Probopass (Analysis) (QC 3/3) (GP 3/3)

I believe he means that you may be giving Probopass more praise than it actually deserves.

"Wiping [entire] teams off the map" is probably an overestimation of the guy's ability to perform in this metagame. When you get to writing up the Overview, I'd be careful not to "oversell" Probopass; it's good at what it's supposed to do but it's not a good fit for everybody.
What you said.

Kloms, you said that with support it can do well, but are there any particular reasons?
 
Psylink, did you noticed I rewrote my analysis.

As for why Probopass can do well, he can take out anything that isn't in the C&C
 
Cool. You wrote this. So, there are some formatting mistakes so just Copy + Paste this. No writing has been changed.

[Overview]

<p>Probopass is one of the strongest FEAR users around. Probopass possesses unique abilities, such as to switch in even with a hazard up and use FEAR multiple times. Many common sets in OU can do little to nothing to Probopass, while many other common sets straight up counter him. As such Probopass needs to be used like a scalpel than a sledgehammer. With a good amount of support and careful use, Probopass can [some way of saying "be helpful" without overselling]</p>

[Set]
name: F.E.A.R. (Level 2)
move 1: Pain Split
move 2: Protect
move 3: Toxic
move 4: Magic Coat / Taunt
item: Leftovers
ability: Sturdy
nature: Bold
evs: 252 Spe
ivs: 0 HP

[SET COMMENTS]

<p>The one and only reason Probopass should be used in OU. The concept is simple: Sturdy keeps you alive to use Pain Split, which recovers you health while draining the opponents. Pain Spilt should be used sparingly when the opponent is low on health, as the opponent needs 26 HP left to keep Probopass alive. Protect recovers damage taken from Stealth Rocks or one layer of Spikes, scouts, and stacks up sandstorm or poison damage. Toxic stops those who try to recover health, and Magic Coat bounces back moves such as Taunt and Spore. Alternatively, Taunt can be used to stop Probopass from becoming set up bait. Aron is Probopass's main competition, and with good reason: Aron works fast and well. Probopass can switch in to a hazard and use Magic Coat or Taunt are it's advantages over Aron.</p>

<p>Probopass needs support. Sandstorm is a must, so Tyranitar or Hippodown are good friends. Toxic Spikes users, such as Forretress or Tentacruel, helps the residual damage front. They also are Rapid Spinners, which aren't required but recommended, as one to many layers of spikes pushes Probopass over the edge.<p>

[ADDITIONAL COMMENTS]

<p>Taunt can be used but the priority of Magic Coat is gives sleep users trouble. Berry Juice can ease prediction and give you a free turn for a mis-predict or to do something silly like Stealth Rocks, the ability to switch in to Stealth Rocks or one layer of Spikes are severely missed.</p>

[Other Options]

<p>Very little. Maybe a full on tank, but Probopass has atrocious typing, so fear the omnipresent Earthquake and Close Combat.</p>

[Checks and Counters]

<p>Probopass's only true counters are Shedninja and other FEAR users, as nothing likes eating a Pain Split. That said, Probopass fears status, Leech Seed multi hitting moves, flinch, substitute, hail, Mold Breaker, and low priority moves, so anything with a move listed will be a problem. Most teams already have a check to Probopass, the challenge is to keep the check alive. Common OU checks include Jirachi, Kyurem-B, Gengar, Ferrothorn, and Breloom.</p>


There is a space between the bracket form and text

Other Options, and Checks and Counters are not in CAPS

Overview is in brackets.

Checks and Counters goes last.

No Space: <p> Word -- NO, <p>Word -- YEA

Added in <p> </p> for Other Options

Changed the Title Name to F.E.A.R. (Level 2) to fit flavored to the Aron analysis name

FEAR is F.E.A.R.
 

blitzlefan

shake it off!
Amateur check
I changed quite a bit, but some of it is a little subjective. Hopefully this helps! :)

additions deletions comments

[Overview]

<p>Probopass is one of the bestrongest utilizers of the FEAR users aroundstrategy. Probopass possesses unique trabilities, such as the ability to switch in even with a hazards up and use FEARtilize its strategy multiple times. Many common setsPokemon in OU can do very little to nothing to Probopass, whilethough many other common sets straight upcompletely counter himit. As such, Probopass needs to be used like a scalpel rather than a sledgehammer. With, and needs a good amount of support an. When used careful usely, Probopass can [some way of saying "be helpbe very useful" without overselling] on teams.</p>

[Set]
name: F.E.A.R. (Level 2)
move 1: Pain Split
move 2: Protect
move 3: Toxic
move 4: Magic Coat / Taunt
item: Leftovers
ability: Sturdy
nature: Bold
evs: 252 Spe
ivs: 0 HP

[SET COMMENTS]

<p>The onis is the and only reason Probopass should be used in OU. The set's concept is simple: Sturdy keeps youProbopass alive tso it can use Pain Split, which recovers you health while drainings it and the opponent's health. Pain Splilt should be used sparingly when the opponent is low on health, as the opponent needs 26 HP left to keep Probopass alive. Protect recovers the damage taken from Stealth Rocks or onea layer of Spikes, scouts, and stacks up sandstorm or poison damage. Toxic stophinders those whothat try to recoverutilize healthing moves, and Magic Coat bounces back moves such as Taunt and Spore. Alternatively, Taunt can be used to stop Probopass from becoming set up bait. Aron is Probopass's main competition, and ws ith good reason: Aron works fast and well. Probopass can switch in to a hazards, and useits access to Magic Coat orand Taunt are it's advantages over Aron.</p>

<p>Probopass needs support. Sandstorm is a must, so Tyranitar or Hippowdown are good friendpartners. Toxic Spikes users, such as Forretress orand Tentacruel, helps th provide residual damage front. T. Furthermore, they also arcan provide Rapid Spinners support, which areisn't required but definitely recommended, as one too many layers of sSpikes pushes Probopass over the edge.<p>

[ADDITIONAL COMMENTS]

<p>Taunt can be used, but the priority of Magic Coat is gives sleep users trouble. Berry Juice can ease prediction and give youProbopass a free turn for a mis-predict or to do something silly like set up Stealth Rocks, but the ability to switch in to Stealth Rocks or one layer of Spikes are sevehazards is sorely missed.</p>

[Other Options]

<p>VProbopass has very little. Maybe a full few other options. It could function as a tank, but Probopass haits atrocious typing, so fear renders it weak to the omnipresent Earthquake and Close Combat.</p>

[Checks and Counters]

<p>Probopass's only true counters are Shedninja and other FEAR users, as nothing likereally enjoys eataking a Pain Split. That said, Probopass fears Pokemon with status, Leech Seed moves, multi -hitting moves, flinpriority moves, Leech Seed, sSubstitute, hail, Mold Breaker, and low priority movabilities, so anything with a move listed will bat bypass Sturdy. Flinches and hail are a plso very troublesome. Most teams already have a check to Probopass, the challenge is to keep the check alive. Common OU checks include Jirachi, Kyurem-B, Gengar, Ferrothorn, andor Breloom, so all players need to do is keep it alive.</p>


New
[Overview]

<p>Probopass is one of the best utilizers of the FEAR strategy. Probopass possesses unique traits, such as the ability to switch in even with hazards up and utilize its strategy multiple times. Many common Pokemon in OU can do very little to Probopass, though many other ones completely counter it. As such, Probopass needs to be used like a scalpel rather than a sledgehammer, and needs a good amount of support. When used carefully, Probopass can be very useful on teams.</p>

[Set]
name: F.E.A.R. (Level 2)
move 1: Pain Split
move 2: Protect
move 3: Toxic
move 4: Magic Coat / Taunt
item: Leftovers
ability: Sturdy
nature: Bold
evs: 252 Spe
ivs: 0 HP

[SET COMMENTS]

<p>This is the only reason Probopass should be used in OU. The set's concept is simple: Sturdy keeps Probopass alive so it can use Pain Split, which heals it and drains the opponent's health. Pain Split should be used sparingly when the opponent is low on health, as the opponent needs 26 HP left to keep Probopass alive. Protect recovers the damage taken from Stealth Rock or a layer of Spikes, scouts, and stacks up sandstorm or poison damage. Toxic hinders those that try to utilize healing moves, and Magic Coat bounces back moves such as Taunt and Spore. Alternatively, Taunt can be used to stop Probopass from becoming setup bait. Aron is Probopass's main competition, as it works fast and well. Probopass can switch into hazards, and its access to Magic Coat and Taunt are its advantages over Aron.</p>

<p>Probopass needs support. Sandstorm is a must, so Tyranitar or Hippowdon are good partners. Toxic Spikes users, such as Forretress and Tentacruel, help provide residual damage. Furthermore, they can provide Rapid Spin support, which isn't required but definitely recommended, as too many layers of Spikes pushes Probopass over the edge.<p>

[ADDITIONAL COMMENTS]

<p>Taunt can be used, but the priority of Magic Coat gives sleep users trouble. Berry Juice can ease prediction and give Probopass a free turn to do something silly like set up Stealth Rock, but the ability to switch into a layer of hazards is sorely missed.</p>

[Other Options]

<p>Probopass has very few other options. It could function as a tank, but its atrocious typing renders it weak to the omnipresent Earthquake and Close Combat.</p>

[Checks and Counters]

<p>Probopass's only true counters are Shedinja and other FEAR users, as nothing really enjoys taking a Pain Split. That said, Probopass fears Pokemon with status moves, multi-hit moves, priority moves, Leech Seed, Substitute, and abilities that bypass Sturdy. Flinches and hail are also very troublesome. Most teams already have a check to Probopass, like Jirachi, Kyurem-B, Gengar, Ferrothorn, or Breloom, so all players need to do is keep it alive.</p>
 
Thank you all that gave me GP advice, but Ginganinja has a few changes he wanted to implement so It will need to be rechecked. My apologies.
 
[Overview]

<p>Probopass is one of the best utilizers of the FEAR strategy. Probopass possesses unique traits over other FEAR users such as Aron, by being able such as the ability to switch in even if Stealth Rock is up, allowing it to and retain Sturdy,(comma) and which enables it to pull off its strategy with greater effect. When Probopass gets in safely, it is a terror to stop,(comma) however although there are certain Pokemon in OU that retain the ability to can still shut it down provided they get a chance. Steel-(hyphen)types, moves such as Leech Seed or Bullet Seed, and burn status all threaten to break study Sturdy, and hail can be very bothersome. Quick hazards from the many Custap leads,(comma) such as Skarmory, Forretress, and the rarely seen Crustle,(comma) are also a pain to Probopass, as enough hazards down will break study Sturdy, nullifying and nullify its strategy. In addition, Probopass requires a large amount of team support to be used effectively, a factor that makes it overlooked by many batters in favor of something more reliable. Despite this flaws,(comma) however, if used carefully and given the proper support, Probopass can be a very useful member on teams.</p>

[Set SET]
name: F.E.A.R. (Level 2)
move 1: Pain Split
move 2: Protect
move 3: Toxic
move 4: Magic Coat / Taunt
item: Leftovers
ability: Sturdy
nature: Bold
evs: 252 Spe
ivs: 0 HP

[SET COMMENTS]

<p>This is the only reason Probopass should be used in OU. The set's concept is simple: Sturdy keeps Probopass alive so it can use Pain Split, which heals it and drains the opponent's health. Pain Split should be used sparingly when the opponent is low on health, as the opponent needs 26 HP left to keep Probopass alive. Protect recovers the damage taken from Stealth Rock or a layer of Spikes, scouts, and stacks up sandstorm or poison damage. Toxic hinders those that try to utilize healing moves, and Magic Coat bounces back moves such as Taunt and Spore. Alternatively, Taunt can be used to stop Probopass from becoming setup bait. Aron is Probopass's main competition, as it works fast and well. Probopass can switch into hazards, and its access to Magic Coat and Taunt are its advantages over Aron.</p>

move entire following para to second para AC

<p>Probopass needs support. Sandstorm is a must, so Tyranitar or Hippowdon are good partners. Toxic Spikes users, such as Forretress and Tentacruel, help provide residual damage. Furthermore, they can provide Rapid Spin support, which isn't required but definitely recommended, as too many layers of Spikes pushes Probopass over the edge. Probopass also cannot finish Steel-types or grounded Rock- or Ground-types note hyphenation; "x-types", so Magnezone and Probopass can switch in to two layers of hazards by using Protect twice in a row, but this strategy only works 50% of the time i don't really understand this sentence, what it's trying to say and where this fits into anything :x. When using Probopass, one mistake will render him useless, so when in doubt, scout with Protect this can go in set comments if you think it fits better there. <p>

[ADDITIONAL COMMENTS]

<p>Taunt can be used, but the priority of Magic Coat gives sleep users trouble. Berry Juice can ease prediction and give Probopass a free turn to do something silly like set up Stealth Rock, but the ability to switch into a layer of hazards is sorely missed.</p>

[Other Options]

<p>Probopass has very few other options as FEAR is its only set that isn't severely outclassed. It could function as a tank, but its atrocious typing renders it weak to the omnipresent Earthquake and Close Combat, not even mentioning the myriad of better options. Probopass can also function as a trapper, but is almost always outclassed by Magnezone unless you want to use Probopass's different movepool i think this bit could merit more elaboration/ expansion but up to you / QC idk.</p>

[Checks and Counters]

<p>(remove space)Probopass cannot finish Steel-types as he has no way to deal residual damage for the kill. Grounded Rock- and Ground-types can be dealt with, but only via Toxic Spikes or Toxic. Probopass also fears Pokemon with status moves, multi-hit moves, negative priority moves, Leech Seed, Substitute, and abilities that bypass Sturdy name a few, though? idk. Any of these will render Sturdy worthless, making Probopass good as gone. Anything with Scald should burn Probopass. Changing the weather negates finishing damage, but Probopass can still whittle away at your Pokemon's HP. Flinches and hail are also very troublesome. Most teams already have a check to Probopass, like such as Jirachi by flinching, Kyurem-B because of Teravolt, Gengar with Substitute, Ferrothorn with Leech Seed, or Breloom with Bullet Seed, so all players you'll need to do is keep it alive.</p>
[gp]1/2[/gp]

just note that it's Steel-types :>
 

Namso

Guest
AM check.

Corrections.
Deletions.
Comments.

<p>Probopass is one of the best utilizers of the FEAR strategy. Probopass possesses unique traits over other FEAR users, such as Aron, such as the ability to in that it can switch in even if Stealth Rock is up and retain Sturdy, which enables it to pull off its execute its strategy with greater effect. When Probopass gets in safely, it is a terror to stop; however, although there are certain Pokemon in OU that can still shut it down provided they get the a chance. Steel-types, moves such as Leech Seed or Bullet Seed, and burn status, and hail all threaten to break Study, and hail can be very bothersome. Quick hazards from the few many Custap leads, such as Skarmory, and Forretress, and the rarely seen Crustle, [if it's rarely seen, why bother mentioning it?] are also a pain to Probopass, as multiple enough hazards down will break Study Sturdy and nullifying nullify its strategy. In addition, Probopass requires a large amount of team support to be used effectively, a factor that makes it overlooked by many batters battlers in favor of using something more reliable. Despite this these flaws, however, if used carefully and given the proper support, Probopass can be a very useful member on teams if used carefully and given the proper support.</p>

Sentence structure was an issue in most of this paragraph with a couple of spelling errors here and there, but overall it's written just how any overview should be written.

[SET]
name: F.E.A.R. (Level 2)
move 1: Pain Split
move 2: Protect
move 3: Toxic
move 4: Magic Coat / Taunt
item: Leftovers
ability: Sturdy
nature: Bold
evs: 252 Spe
ivs: 0 HP

[SET COMMENTS]

<p>This is the only reason Probopass should be used in OU. The set's concept is simple: Sturdy keeps Probopass alive so it can use Pain Split, which heals it and drain drains the opponent's health. However, Pain Split should be used sparingly when the opponent is low on health, as the opponent needs they will need 26 HP left to keep Probopass alive. Protect recovers the damage taken from Stealth Rock or a layer of Spikes, scouts for dangerous attacks, and stacks up sandstorm or poison damage. Toxic hinders those that try to utilize healing moves, and Magic Coat bounces back moves such as Taunt and Spore. Alternatively, Taunt can be used to stop prevent Probopass from becoming setup bait. Aron is Probopass's main competition in employing the FEAR strategy due to its speed and reliability, but, as it works fast and well. Probopass can switch into hazards, and its has access to Magic Coat and Taunt are its advantages over Aron which Aron dreams of boasting.</p>

When you say Aron is Probopass's competition because "it works fast and well," I had no idea what you meant by this. What exactly makes Aron perform this better than Probopass? I simply just removed it and added "its speed and reliability," which still doesn't make me satisfied, but it really had no meaning. Up to you if you want to fix that or remove it altogether.

[ADDITIONAL COMMENTS]

<p>Taunt can be used, but the priority of Magic Coat gives sleep users trouble. [You already said this above, no need to reiterate.] Berry Juice can be used to ease prediction and give Probopass a free turn to do something silly potentially useful like setting up Stealth Rock, but the ability to switch into a layer of hazards is sorely missed highly preferred.</p>

<p>Probopass needs the proper support to accomplish what it's meant to do. Sandstorm is a must, so Tyranitar or Hippowdon are good partners. Toxic Spikes users, such as Forretress and Tentacruel, help provide residual damage and possibly allow Probopass to run another move other than Toxic. Furthermore, they can provide Rapid Spin support, which isn't required but definitely recommended, as too many layers of Spikes pushes Probopass over the edge. Probopass It can switch in to two layers of hazards by using Protect twice in a row, but this strategy only works 50% of the time and thus becomes unappealing and risky. Probopass also cannot finish Steel-types or grounded Rock-types or Ground-types [Why can't Probopass finish off Steel-, Rock-, or Ground-types? Mention this. Also, mention partners that can remedy this issue so Probopass can do its job.]. When using this set, Probopass, one mistake will render him Probopass useless, so when in doubt, scout with Protect.</p>

You're missing some important pieces of information. When you say that Steel-, Rock-, and Ground-types completely block Probopass from doing its job, you need to mention what Pokemon or the like can be used to prevent this from happening. The OU metagame is flooded with the aforementioned types, so this has to be addressed if you want this set to succeed.

[Other Options]

<p>Probopass has very few other options as FEAR is its only set that isn't severely outclassed. It could function as a tank, but its atrocious typing renders it weak to the omnipresent Earthquake and Close Combat, not even mentioning the myriad of better options Pokemon to choose from. Probopass can also function as a trapper, but is almost always outclassed by Magnezone unless you want to use Probopass's take advantage of its access to Magic Coat or Taunt.</p>

[Checks and Counters]

<p>Probopass cannot finish Steel-types as he it has no way to deal residual damage for the kill. Grounded Rock-types and Ground-types also pose problems, but need to be wary of ]can be dealt with, but only via Toxic Spikes or Toxic. Probopass also fears Pokemon with status moves, multi-hit moves, negative priority moves, Leech Seed, Substitute, and abilities that bypass Sturdy like Mold Breaker. Any of these will render Probopass's niche playstyle Sturdy worthless, making Probopass good as gone. Anything with Scald should burn Probopass. [You don't need to say this since you said status moves above.] Changing the sandstorm weather negates finishing damage, but Probopass can still whittle away at your Pokemon's HP. Flinches and hail are also very troublesome. Most teams already have a check to Probopass, such as Jirachi by flinching, Kyurem-B because of Teravolt, Gengar with Substitute, Ferrothorn with Leech Seed, or Breloom with Bullet Seed, so all you'll need to do is keep it alive. [Redundant information in my opinion. You already explained multi-hit moves, Substitute, flinching, etc as ways to beat Probopass, the reader can figure out where to go from there.]</p>

Nice job with the analysis.
 

tehy

Banned deucer.
So hi

The AC needs to be fleshed out more i'd say, take out Taunt since the set comments talk about it. Talk about EVs (Speaking of which, where'd the defensive EVs go, and why a bold nature? This is especially important since the onsite Aron set actually has an attack, so it might get attacked on occasion). Say why sandstorm is a must, how Toxic Spikes help it, how Rapid Spin helps it more specifically (how many hazards are too many?)

Checks and counters, i'd separate out Status and Negative-priority moves from that list. You're mostly only talking about Dragon Tail and Burn, somewhat sleep, para, and Trick Room. With Magic Coat, and with Dragon Tail being the main negative-priority move you fear (And a rare one at that), those two are much less threatening than something like a Kyurem-B, which can OHKO him with anything, or a Bullet Seed Breloom.

Also, Substitute doesn't render Sturdy useless, it renders Probopass useless. Also, anything with scald "should" burn probopass, weirdly put there. Maybe just say will eventually or something. Instead of finishing with a list of examples that teams have to check it, i'd put that list after your initial list of bad stuff that kills Probopass. "It fears multi-hit moves blah blah blah blah. Some examples of this are Kyurem-B BlahBlahBlah". The ending sentence is good as is, even without that sentence before it. Flinching and hail are troublesome, why? Flinches obviously end you, so you can just say that;hail means hazards stomp you, i'd include that. Also, instead of saying "abilities that ignore Sturdy like", just say 'Mold Breaker and Teravolt, which ignore Sturdy' or something to that effect. A lot of players don't know about Teravolt and that's about the same length anyhow


Include hail support in OO;it lets it finish off Steel-types, Rock-types, and Ground-types. As long as you can keep hazards off the field (Something hail teams are often concerned with anyhow), it can still function. Although then Ice-types stomp it instead.

How does Protect recover damage? Protect+Leftovers is doing that, you could say this in a few different ways without specifically mentioning leftovers but the way you say it isn't great.

'Pain Split should be used sparingly when the opponent is low on health, as the opponent needs 26 HP left to keep Probopass alive'.

A bit confusing. Just explain that if the opponent drops below 26 health, Pain Split won't keep Probopass alive. (By the way, is that factored with Leftovers, and then another turn of Leftovers with Protect?)

'Aron is Probopass's main competition, as it works fast and well. Probopass can switch into hazards, and its access to Magic Coat and Taunt are its advantages over Aron.'

Badly written, both sentences can be one, and you don't say that switching into hazards is an advantage, which it totally is, especially not auto-losing to SR, which Aron does. It also doesn't only have 8 pp to attack with, isn't smashed by ghosts or Iron barbs/rough Skin/Rocky Helmet, doesn't 100% lose to hail. In the realm of Magic Coat, it more specifically isn't smashed by any status move.

Edit: Rohail he said Ginga wanted him to do some changes so it'll have to be rechecked
And personally i think my stuff here needs to be taken into account
 

Arkian

this is the state of grace
is a Contributor Alumnus
Note to the writer: I don't know why it says GP 1/2. This has already gotten two GP checks (one by sirndpt, and one by Jukain/blitzefan), and you've implemented them (to the best of my knowledge). Please change it to GP 2/2.
 
Note to the writer: I don't know why it says GP 1/2. This has already gotten two GP checks (one by sirndpt, and one by Jukain/blitzefan), and you've implemented them (to the best of my knowledge). Please change it to GP 2/2.
I implemented major updates after the first GP check by request of ginganinja, so it wasn't valid. I still need an additional check.
 

Arkian

this is the state of grace
is a Contributor Alumnus
I'm sorry, I should have read the post after the first GP check :<
To make it up to you, I'll give this analysis its second GP check.
P.S I'll implement the things I like in Namso's check into my own, as many of his changes are unnecessary.

GP Check

ADD
REMOVE
COMMENTS

Diff said:
[Overview]

<p>Probopass is one of the best utilizers of the FEAR strategy. Probopass possesses unique traits over other FEAR users such as Aron, such asin the ability to switch at it can retain Sturdy even if Stealth Rock is up, and retain Sturdy, which enables it to pull off its strategy with greater effect. When Probopass gets in safely, it is a terror to stop, although there are certain Pokemon in OU can still shut it down, (AC) provided they get a chance. Steel-types, moves such as Leech Seed or Bullet Seed, hail, (AC) and burn status all threaten to break Sturdy, and hail can be very bothersome. Quick hazards from the many Custap leads, such as Skarmory, Forretress, and the rarely seen Crustle, are also a pain to Probopass, as enough hazards down will break Study and nullifying its strategy. In addition, Probopass requires a large amount of team support to be used effectively, a factor that makes it overlooked by many batters in favor of something more reliable. Despite this flaws, however, if used carefully and given the proper support, Probopass can be a very useful member on teamsfavor of something more reliable.</p> The last sentence is fluff and unneeded.
(Remove line)
(Remove line)

[SET]
name: F.E.A.R. (Level 2)
move 1: Pain Split
move 2: Protect
move 3: Toxic
move 4: Magic Coat / Taunt
item: Leftovers
ability: Sturdy
nature: Bold
evs: 252 Spe
ivs: 0 HP

[SET COMMENTS]

<p>This is the only reason Probopass should be used in OU. The set's concept is simple: Sturdy keeps Probopass alive so it can use Pain Split, which heals it and drains the opponent's health. Pain Split should be used sparingly when the opponent is low on health, as they will opponent needsed to have at least 26 HP left to keep Probopass alive. Protect recovers the damage taken from Stealth Rock or a layer of Spikes, scouts for dangerous attacks, and stacks up sandstorm or poison damage. Toxic hinders those that try to utilize healing moves, and Magic Coat bounces back moves such as Taunt and Spore. Alternatively, Taunt can be used to stoprevent Probopass from becoming setup bait. Aron is Probopass's main competition, as it works fast and well. Probopass's canability to switch into hazards, and its access to Magic Coat and Taunt are its advantages over Aron. It should also be noted that when using Probopass, one mistake will render him useless, so when in doubt, scout with Protect.</p>

[ADDITIONAL COMMENTS]

<p>Taunt can be used, but the priority of Magic Coat gives sleep users trouble. (You already mentioned this.) Berry Juice can ease prediction and gives Probopass a free turn to do something sillypotentially useful like setting up Stealth Rock, but the ability to switch into a layer of hazards iswill be sorely missed.</p>
(Combine the two paragraphs please.)
<p>Probopass needs Having support. Sandstorm active is a must, so Tyranitar or Hippowdon are good partners. Toxic Spikes users, such as Forretress and Tentacruel, help provide residual damage. Furthermore, they can provide Rapid Spin support, which isn't required but definitely recommended, as too many layers of Spikes pushes Probopass over the edge. Probopass can switch in to two layers of hazards by using Protect twice in a row, but this strategy only works 50% of the time. Probopass also cannot finish Steel-types, or grounded Rock-types or Ground-types. (This gets a mention in C&C, and doesn't belong in AC.) When using Probopass, one mistake will render him useless, so when in doubt, scout with Protect. (This was moved to SC.)</p>

[Other Options]

<p>Probopass has very few other options as FEAR is hits only set that isn't severely outclassed. ItHe could function as a tank, but hits atrocious typing renders ithim weak to the omnipresent Earthquake and Close Combat, not even mentioning theand there are a myriad of other Pokemon that are better optionsfor this role. Probopass can also function as a trapper, but is almost always outclassed by Magnezone, (AC) unless you want to use Probopass's access to Magic Coat or Taunt.</p> You need to be consistent with your use of pronouns, you can't call Probopass an "it" when you've already referred to him as a male.

[Checks and Counters]

<p>Probopass cannot finish Steel-types as he has no way tof dealing residual damage forto the killm. Grounded Rock-types and Ground-types can be dealt with, but only via Toxic Spikes or Toxic. Probopass also fears Pokemon with status moves, multi-hit moves, negative priority moves, Leech Seed, Substitute, and abilities that bypass Sturdy like Mold Breaker. Any of these will render Sturdy worthless, making Probopass as good as gone. Anything with Scald should burn Probopass (You've already mentioned status.). Changing the weather negates finishing damage, but Probopass can still whittle away at your Pokemon's HP. Flinches and hail are also very troublesome. Most teams already have a check to Probopass, such as Jirachi byutilizing its infamous flinching strategy, Kyurem-B because of Teravolt, Gengar with Substitute, Ferrothorn with Leech Seed, or Breloom with Bullet Seed, so all you'll need to do is keep ithem alive.</p>
Because I changed quite a bit, I would like this to get an additional GP stamp before it is completed. Sorry for the inconvenience (if any was caused by this change).


GP Approved 2/3
 
I found out my parent signed me up for camp (without telling me), so I will be on hiatus for 6 weeks. I apologize. I will implement everything then.
 

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