Probopass Discussion

Probopass is certainly viable in OU as a specialist special wall, it can take even STAB Surf's decently enough and the only special attackers he'll be critically weak against can be counted on the hands Lucario, Heatran, Claydol, Togekiss, Camerupt(Rarely) and ironically...himself.

The only problem being a Probopass user myself is I find its a very tricky thing to balance out. You have to really look hard to see what it can and can't do.

Magnet Rise? Rather have it on Electrode or Magnezone depending on use. Earth Power? Claydol gets STAB, Heatran gets brutal offense, make sure its paired with something worthwhile. Gravity? Clefable, Dusknoir, Jirachi use it fine with far less backlash.

Some seem to think because its sturdy it can stay in for extended periods...just doesn't happen that easily. It likes to switch out, back in, pop in a move, get out to disrupt the flow of play and force switches here and there.

Although something fun I've found from experience is that if you Magnet Rise as a Garchomp comes in you can give it a pretty good mauling with Flash Cannon unlike Magnezone which gets mauled by Fire Fang.
 
One has to wonder why you don't just run that set on Clefable given its ability to whore Blizzard/Thunder alongside Gravity and neutrality typewise to a Ground switch in. Gravity on Probopass is a nasty double edged sword, not just for the obvious reasons.

Sure it lets you Earth Power some opponents and hit with Zap Cannon. But how long do you think you can stay in after laying out Gravity and now basically your opponent benefits from free hits with Earthquake.

Sure you can partner it with Tangrowth to sort out that problem but your set can't even counter Skarmory which is what it does best, it simply gets Psuedo-Hazed out. You didn't even consider the final move that should be there so it can actually fully counter Skarm, Taunt.

Its too random, its essentially a case of "This move is cool, so add 1 with 1 and you get 1.5! ???! Profit! Pyro's further up above is more sound and basically the same while letting for a change if you want.

Hey, you're right. I didn't see Pyr0's set up there. I suppose Zap Cannon is the only sigificant difference between them and that's only there because of the recent accuracy discovery. Perhaps I didn't make it clear that if you're putting Gravity on something, you'll want to base a lot of the rest of your team around it.

As far as Clefable being better for Gravity, I'd hardly compare the two. Zap Cannon is, I would claim, generally far superior to Thunder under the effects of Gravity, and Clefable gets neither a spcial Ground move, nor a special Steel move. More importantly, Probopas has a completely different set of defensive strengths and weaknesses as well as, overall, better defensive stats. You may mock me for my seemingly careless set, but I find the notion that Clefable and Probopass are interchangable to be laughable.

I also fail to see how Gravity is a double-edged sword for Probopass. It's not as if you're putting Magnet Rise on the same set, now is it? It's no more vulnerable to Ground attacks than it was, with the exception of the seldom-used Ground attacks Mud Shot and Mud Bomb. As for the rest of your team, I sure hope you're not filling it with flyers that become vulnerable under the effects of Gravity. It's more or less a weather effect, like Sunny Day or Rain Dance. You don't go throwing in a weather effect on one member of your team without considering the whole, do you?

Good call on Taunt for countering the pseudo-hazing. I am sad to admit that I failed to do the proper research. Thanks for the constructive criticism. Perhaps next time you could deliver it without the derision?

Regardless, I think we should have some sort of Gravity set in the official analyses, which was the real point I was trying to make.
 
Actually the point I made about Clefable is it gets a ridiculously powerful version of the Boltbeam which has much higher coverage. I did say Blizzard/Thunder meaning it can still punish anything that thinks its getting a clean Earthquake sweep (mainly STAB EQ users).

As for the rest of your team, I sure hope you're not filling it with flyers that become vulnerable under the effects of Gravity.
Hence why I mentioned Tangrowth is pretty much your main source for EQ absorbing (maybe Leafeon as well) being able to abuse 100% accurate Power Whip too.

Fliers/levitators can't help anymore on the switches and generally STAB EQ's hit hard enough to hurt even resistant pokemon. Rhyperior and Garchomp to name two of the easiest and common switch ins. (Actually its the reason I started running Magnet Rise since both don't like repeated Flash Cannons and Rhyperior rarely runs Arm Hammer because EQ does fine.)

The Double-Edged sword aspect of it is that it limits what can take the EQ's for Probopass seeing as unlike the other 3 mentioned who can stay in maybe 1-2 turns its forced to switch everytime.

If I come off abit derogatory then ignore that its just my habit of making certain points as clear as possible, but seeing an undecisive moveset with a plain 252/252 spread does hit an alarm bell. Probopass can easily reach over 300 HP and 400 spcl.def which puts it at a level even higher than Dusknoir.

My own one actually has around 304HP, 401 spcl.def, 300 def and 235 spcl.atk and thats with some pretty bad IV's actually. HP is less than half, defense is low and my spcl.atk was only good.

I do agree a Gravity set should be considered but the supporting members would be somewhat a headache to deal with.
 
A question... If I breed a Nosepass in Emerald with Magnet pull and evolution him in Emerald...

...he doesn't change his abbility, right? (sorry for the "engrish" ^^U)
 
It depends. From my findings, its a 1/3 chance of a pokemon gaining a new trait when evolving in d/p.

But Nosepass have Magnet Pull AND Sturdy... He doesn't gain a new trait in D/P...

EDIT:
Originally Posted by Fat Amazing Ampharos
Hmm, wasn't RSE programmed to have two trait slots on everything with the second slot being [No Ability] if there was no second possibility? If Pokemon are able to change after being transferred in the event that a new trait is added, does that mean that Pokemon who always have had two traits might change too? For instance, if you send over an Illuminate Staryu and evolve it, might it become a Natural Cure Starmie? I can't see them having different values set back in RS so I only assume it's re-randomized after transfer.



It only works on the pokemon that get new abilities because of that second slot, so your Starmie will still Illuminate.

I find the answer by myself (and I like it :D).
 
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