard options and, in Azelf's case, the better Speed tier + Boom. Choice Band is not as recommended as Terrakion holds the distinction of the better Choice Band user; its Close Combats are actually able to 2HKO Skarmory and Tangrowth on the switch with Stealth Rocks up, as well as the greater bulk for it to come in and out of a game easier. Can you reword this to say why you would consider running it (e.g. OHKOs or 2HKOs you wouldn't get with LO. oo is meant for options that you may consider running and that usually involves giving a reasoning why you would do so. You've gone straight into why you shouldn't run it, in which case why is it even worth bringing up here.

Checks and Counters
===================

**Bulky Grass-types**: While it fears Psychic Fangs on the switch, Amoonguss still poses a problem due to potential Rocky Helmet chip as well as Regenerator potentially creating situations where Amoonguss can recover from the damage without needing to use a move. Tapu Bulu, while not as able to come in on repeated hits, threatens to restore all the damage with Horn Leech, as well as using Lycanroc-D as an opportunity to grab a Swords Dance as it switches out. Tangrowth is the biggest offender since non boosted Close Combat damage is restored nearly completely by Regenerator alone, commonly uses Rocky Helmet to punish Lycanroc-D further, and can use the opportunity to do whatever it pleases after it comes in. You'll need to change this a bit as Stone Edge is the main slash now, which the former two don't switch into well. You can still bring them up but just go into less detail about both.

**Steel-types**: Celesteela and Skarmory both threaten with Heavy Slam and Body Press respectively; Lycanroc-D cannot even attempt a Swords Dance in front of the latter if it is running Brave Bird over Body Press because it can also Roost or Whirlwind Lycanroc-D out. Scizor can stay out of priority range with Roost and can fire back with Bullet Punch for an easy KO. Bisharp's Sucker Punch can fail if Lycanroc-D uses Accelerock to go first, and Bisharp is afraid of being OHKOed by Close Combat if it doesn't use Sucker Punch, but this falls under the category of requiring heavy prediction because one mistake can likely cause Lycanroc-D to go down

**Bulky Water-types**: Foes like Primarina and Gastrodon that don't fall immediately to one hit and can fire with their own super effective hits pose problems for Lycanroc-D which is why it is necessary to keep it in the back while they are all being worn down in the meantime. Change the Primarina mention as Edge can OHKO offensive sets after rocks. Use Suicune instead.

**Faster Threats**: Choice Scarfers that are not in range of its priority are able to revenge kill Lycanroc-D due to its frailty; Keldeo, Jirachi, and Krookodile are all notable for their resistance to Accelerock as well as being able to OHKO it with their stabs, though Jirachi must be wary of a potential Sucker Punch. Zeraora has to mind its HP when around Lycanroc-D, but so does Lycanroc-D as its bulk makes it suspect to take heavy damage from Plasma Fists or gets OHKOed by Close Combat if either Accelerock or Sucker Punch does fail to KO.

[CREDITS]
- Written by: [[Mystras Leoxses, 530118]]
- Quality checked by: [[martha, 384270], [Lilburr, 481709], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]

You go into way more detail than is necessary a lot of the time. This is mainly because you list 2-3 things then go into detail about all of them. Try to avoid doing this in the future because it just adds an unnecessary amount of bulk to the analysis.

3/3 when implemented
 

Adeleine

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Add/Fix Remove Comment
(AC)/(RC): Add/Remove Comma

[OVERVIEW]
Lycanroc-D is a potent revenge killer due to its access to strong Tough Claws-boosted priority in Accelerock, enabling which enables it to revenge kill weakened +2 Speed Galarian Moltres, Alakazam, and Zeraora, (period -> comma) and its high Speed enables it to outspeed Terrakion and Keldeo, boosting its prowess as a dangerous revenge killer. Access to strong Tough Claws-boosted coverage moves, (AC) such as Psychic Fangs to break past Amoonguss and Sucker Punch to deal with Jirachi, (AC) allows it to punish its checks reliably. However, Lycanroc-D faces stiff competition as a fast Rock-type attacker from Terrakion due to Lycanroc-D's lower Attack and bulk, as well as its lack of a secondary Fighting typing. This means that Lycanroc-D struggles These shortcomings make Lycanroc-D struggle to break through teams that run physically bulky threats such as Tangrowth and Skarmory. Lycanroc-D's Its poor bulk also means it cannot come in on most of anything, (AC) so it requires moves such as U-turn and Volt Switch to come in safely (RC) as well as occasional aggressive prediction on expected switches.

[SET]
name: All-out Attacker
move 1: Accelerock
move 2: Stone Edge / Sucker Punch / Crunch
move 3: Psychic Fangs
move 4: Close Combat
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

Accelerock is useful against offense teams, specifically keeping in check threats such Agility-boosted (added hyphen) Galarian Moltres (RC) and Alakazam in check (RC) and being able to KO as well as KOing sufficiently chipped Azumarill and Scizor before they fire off their own respective super effective priority moves when they are put into range. It also makes Lycanroc-D more difficult to be revenge killed by faster targets revenge kill with faster threats such as Venusaur in sun, Choice Scarf Victini, and Zeraora. Psychic Fangs is how Lycanroc-D inflicts heavy damage on the likes of Amoonguss. Stone Edge is a very spammable STAB move that can OHKO offensive Salamence and Rotom-H. Alternatively, Sucker Punch can be used to deal more damage than Accelerock on against neutral targets while offering and have a better matchup against Choice Scarf Jirachi. Crunch is stronger and requires less prediction, but its (removed lack of apostrophe) lack of priority makes its utility more limited and only notable against specific checks such as Palossand and Galarian Slowbro. Psychic Fangs inflicts heavy damage on the likes of Amoonguss. Life Orb allows Lycanroc-D to pack more power in its attacks, guaranteeing guarantees feats such as OHKOing offensive Nidoqueen with Psychic Fangs (RC) and being able 2HKOing defensive Celesteela with Close Combat on the switch with Stealth Rock up. Maximum Speed investment with a Jolly nature is needed to make Lycanroc-D outspeed and threaten as much many foes as it can, (AC) against the metagame, naturally outpacing particularly its main rival, Terrakion.

Lycanroc-D fits best on offensive teams that appreciates its ability to revenge kill common offensive threats such as Terrakion and Keldeo without giving up on sacrificing wallbreaking capabilities. As Lycanroc-D is unable to switch in on most of anything, momentum support such as Volt Switch and U-turn is very appreciated to give Lycanroc-D it opportunities to punch holes as often as possible; Scizor, Victini, and Rotom-H are efficient at doing this (RC) and at helping pressure the bulky Grass-types and Skarmory, (AC) that which usually give Lycanroc-D grief. Entry hazards will allow Lycanroc-D to more consistently threaten the opposition and leave greater holes against otherwise more leave greater dents in otherwise solid answers such as the aforementioned Skarmory and Tangrowth, although Rocky Helmet damage on top of Life Orb will noticeably sting. Krookodile is a great example for its ability to set Stealth Rock and draw Stealth Rock setter that draws out Tangrowth and Skarmory for their Rocky Helmet to be removed by to remove their Rocky Helmets with Knock Off, (semicolon -> comma) Krookodile and it appreciates Lycanroc-D being a good offensive check to Terrakion. Special attackers such as Rotom-H and Primarina appreciate Lycanroc-D's ability to break through Chansey, likewise and in return they can help wear down common physically defensive threats such as Skarmory for Lycanroc-D to capitalize off of it. The Grass-types of the tier like Tangrowth and Tapu Bulu are excellent partners for their ability to check threats such as Azumarill. Additionally, they also check faster Pokemon Lycanroc-D cannot threaten as much with its priority, (AC) such as Zeraora and Zygarde-10%.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Accelerock / Stone Edge
move 3: Psychic Fangs / Sucker Punch / Crunch
move 4: Close Combat
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

Swords Dance makes Lycanroc-D much harder to revenge kill because its +2 Accelerock is capable of KOing Pokemon like Zeraora at significantly higher health ranges and Venusaur after Stealth Rock and Life Orb recoil. Stone Edge is not as recommended, (AC) as it is weaker than Close Combat on neutral or two times effective (if you meant "on targets 2x weak to CC, that doesn't need to be explicitly said. If you meant "on targets 2x weak to SEdge and 1x weak to CC", I don't think that's correct) targets, but it is an option if running Lycanroc-D runs Sucker Punch over Psychic Fangs, as it can still KO Amoongus after a Swords Dance with Stealth Rock damage. Psychic Fangs OHKOes Amoonguss after a Swords Dance boost (RC) while still threatening and threatens Nidoqueen without a boost. Sucker Punch does sacrifice crucial coverage against Nidoqueen and Tentacruel, (AC) but it does OHKO Choice Scarf Jirachi after a Swords Dance boost. +2 Crunch OHKOes Slowking while not requiring prediction against any non-Choice (added hyphen) Scarf Jirachi, but losing out on priority is bothersome against opposing offense teams. After a Swords Dance boost, Close Combat can KO both Skarmory and Tangrowth after some chip damage. Picking one coverage move over the other can be difficult; choosing Psychic Fangs means it is much more difficult to get over past Slowking, whereas losing Psychic Fangs can be especially detrimental against the likes of Tentacruel, Nidoqueen, and Kommo-o.

Lycanroc-D fits best on offensive teams that can pressure some of its checks, (AC) such as Skarmory and Tangrowth, and these teams appreciate having another wallbreaker that can still act as an end game a late-game cleaner. Swords Dance Lycanroc-D can fit on both dual screens or and Spikes lead hyper offense teams; dual screens from Grimmsnarl and Alolan Ninetales lets Lycanroc-D set up (was "setup") more easily, whereas Spikes support from Mew and Scolipede can leave Tangrowth unable to safely check handle its +2 Close Combats. Other entry hazard setters such as Jirachi and Krookodile can chip Lycanroc-D's checks with passive damage, putting its checks (name some checks put into range and how, bc otherwise this is rly general advice) into range of its boosted attacks. Pivots such as Victini, Zeraora, and the aforementioned Jirachi can bring Lycanroc-D in safely against foes such as Salamence that it can use as a setup opportunity. set up on. Wallbreakers such as Nasty Plot Rotom-H and mixed Kommo-o can weaken the opposing team's checks to Lycanroc-D, such as Amoonguss and Skarmory, so it can set up and clean an opposing team late-game.

[STRATEGY COMMENTS]
Other Options
=============
Iron Head is an option for Tapu Bulu and Hatterene, and Play Rough condenses OHKOing Kommo-o while and hitting Salamence and Krookodile through Chople Berry, although both are too specific to rely on most of the time. Drill Run is nice to give Lycanroc-D Rock plus Ground coverage which notably has excellent Rock- and Ground-type neutral coverage, but the only notable things Pokemon it hits super effectively are Colbur Berry Slowbro and Volcanion. A Focus Sash lead Lycanroc-D is able to use Endeavor while setting up Stealth Rock, but this is generally not worth it in comparison to its other, much more dynamic sets that provide a much more dynamic role. It also faces much fiercer competition from Mew (RC) and Shuckle, (AC) who which offer more utility, and Azelf, (AC) who which has a better Speed tier and Explosion.

Checks and Counters
===================

**Bulky Grass-types**: Amoongus and Tapu Bulu do not switch well into Stone Edge well, but they resist Close Combat (RC) and threaten Lycanroc-D afterwards switching in; the former also runs Rocky Helmet often, (AC) to which punishes (unless you mean it runs it specifically to punish lycanroc-d) Lycanroc-D. Tangrowth is the biggest offender, (AC) since non boosted unboosted Close Combat damage is restored nearly completely by Regenerator, it commonly uses Rocky Helmet, (AC) to further punish Lycanroc-D, and can use the opportunity to do anything and it can freely threaten Lycanroc-D's team in multiple ways after it comes in.

**Steel-types**: Celesteela and Skarmory both threaten Lycanroc-D with Heavy Slam and Body Press, (AC) respectively; Lycanroc-D cannot attempt a Swords Dance in front of the latter, even if it is running Brave Bird over Body Press, because Skarmory can also Roost or Whirlwind Lycanroc-D out. of Roost and Whirlwind. Scizor can stay out of Lycanroc-D's priority range with Roost and can fire back with Bullet Punch for an easy KO. Bisharp's Sucker Punch can will fail if Lycanroc-D uses Accelerock to go first, and Bisharp is afraid of being OHKOed by Close Combat if it doesn't use Sucker Punch, but this falls under the category of requiring heavy prediction because one mistake can likely cause Lycanroc-D to go down Lycanroc-D will likely go down to one mistake as well. (added period)

**Bulky Water-types**: Foes like Suicune and Gastrodon that don't fall immediately to one hit and can fire back with their own super effective attacks pose problems for Lycanroc-D, which is why it is necessary to keep it in the back while they are all being worn down in the meantime has to be kept in reserve while its teammates wear it down.

**Faster Threats**: Choice Scarfers users that are not in range of its priority are able to revenge kill Lycanroc-D due to its frailty; Keldeo, Jirachi, and Krookodile are all notable for their resistance to Accelerock as well as being able and ability to OHKO Lycanroc-D with their stabs, though STAB moves, although Jirachi must be wary of a potential Sucker Punch. Zeraora has to mind its HP when around Lycanroc-D, but so does Lycanroc-D, (AC) as its bulk makes it suspect to take heavy damage from Plasma Fists or get OHKOed by Close Combat if either Accelerock or Sucker Punch fails to KO.

[CREDITS]
- Written by: [[Mystras Leoxses, 530118]]
- Quality checked by: [[martha, 384270], [Lilburr, 481709], [Twilight, 344575]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]

finland-GP.gif
1/2
 
amcheck add remove comment
Lycanroc-D is a potent revenge killer due to its strong Tough Claws-boosted priority in Accelerock, which enables it to revenge kill weakened +2 Speed Galarian Moltres, Alakazam, and Zeraora, and its high Speed to outspeed Terrakion and Keldeo. Access to strong Tough Claws-boosted (You already mentioned the Tough Claws boost)coverage moves, such as Psychic Fangs to break past Amoonguss and Sucker Punch to deal with Jirachi, allows it to punish its checks reliably. However, Lycanroc-D faces stiff competition as a fast Rock-type attacker from Terrakion due to Lycanroc-D's lower Attack and bulk, as well as its lack of a secondary Fightingtyping. These shortcomings make Lycanroc-D struggle to break through teams that run physically bulky threats such as Tangrowth and Skarmory. Its poor bulk also means it cannot come in on most anything, so it requires moves such as U-turn and Volt Switch to come in safely as well as occasional aggressive prediction on expected switches.

[SET]
name: All-out Attacker
move 1: Accelerock
move 2: Stone Edge / Sucker Punch / Crunch
move 3: Psychic Fangs
move 4: Close Combat
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

Accelerock is useful against offense teams, specifically keeping threats such Agility-boosted Galarian Moltres and Alakazam in check as well as KOing sufficiently chipped Azumarill and Scizor before they fire off their super effective priority moves. It also makes Lycanroc-D more difficult to revenge kill with faster threats such as Venusaur in sun, Choice Scarf Victini, and Zeraora. Stone Edge is a very spammable STAB move that can OHKO offensive Salamence and Rotom-H. Alternatively, Sucker Punch can be used to deal more damage than Accelerock against neutral targets and have a better matchup against Choice Scarf Jirachi. Crunch is stronger and requires less prediction, but its lack of priority makes its utility only notable against specific checks such as Palossand and Galarian Slowbro. Psychic Fangs inflicts heavy damage on the likes of Amoonguss. A Life Orb is used to guarantees feats such as OHKOing offensive Nidoqueen with Psychic Fangs and 2HKOing defensive Celesteela with Close Combat on the switch with Stealth Rock up. Maximum Speed investment with a Jolly nature is needed to make Lycanroc-D outspeed and threaten as many foes as it can, particularly its main rival, Terrakion.

Lycanroc-D fits best on offensive teams that appreciates its ability to revenge kill common offensive threats such as Terrakion and Keldeo without sacrificing its teammates' wallbreaking capabilities. As Lycanroc-D is unable to switch in on mostly anything, momentum support such as Volt Switch and U-turn is verpivots are appreciated to give it opportunities to punch holes as often as possible and gain momentum; Scizor, Victini, and Rotom-H are efficient at this and atwith helping pressure bulky Grass-types and Skarmory, which usually give Lycanroc-D grief. Entry hazards allow Lycanroc-D to leave greater dents in otherwise solid answers such as the aforementioned Skarmory and Tangrowth, although residual damage from its foes' Rocky Helmet damage on top ofand its own Life Orb will noticeably sting. Krookodile is a great Stealth Rock setter that draws out Tangrowth and Skarmory to remove their Rocky Helmets with Knock Off, and it appreciates Lycanroc-D being a good offensive check to Terrakion. Special attackers such as Rotom-H and Primarina appreciate Lycanroc-D's ability to break through Chansey, and in return they can help wear down common physically defensive threats such as Skarmory for it. The Grass-types of the tier like Tangrowth and Tapu Bulu are excellent partners to check threats such as Azumarill. Additionally, they also check faster Pokemon Lycanroc-D cannot threaten as much with its priority, such as Zeraora and Zygarde-10%.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Accelerock / Stone Edge
move 3: Psychic Fangs / Sucker Punch / Crunch
move 4: Close Combat
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

Swords Dance makes Lycanroc-D much harder to revenge kill because its +2 Accelerock is capable of KOing Pokemon like Zeraora at significantly higher health ranges and Venusaur after Stealth Rock and Life Orb recoil. Stone Edge is not as recommended, as it is weaker than Close Combat on neutral targets, but it is an option if Lycanroc-D runs Sucker Punch over Psychic Fangs, as it can still KO Amoongus after a Swords Dance with Stealth Rock damage. Psychic Fangs OHKOes Amoonguss after a Swords Dance boost and threatens Nidoqueen, even without a boost. Sucker Punch does sacrifices crucial coverage against Nidoqueen and Tentacruel, but it does OHKOes Choice Scarf Jirachi after a Swords Dance boost. +2 Crunch OHKOes Slowking while not requiring prediction against any non-Choice Scarf Jirachi, but losing out on priority is bothersome against opposing offense teams. After a Swords Dance boost, Close Combat can KO both Skarmory and Tangrowth after some chip damage. Picking one coverage move over the other can be difficult; choosing Psychic Fangs means it is much more difficult to get past Slowking, whereas losing Psychic Fangs can be especially detrimental against the likes of Tentacruel, Nidoqueen, and Kommo-o.

Lycanroc-D fits best on offensive teams with wallbreakers, such as Nasty Plot Rotom-H and mixed Kommo-o, that can pressure some of its checks, such as Skarmory and Tangrowth, and these teams appreciate having another wallbreaker that can still act as a late-game cleaner. Swords Dance Lycanroc-D can fit on both dual screens and Spikes lead hyper offense teams; dual screens from Grimmsnarl and Alolan Ninetales lets Lycanroc-D set up more easily, whereas Spikes support from Mew and Scolipede can leave Tangrowth unable to safely handle its +2 Close Combats. Other entry hazard setters such as Jirachi and Krookodile can chip Lycanroc-D's checks with passive damage to put its checks, such as Seismitoad, in range of its boosted attacks. Pivots such as Victini, Zeraora, and the aforementioned Jirachi can bring Lycanroc-D in safely against foes such as Salamence that it can set up onto use as setup fodder. Wallbreakers such as Nasty Plot Rotom-H and mixed Kommo-o can weaken the opposing team's checks to Lycanroc-D, such as Amoonguss and Skarmory, so it can set up and clean late-game. (Tbh it felt a liiitle strange to keep this sentence when I could blend it in with the first; after all, both do talk about wallbreakers and Lycanroc-D's checks, after all)

[STRATEGY COMMENTS]
Other Options
=============
Iron Head is an option foragainst Tapu Bulu and Hatterene, and Play Rough condenses OHKOing Kommo-o and hittings Salamence and Krookodile through their Chople Berry, although both are too specific to rely on most of the time. Drill Run is nice to give Lycanroc-D excellent Rock- and Ground-type neutral coverage, but the only notable Pokemon it hits super effectively are Colbur Berry Slowbro and Volcanion. A Focus Sash lead Lycanroc-D is able to use Endeavor while setting up Stealth Rock, but this is generally not worth it in comparison to its other, much more dynamic sets. It also faces much fiercer competition from Mew and Shuckle, which offer more utility, and Azelf, which has a better Speed tier and Explosion.

Checks and Counters
===================

**Bulky Grass-types**: Amoongus and Tapu Bulu do not switch into Stone Edge well, but they resist Close Combat and threaten Lycanroc-D after switching in; the former also runs Rocky Helmet often, which punishes Lycanroc-D. Tangrowth is the biggest offender, since unboosted Close Combat damage is restored nearly completely by Regenerator, it commonly uses Rocky Helmet, and it can freely threaten Lycanroc-D's team in multiple ways after it comes in.

**Steel-types**: Celesteela and Skarmory threaten Lycanroc-D with Heavy Slam and Body Press, respectively; Lycanroc-D cannot attempt a Swords Dance in front of the latter, even if it is running Brave Bird over Body Press, because of Roost and Whirlwind. Scizor can stay out of Lycanroc-D's priority range with Roost and fire back with Bullet Punch for an easy KO. Bisharp's Sucker Punch will fail if Lycanroc-D uses Accelerock, and Bisharp is afraid of being OHKOed by Close Combat if it doesn't use Sucker Punch, but Lycanroc-D will likely go down to one mistake as well.

**Bulky Water-types**: Foes like Suicune and Gastrodon that don't fall to one hit, and can fireare capable of firing back with super effective attacks, pose problems for Lycanroc-D, which has to be kept in reserve while its teammates wear itthem down.

**Faster Threats**: Choice Scarf users that are not in range of its priority are able to revenge kill Lycanroc-D due to its frailty; Keldeo, Jirachi, and Krookodile are all notable for their resistance to Accelerock and ability to OHKO Lycanroc-D with their STAB moves, although Jirachi must be wary of a potential Sucker Punch. Zeraora has to mind its HP when around Lycanroc-D, but so does Lycanroc-D, as its bulk makes it take heavy damage from Plasma Fists or get OHKOed by Close Combat if either Accelerock or Sucker Punch fails to KO.

[CREDITS]
- Written by: [[Mystras Leoxses, 530118]]
- Quality checked by: [[martha, 384270], [Lilburr, 481709], [Twilight, 344575]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]
 

Rabia

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[OVERVIEW]

Lycanroc-D is a potent revenge killer due to its strong Tough Claws-boosted priority move in Accelerock, which enables it to revenge kill weakened +2 Speed Galarian Moltres, Alakazam, and Zeraora, and its high Speed, which lets it to outspeed Keldeo. Access to strong coverage moves, such as Psychic Fangs to break past Amoonguss and Sucker Punch to deal with Jirachi, allows it to punish its checks reliably. However, Lycanroc-D struggles to break through teams that run physically bulky threats such as Tangrowth and Skarmory. Its poor bulk also means it cannot come in on almost anything, so it requires moves such as U-turn and Volt Switch to come in safely as well as occasional aggressive prediction on expected switches.

[SET]
name: All-out Attacker
move 1: Accelerock
move 2: Stone Edge / Sucker Punch / Crunch
move 3: Psychic Fangs
move 4: Close Combat
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Accelerock is useful against offense teams, specifically keeping threats such Agility-boosted Galarian Moltres and Alakazam in check as well as and KOing sufficiently chipped Azumarill and Scizor before they fire off their super effective priority moves. It also makes Lycanroc-D more difficult to revenge kill with faster threats such as Venusaur in sun and Zeraora. Stone Edge is a very spammable STAB move that can OHKO offensive Salamence and Rotom-H. Alternatively, Sucker Punch can be used to deal more damage than Accelerock against neutral targets and have a better matchup against Choice Scarf Jirachi. Crunch is stronger and requires less prediction, but its lack of priority makes its utility only notable against specific checks such as Palossand and Galarian Slowbro. Psychic Fangs inflicts heavy damage on the likes of Amoonguss. A Life Orb is used to guarantee feats such as OHKOing offensive Nidoqueen with Psychic Fangs and 2HKOing defensive Celesteela with Close Combat on the switch with Stealth Rock up. Maximum Speed investment with a Jolly nature is needed to make Lycanroc-D outspeed and threaten as many foes as it can, particularly Keldeo.

Lycanroc-D fits best on offensive teams that appreciates its ability to revenge kill common offensive threats such as Galarian Moltres without sacrificing its teammates' wallbreaking capabilities. As Lycanroc-D is unable to switch in on mostly anything, pivots are appreciated to give it opportunities to punch holes as often as possible and gain momentum; Scizor and Rotom-H are efficient at this and with helping help pressure bulky Grass-types and Skarmory, which usually give Lycanroc-D grief. Entry hazards allow Lycanroc-D to leave greater dents in otherwise solid answers such as the aforementioned Skarmory and Tangrowth, although residual damage from its foes' Rocky Helmet and its own Life Orb will noticeably sting. Krookodile is a great Stealth Rock setter that draws out Tangrowth and Skarmory to remove their Rocky Helmets with Knock Off, and it appreciates Lycanroc-D being a good offensive check to Kyurem. Special attackers such as Rotom-H and Primarina appreciate Lycanroc-D's ability to break through Chansey, and in return they can help wear down common physically defensive threats such as Skarmory for it. The Grass-types of the tier like Tangrowth and Zarude are excellent partners to handle threats such as Azumarill. Additionally, they also check faster Pokemon Lycanroc-D cannot threaten as much with its priority, such as Zeraora and Zygarde-10%.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Accelerock / Stone Edge
move 3: Psychic Fangs / Sucker Punch / Crunch
move 4: Close Combat
item: Life Orb
ability: Tough Claws
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Swords Dance makes Lycanroc-D much harder to revenge kill because its +2 Accelerock is capable of KOing Pokemon like Zeraora at significantly higher health ranges and Venusaur after Stealth Rock and Life Orb recoil. Stone Edge is not as recommended, as it is weaker than Close Combat on neutral targets, but it is an option if Lycanroc-D runs Sucker Punch over Psychic Fangs, as it can still KO Amoongus Amoonguss after a Swords Dance with Stealth Rock damage. Psychic Fangs OHKOes Amoonguss after a Swords Dance boost and threatens Nidoqueen, even without a boost. Sucker Punch sacrifices crucial coverage against Nidoqueen and Tentacruel, but it OHKOes Choice Scarf Jirachi after a Swords Dance boost. +2 Crunch OHKOes Slowking while not requiring prediction against any non-Choice Scarf Jirachi, but losing out on priority is bothersome against opposing offense teams. After a Swords Dance boost, Close Combat can KO both Skarmory and Tangrowth after some chip damage. Picking one coverage move over the other can be difficult; choosing Psychic Fangs means it is much more difficult to get past Slowking, whereas losing Psychic Fangs can be especially detrimental against the likes of Tentacruel, Nidoqueen, and Kommo-o.

Lycanroc-D fits best on offensive teams with wallbreakers, such as Nasty Plot Rotom-H and mixed Kommo-o, that can pressure some of its checks, such as Skarmory and Tangrowth, and these teams appreciate having another wallbreaker that can still act as a late-game cleaner. Swords Dance Lycanroc-D can fit on both dual screens and Spikes lead hyper offense teams; dual screens support from Grimmsnarl and Alolan Ninetales lets Lycanroc-D set up more easily, whereas Spikes support from Mew and Scolipede can leave Tangrowth unable to safely handle its +2 Close Combats. Other entry hazard setters such as Jirachi and Krookodile can chip Lycanroc-D's checks with passive damage to put its checks, such as Seismitoad, in range of its boosted attacks. Pivots such as Zeraora (RC) and the aforementioned Jirachi can safely bring Lycanroc-D in safely against foes such as Salamence to that it can use as setup fodder.

[STRATEGY COMMENTS]
Other Options
=============

Iron Head is an option against Tapu Bulu and Hatterene, and Play Rough condenses OHKOing Kommo-o and hits Salamence and Chople Berry Krookodile through their Chople Berry, although both are too specific to rely on most of the time. Drill Run is nice to give Lycanroc-D excellent Rock- and Ground-type neutral coverage, but the only notable Pokemon it hits super effectively are Colbur Berry Galarian (? surely you mean this one right?) Slowbro and Volcanion.(why is Volcanion relevant here when you have a Rock-type move for it already?) A Focus Sash lead Lycanroc-D is able to use Endeavor while setting up Stealth Rock, but this is generally not worth it in comparison to its other, much more dynamic sets. It also faces much fiercer competition from Mew and Shuckle, which offer more utility, and Azelf, which has a better Speed tier and Explosion.

Checks and Counters
===================

**Bulky Grass-types**: Amoongus Amoonguss and Tapu Bulu do not switch into Stone Edge well, but they resist Close Combat and threaten Lycanroc-D after switching in; the former also runs Rocky Helmet often, which punishes Lycanroc-D. Tangrowth is the biggest offender, since unboosted Close Combat damage is restored nearly completely by Regenerator, it commonly uses Rocky Helmet, and it can freely threaten Lycanroc-D's team in multiple ways after it comes in.

**Steel-types**: Celesteela and Skarmory threaten Lycanroc-D with Heavy Slam and Body Press, respectively; Lycanroc-D cannot attempt a Swords Dance in front of the latter, even if it is running Brave Bird over Body Press, because of Roost and Whirlwind. Scizor can stay out of Lycanroc-D's priority range with Roost and fire back with Bullet Punch for an easy KO. Bisharp's Sucker Punch will fail if Lycanroc-D uses Accelerock, and Bisharp is afraid of being OHKOed by Close Combat if it doesn't use Sucker Punch, but Lycanroc-D will likely go down to one mistake as well.

**Bulky Water-types**: Foes like Suicune and Gastrodon that don't fall to one hit (RC) and are capable of firing back with super effective attacks (RC) pose problems for Lycanroc-D, which has to be kept in reserve while its teammates wear them down.

**Faster Threats**: Choice Scarf users that are not in range of its priority are able to revenge kill Lycanroc-D due to its frailty; Keldeo, Jirachi, and Krookodile are all notable for their resistance to Accelerock and ability to OHKO Lycanroc-D with their STAB moves, although Jirachi must be wary of a potential Sucker Punch. Zeraora has to mind its HP when around Lycanroc-D, but so does Lycanroc-D, as its bulk makes it take heavy damage from Plasma Fists or get OHKOed by Close Combat if either Accelerock or Sucker Punch fails to KO.

[CREDITS]
- Written by: [[Mystras Leoxses, 530118]]
- Quality checked by: [[martha, 384270], [Lilburr, 481709], [Twilight, 344575]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]

gp 2/2 when done
 

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