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SV OU Peaked Rank #2 (2050 ELO) - Probopass HO

Why are you using Probopass instead of Magnezone?

Magnezone is the more traditional option for the role of magnet pull Pokemon. However, offensive Magnezone is completely unable to 1v1 Kingambit in any capacity. It cannot switch in at any point because it risks getting 2hkoed on the switch, accomplishing nothing. What’s even worse is that after a swords dance Kingambit can sucker punch ohko you and possibly sweep your team from there. Probopass avoids every one of these issues which makes it the superior choice.

Technically defensive Magnezone can function in a similar vein to Probopass with max hp and defense to trap Kingambit. However, Probopass works better on this team for a few reasons:
  1. Probopass’ defensive stats are better, particularly its special defense and this really helps when taking hits from various Pokemon. This also lets it get a trap off cleaner than Magnezone, usually allowing it to do more than just trap something and die.
  2. Probopass isn’t weak to fire, if I used Magnezone on this team I would get destroyed by fire types. Probopass helps the team not be so weak to fire types by soft checking a few of them
  3. Probopass can trap Heatran, Heatran is a bigger threat to the team than Skarmory, so Probopass helps support the team better in this way.
  4. Probopass has access to stealth rocks which is always nice to fit on a team, and they have helped me win many games.
There is also another consideration and that is if Kingambit is running black glasses tera dark:

+2 252+ Atk Black Glasses Supreme Overlord 1 ally fainted Tera Dark Kingambit Kowtow Cleave vs. 252 HP / 252+ Def Magnezone: 362-426 (105.2 - 123.8%) -- guaranteed OHKO
+2 252+ Atk Black Glasses Supreme Overlord 3 allies fainted Kingambit Kowtow Cleave vs. 252 HP / 252+ Def Magnezone: 321-378 (93.3 - 109.8%) -- 56.3% chance to OHKO

If Kingambit is both black glasses and tera dark, it threatens to 1v1 Magnezone and run away with the game. Probopass allows you to get the trap off against these variants consistently.
While I do understand this reasoning, I have to wonder if Alolan Golem wouldn't be a viable alternative as well.
golem-alola.gif.m.1706150269

1) It has an easier time vs Kingambit since it takes even less damage from Kingambit than Probopass does with similar investment (albeit only ~1-2% less) and won't insta-die to Low Kick variants, letting you get at least some solid chip on them even if they Tera on you while handily wiping out any Kingambits that don't Tera.
2) The Heatran matchup is admittedly shakier, but Alolem can survive Earth Power under the same conditions as Probopass does, and Earthquake puts Heatran in a much more manageable threshold than Probopass's Body Press or even Earth Power ever would, if not OHKO the Tran outright. Of course, you could just still Body Press the Heatran to death with enough damage reducing modifiers, much like Probopass does now, but you probably might want a slight bit of SpDef investment to not be at risk of Earth Power high roll 2HKOes or something.
3) Alolem's actually usable Attack stat leaves it a lot more room to fit in more impactful tech options, such as the aforementioned Earthquake as well as other tools like Supercell Slam to try and wear down Skarm or perhaps more notably EXPLOSION to try and gain momentum on switch-ins like Lando-T and Tusk into setup opportunities or just simply dish out a not insignificant chunk of damage into matchups where trapping is otherwise useless in.
4) Alolem can also alleviate the team's vulnerability to Fire to a certain extent; I feel you probably need Iron Defense alongside Body Press if you want this thing to actually stand up to Gouging though.
 
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While I do understand this reasoning, I have to wonder if Alolan Golem wouldn't be a viable alternative as well.
golem-alola.gif.m.1706150269

1) It has an easier time vs Kingambit since it takes even less damage from Kingambit than Probopass does with similar investment (albeit only ~1-2% less) and won't insta-die to Low Kick variants, letting you get at least some solid chip on them even if they Tera on you while handily wiping out any Kingambits that don't Tera.
2) The Heatran matchup is admittedly shakier, but Alolem can survive Earth Power under the same conditions as Probopass does, and Earthquake puts Heatran in a much more manageable threshold than Probopass's Body Press or even Earth Power ever would, if not OHKO the Tran outright. Of course, you could just still Body Press the Heatran to death with enough damage reducing modifiers, much like Probopass does now, but you probably might want a slight bit of SpDef investment to not be at risk of Earth Power high roll 2HKOes or something.
3) Alolem's actually usable Attack stat leaves it a lot more room to fit in more impactful tech options, such as the aforementioned Earthquake as well as other tools like Supercell Slam to try and wear down Skarm or perhaps more notably EXPLOSION to try and gain momentum on switch-ins like Lando-T and Tusk into setup opportunities or just simply dish out a not insignificant chunk of damage into matchups where trapping is otherwise useless in.
4) Alolem can also alleviate the team's vulnerability to Fire to a certain extent; I feel you probably need Iron Defense alongside Body Press if you want this thing to actually stand up to Gouging though.

Golem isn't terrible at trapping these targets, however I think it has a lot of problems into the rest of the meta due to its arguably even worse typing than Probopass. It also has a lot of problems with stat point allocation because you want to run max defense for body press damage but also max attack so your other attacks aren't weak. You kind of have to pick your poison with this Pokemon whereas with Probopass you don't. Go and give it a shot though!

Here's a replay of me using golem-A on a 5 minute webs team build, in theory you trap Heatran and gambit with it but its really difficult with this guy. maybe this wasn't the best set to run but Its decent.

https://replay.pokemonshowdown.com/gen9ou-2127881099-21so00hgmnxncvqsxosntfg0t1yl2z8pw
https://replay.pokemonshowdown.com/gen9ou-2127782189-sy1ynwdjtlni9qd9s2cf6xz6anh4tripw

:SV/Golem-Alola:
Golem-Alola @ Choice Band
Ability: Magnet Pull
Tera Type: Fairy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Supercell Slam
- Earthquake
- Tera Blast
 
Why is Iron Defense not considered as a move option for Probopass? Since it relies on Body Press for most of its damage it seems like a natural fit. I'm sure there's some reason I'm not seeing but I would really love to know!
 
So funny enough I've been testing Golem-Alola for a very long time because some of the calcs you can make with him are actually incredibly good. Not to hijack the thread into a talk about him. I will say this: Magnet Pull can be a solid set but I feel as if you are missing out with not using Galvanize and Body Slam. I will share with you my very long list of calcs. I was gonna make a nom but I think it's just too hard a sell.


Golem-Alola (F) @ Choice Band
Ability: Galvanize
Shiny: Yes
Tera Type: Electric
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
IVs: 0 Spe
- Brick Break
- Volt Switch/Gyro Ball (this is kind of just here right now. I think another move can be used in its place but I'm not sure what. Explosion might honestly be ok)
- Earthquake
- Body Slam

Every move it learns beats Dragapult in a 1v1 with a 2HKO, you can also run Explosion to kill Pult and yourself if you want but I dont
252+ Atk Choice Band Golem-Alola Earthquake vs. 64 HP / 28 Def Raging Bolt: 356-420 (87.4 - 103.1%) -- 81.3% chance to OHKO
252+ Atk Choice Band Galvanize Golem-Alola Body Slam vs. 0 HP / 0 Def Darkrai: 283-334 (100.7 - 118.8%) -- guaranteed OHKO
252+ Atk Choice Band Golem-Alola Brick Break vs. 0 HP / 0 Def Darkrai: 278-328 (98.9 - 116.7%) -- guaranteed OHKO
252+ Atk Choice Band Galvanize Golem-Alola Body Slam vs. 252 HP / 252+ Def Corviknight: 362-428 (90.5 - 107%) -- guaranteed OHKO
252+ Atk Choice Band Golem-Alola Brick Break vs. 0 HP / 4 Def Kingambit: 432-512 (126.6 - 150.1%) -- guaranteed OHKO
252+ Atk Choice Band Galvanize Golem-Alola Body Slam vs. 4 HP / 0 Def Iron Valiant: 283-334 (97.5 - 115.1%) -- guaranteed OHKO
252+ Atk Choice Band Golem-Alola Earthquake vs. 252 HP / 16 Def Slowking-Galar: 400-472 (101.5 - 119.7%) -- guaranteed OHKO
252+ Atk Choice Band Golem-Alola Earthquake vs. 32 HP / 0 Def Iron Crown: 340-400 (103.3 - 121.5%) -- guaranteed OHKO (6.3% chance to be OHKO'd by Focus Blast if it hits but can also Tera Electric to OHKO with ease)
252+ Atk Choice Band Galvanize Golem-Alola Body Slam vs. 252 HP / 204+ Def Hatterene: 202-238 (63.5 - 74.8%) -- guaranteed 2HKO after Leftovers recovery (Can Tera to gain 62.5% chance to OHKO)
252+ Atk Choice Band Galvanize Golem-Alola Body Slam vs. 0 HP / 0 Def Samurott-Hisui: 624-734 (194.3 - 228.6%) -- guaranteed OHKO (Tera can avoid 6.3% chance to OHKO and I would as this is the mon you'd Tera on any team you have him on)
252+ Atk Choice Band Golem-Alola Brick Break vs. 0 HP / 0 Def Samurott-Hisui: 306-362 (95.3 - 112.7%) -- guaranteed OHKO (see above)
252+ Atk Choice Band Galvanize Golem-Alola Body Slam vs. 0 HP / 0 Def Weavile: 369-435 (131.3 - 154.8%) -- guaranteed OHKO
252+ Atk Choice Band Golem-Alola Brick Break vs. 0 HP / 0 Def Weavile: 724-852 (257.6 - 303.2%) -- guaranteed OHKO
252+ Atk Choice Band Galvanize Golem-Alola Body Slam vs. 252 HP / 252+ Def Clefable: 228-268 (57.8 - 68%) -- guaranteed 2HKO after Leftovers recovery (easily wins fight)
252+ Atk Choice Band Galvanize Golem-Alola Body Slam vs. 0 HP / 124 Def Iron Moth: 327-385 (108.6 - 127.9%) -- guaranteed OHKO
252+ Atk Choice Band Golem-Alola Gyro Ball (139 BP) vs. 0 HP / 124 Def Tera Ground Iron Moth: 297-350 (98.6 - 116.2%) -- guaranteed OHKO

- 252+ Atk Choice Band Galvanize Tera Electric Golem-Alola Body Slam vs. 0 HP / 0 Def Ogerpon-Wellspring: 400-472 (132.8 - 156.8%) -- guaranteed OHKO
- 252+ Atk Choice Band Tera Electric Golem-Alola Brick Break vs. 0 HP / 0 Def Roaring Moon: 338-398 (96.2 - 113.3%) -- guaranteed OHKO (insanely survives an EQ here and kills, but only survives if you Tera. Also can't be rock chipped)
- 252+ Atk Choice Band Galvanize Tera Electric Golem-Alola Body Slam vs. 252 HP / 16 Def Slowking-Galar: 408-482 (103.5 - 122.3%) -- guaranteed OHKO
- 252+ Atk Choice Band Galvanize Tera Electric Golem-Alola Body Slam vs. 252 HP / 252+ Def Alomomola: 576-680 (107.8 - 127.3%) -- guaranteed OHKO
- 252+ Atk Choice Band Galvanize Tera Electric Golem-Alola Body Slam vs. 0 HP / 4 Def Dragonite: 360-424 (111.4 - 131.2%) -- guaranteed OHKO (need Tera to survive not kill. If you can predict a switch in it kills without Tera as well. Still OHKO's if he Tera Normals)
- 252+ Atk Choice Band Tera Electric Golem-Alola Earthquake vs. 0 HP / 4 Def Glimmora: 740-872 (241 - 284%) -- guaranteed OHKO (Tera to survive)
- 252+ Atk Choice Band Galvanize Tera Electric Golem-Alola Body Slam vs. 0 HP / 4 Def Glimmora: 376-444 (122.4 - 144.6%) -- guaranteed OHKO (Tera to survive)
- 252+ Atk Choice Band Tera Electric Golem-Alola Earthquake vs. 0 HP / 4 Def Gouging Fire: 288-340 (82 - 96.8%) -- 43.8% chance to OHKO (Tera to survive)
252+ Atk Choice Band Galvanize Tera Electric Golem-Alola Body Slam vs. 80 HP / 0 Def Primarina: 884-1044 (275.3 - 325.2%) -- guaranteed OHKO (Tera to survive)
252+ Atk Choice Band Galvanize Tera Electric Golem-Alola Body Slam vs. 0 HP / 0 Def Heatran: 328-388 (101.5 - 120.1%) -- guaranteed OHKO (tera to survive, EQ works too but if they have air balloon here you go)
252+ Atk Choice Band Tera Electric Golem-Alola Earthquake vs. 248 HP / 8 Def Clodsire: 506-596 (109.2 - 128.7%) -- guaranteed OHKO (Tera to survive)

Explosions you survive a hit from and can OHKO in return that you couldn't otherwise OHKO, just to include.

252+ Atk Choice Band Galvanize Golem-Alola Explosion vs. +1 252 HP / 88 Def Zamazenta: 415-490 (106.9 - 126.2%) -- guaranteed OHKO
252+ Atk Choice Band Galvanize Golem-Alola Explosion vs. 252 HP / 52 Def Garganacl: 582-685 (144 - 169.5%) -- guaranteed OHKO

There's more to share but that's the gist. Going Magnet Pull you pretty much lose most of that and he struggles more imo. The whole point of this is to say that I think Probopass is a slightly better trapper in this scenario.

Honestly he fits better on a Trick Room team more than likely
 
Why is Iron Defense not considered as a move option for Probopass? Since it relies on Body Press for most of its damage it seems like a natural fit. I'm sure there's some reason I'm not seeing but I would really love to know!
I just felt that the other utility moves were better, and honestly I kinda forgot to mention it. However this is definitely a good option!
 
Hello brother in Christ, you will probably reevaluate the team composition if Kyurem is banned. Considering this opportunity I would like to make some suggestions;
Tera Ground > Water for Iron Crown. Immunity to Thunder Wave from Zapdos, Slowking Galar and Thunder Clap from Raging Bolt.
Still about Raging Bolt, give up some Atk or SpD EVs so run Great Tusk 160 EVs in Speed and becomes faster than Modest max Speed RBolt.
 
HOLY GREAT NOSE!!!!!

Bro really put Mario Mario on his team!???

Let's get this bread. ~all the homies ~h8 gambito ~o ~o!

Although if you were a real GOAT, Tusk would be rocking my patented Super Cell Slam set & you'd have a macro that auto types "JOOOOOHN CEEEEENA!" whenever you click it
 
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Hello brother in Christ, you will probably reevaluate the team composition if Kyurem is banned. Considering this opportunity I would like to make some suggestions;
Tera Ground > Water for Iron Crown. Immunity to Thunder Wave from Zapdos, Slowking Galar and Thunder Clap from Raging Bolt.
Still about Raging Bolt, give up some Atk or SpD EVs so run Great Tusk 160 EVs in Speed and becomes faster than Modest max Speed RBolt.
These are good suggestions

Tbh I’m not sure how this team would work without kyurem. I really haven’t found another combination of mons probopass can work with (trust me i’ve tried). You need a team that is Kingambit weak that somehow avoids getting wrecked by other dark types, and your mons need to compensate for Probopass’ passivity, AND on top of that Kingambit is usually used late game so finding stuff that baits it out early is almost impossible. This is just really specific and its why I haven’t really found a successful combo of mons since. Kyurem kinda just let me cheese defense so iron crown and sinistcha could beat offense, without it bulky matchups are kinda unwinnable (or at least very difficult). Feel free to share any suggestions you have though, its just that the meta at this point generally feels very prepared for ghost/psychic types right now.
 
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