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[QC: 2/2, GP: 1/1] Arghonaut

Lasen

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[SET]
name: Physical Wall
move 1: Spikes
move 2: Circle Throw
move 3: Knock Off
move 4: Recover
item: Leftovers
ability: Unaware
nature: Impish
evs: 252 HP / 252 Def / 4 SpD


[SET COMMENTS]
Set Details
===================

Water / Fighting typing and Unaware let Arghonaut wall some of the tier's strongest attackers such as Garchomp, Heatran, weather sweepers like Barraskewda and Excadrill, and setup sweepers like Cawmodore. Unfortunately, Arghonaut's secondary typing makes it susceptible to Future Sight, which prevents it from switching in when about to hit; its Water typing also puts it into competition with other bulky Water-types such as Slowking, Slowbro, and Toxapex which can recover their HP quite safely through their ability, Regenerator. Arghonaut also provides a team Spikes support and it can use Circle Throw to both force Spikes damage and disrupt opponents. Knock Off severely inconveniences any Pokemon it hits, removing the common Heavy-Duty Boots, further enhancing Spikes's damage output, while at the same time making Ghost- and Flying-types think twice before they come in to take a Circle Throw. Toxic is an option, as it catches a lot of Arghonaut's usual switch-ins such as Tomohawk and Zapdos, but it comes at a rather large opportunity cost of sacrificing one of its damaging moves, so it's generally suboptimal. Arghonaut can also run 68 Special Defense EVs to avoid getting 2HKOed by Nidoking's Sludge Wave from full HP.

Arghonaut enjoys being paired with Steel-types such as Ferrothorn and Melmetal, since they resist Flying-, Fairy-, and Psychic-type attacks that it is weak to, while Arghonaut takes on the various Ground- and Fire-types that threaten them. Heatran is a great partner, as it can set up Stealth Rock and use Toxic on Slowking, which Arghonaut appreciates. Ground-types such as Nidoking, Equilibra, and Garchomp dissuade Electric-types in exchange for Arghonaut checking Syclant. Flying-types like Tornadus-T and Corviknight also pair nicely, being able to switch in to Rillaboom, while Arghonaut deals with Ice-type moves, make sure not to be overwhelmed by Electric-types. VoltTurn users such as Rillaboom and Zeraora appreciate the extra residual damage Spikes provides, and Arghonaut can remove the Heavy-Duty Boots of various walls with Knock Off.



[STRATEGY COMMENTS]
Checks and Counters
===================

**Future Sight**: The prevalence of Slowking and Galarian Slowking means that Future Sight is very common, which can threaten Arghonaut when it would switch in to sponge a physical hit, but they do not appreciate getting their item Knocked Off.

**Strong Electric-types**: Electric-types such as Zapdos, Krilowatt and Zeraora can threaten Arghonaut with their strong STAB moves with little to no fear, especially if they are running Volt Switch, but they are all crippled by a well-timed Knock Off.

**Grass-types**: Rillaboom and Jumbao can both scare out Arghonaut, even if their item gets removed by Knock Off. Ferrothorn takes very little from Circle Throw and it can set up its own hazards, use Leech Seed, or deal great amounts of damage with Power Whip.

**Flying-types**: Tornadus-T and Tomohawk can both prove to be nuisances, as they care very little for Arghonaut's moves. They can both remove its Spikes with Defog and Rapid Spin, respectively, and will deal great damage with Hurricane.

**Fairy-types**: Clefable can beat Arghonaut with its Moonblast, while Tapu Fini and Tapu Koko can shut it down further with Taunt, regardless of whether they're running some sort of Fairy-type move.

[CREDITS]
- Written by: [[Lasen, 273339]]
- Quality checked by: [[snake_rattler, 227784], [quziel, 297859]]
- Grammar checked by: [[Finland, 517429]]
 
Last edited:
name: Physical Wall
move 1: Circle Throw
move 2: Knock Off
move 3: Spikes
move 4: Recover
item: Leftovers
ability: Unaware
nature: Impish
evs: 252 HP / 252 Def / 4 SpD

Based on the order you explain the moves (which I like), change the set to this so you mention them in the same order:

name: Physical Wall
move 1: Spikes
move 2: Circle Throw
move 3: Knock Off
move 4: Recover
item: Leftovers
ability: Unaware
nature: Impish
evs: 252 HP / 252 Def / 4 SpD

Arghonaut is a very potent physical wall, being able to take on some of the tier's strongest attackers such as Garchomp, Heatran and weather abusers sweepers like Barraskewda and Excadrill.

Heatran isn't a physical attacker so it feels out of place here, even though Argho is a good switch in.

It provides a team Spikes support and phasing phazing with Circle throw Throw, being able to gradually weaken the opposing team. Unaware allows it to stand toe-to-toe with some of the best set-up sweepers the CAP metagame has to offer and phase them out, namely Cawmodore and the aforementioned Garchomp, and phase them out.

General comment:
For the intro, I'd like to see why Arghonaut isn't as good as other Water-types / walls since it's not the highest on the VR. Big point should be vulnerability to Future Sight.

Arghonaut enjoys being paired with Steel-types as they resist Flying-, Fairy-, and Psychic-type attacks that it is weak to, while Arghonaut takes on the various Ground- and Fire-types that threaten them.

Add hyphens and Oxford comma

Heatran is a great partner as it can set up Stealth Rocks, and use Toxic on Slowking, something that Arghonaut appreciates.

**Slowking**: The abundance of both Slowking forms in this tier metagame means that Future Sight is very common and can threaten Arghonaut when it attempts to switch-in to sponge a physical hit, but they do not appreciate getting their item Knocked Off.

You have to say "Slowking and Galarian Slowking."

**Fairy-types**: Jumbao and Clefable can both beat Arghonaut with their Moonblast, while Tapu Fini and Koko can shut it down further with Taunt, regardless of whether they're running some sort of Fairy-type move.

You already talked about bao in the grass type section, so no need to talk about it again

[CREDITS]
- Written by: [[username1, userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

you only need one credits section

good start - implement and then I'll look over one more time before I give QC
 
Knock Off is a fantastic utility move that severely inconveniences any Pokemon it hits and softening foes for teammates to later take advantage of.

Move this sentence to the end of the paragraph (after the Slowking/Slowbro/Toxapex sentence), and mention how Knock Off in particular makes Ghost-types and Flying-types that would switch into Circle Throw think twice

Earthquake is an option over Knock Off to be able to hit the likes of Astrolotl and Krilowatt for super-effective damage, but the utility of Knock Off outclasses it in most cases.

QC team doesn't really think EQ is worth it. Mention Toxic in general to cripple typical switch-ins but has opportunity cost over other moves. Append it after the Knock Off sentence.

Arghonaut enjoys being paired with Steel-types as they resist Flying-, Fairy-, and Psychic-type attacks that it is weak to, while Arghonaut takes on the various Ground and Fire-types that threaten them.

Which Steel-types? You have a sentence about Steel-types later, so merge these points.

Steel-types such as Ferrothorn and Melmetal are also appreciated as they are very solid ways to deal with Krilowatt who poses a big threat to Arghonaut.


both Slowking forms

"Slowking and Galarian Slowking"

QC 1/2
 
[SET]
name: Physical Wall
move 1: Spikes
move 2: Circle Throw
move 3: Knock Off
move 4: Recover
item: Leftovers
ability: Unaware
nature: Impish
evs: 252 HP / 252 Def / 4 SpD


[SET COMMENTS]
Set Details
===================
Arghonaut is a very potent wall, being able to take on some of the tier's strongest attackers such as Garchomp, Heatran and weather sweepers like Barraskewda and Excadrill. It provides a team Spikes support and phazing with Circle Throw, being able to gradually weaken the opposing team. Unaware allows it to stand toe-to-toe with some of the best set-up sweepers the CAP metagame has to offer, namely Cawmodore and the aforementioned Garchomp and phase them out. Unfortunately, it's secondary type being Fighting makes it susceptible to Future Sight, meaning it cannot always switch-in safely to take on a physical attack. Moreover, it faces stiff competition from other bulky Water-types such as Slowking, Slowbro and Toxapex who can recover their HP quite safely through their ability, Regenerator. The previous sentences are really wordy. I think I'd structure it as like "Unaware and Water/Fighting typing let Argh do XYZ, but at the same time its weakness to FS is bad" + "Spikes provides great team support, and it can use Circle Throw to both force out enemies and rack up damage" + "CAP has a literal ton of water types with regen" Knock Off is a fantastic utility move that severely inconveniences any Pokemon it hits and softening foes for teammates to later take advantage of while at the same time making Ghost- and Flying-types think twice before they come in to take a Circle Throw. Emphasize that Knock removes boots. Toxic is an option as it catches a lot of the usual switch-ins such as Tomohawk and Zapdos, but it comes at a rather large opportunity cost of foregoing either of its damaging moves, so it's generally sub-optimal. Arghonaut can also run 68 SpD EVs to avoid getting 2HKO'd by Nidoking's Sludge Wave from full HP.

Arghonaut enjoys being paired with Steel-types such as Ferrothorn and Melmetal since they resist Flying-, Fairy-, and Psychic-type attacks that it is weak to, while Arghonaut takes on the various Ground and Fire-types that threaten them. Heatran is a great partner as it can set up Stealth Rocks, and use Toxic on Slowking, which Arghonaut appreciates. Ground-types such as Nidoking, Equilibra and Garchomp that dissuade Electrics in exchange for Arghonaut checking Syclant. Flying-types like Tornadus-Therian and Corviknight also pair nicely, being able to switch-in to Rillaboom while Arghonaut deals with Ice-type moves, but the user has to be weary of being overwhelmed by Electric-types then. VoltTurn users such as Rillaboom and Zeraora appreciate the extra residual Spikes provide and Arghonaut can remove the Heavy-Duty Boots of various walls with Knock Off.



[STRATEGY COMMENTS]
Checks and Counters
===================

** Slowking and Galarian Slowking**: The prevalence of Slowking and Galarian Slowking in this metagame means that Future Sight is very common and can threaten Arghonaut when it attempts to switch-in to sponge a physical hit, but they do not appreciate getting their item Knocked Off.

**Strong Electric-types**: Electric-types such as Zapdos, Krilowatt and Zeraora can also threaten Arghonaut with their strong Electric STAB with little to no fear, especially if they are running Volt Switch, but they are all crippled by a well-timed Knock Off.

**Grass-types**: Rillaboom and Jumbao can both scare out Arghonaut, even if their item gets Knocked Off. Ferrothorn takes very little from Circle Throw and it can set-up its own hazards, Leech Seed or deal great amounts of damage with Power Whip.

**Flying-types**: Tornadus-Therian and Tomohawk can both prove to be nuisances, as they care very little for what Arghonaut has clicked. They can both remove the Spikes set up with Defog and Rapid Spin respectively and will deal great damage with Hurricane.

**Fairy-types**: Clefable can both beat Arghonaut with their Moonblast, while Tapu Fini and Koko can shut it down further with Taunt, regardless of whether they're running some sort of Fairy-type move.

[CREDITS]
- Written by: [[lasen, 273339]]
- Quality checked by: [[snake_rattler, 227784], [qc2, id2]]
- Grammar checked by: [[gp, gpid]]

ok, here's an initial run, I'll do the rest through discord and update this once I'm happy with it.

QC 2/2
 
Last edited:
Add/Fix Remove Comment
(AC): Add Comma

[SET]
name: Physical Wall
move 1: Spikes
move 2: Circle Throw
move 3: Knock Off
move 4: Recover
item: Leftovers
ability: Unaware
nature: Impish
evs: 252 HP / 252 Def / 4 SpD


[SET COMMENTS]
Set Details
===================

Water / Fighting typing and Unaware let Arghonaut wall some of the tier's strongest attackers such as Garchomp, Heatran, weather sweepers like Barraskewda and Excadrill, (AC) and setup (collapsed hyphen) sweepers like Cawmodore. Unfortunately, (AC) Arghonaut's secondary typing makes it susceptible to Future Sight, which limits its ability to switch-in when Future Sight is prevents it from switching in when about to hit; (comma -> semicolon) its Water typing (removed hyphen) also puts it into competition with other bulky Water-types such as Slowking, Slowbro, (AC) and Toxapex, (AC) who which can recover their HP quite safely through their ability, Regenerator. It Arghonaut also provides a team Spikes support, and it can use Circle Throw to force opponents out while also damaging them both force Spikes damage and generally disrupt opponents. (I imagine that makes sense?) Knock Off severely inconveniences any Pokemon it hits, removing the common Heavy-Duty Boots, (AC) further enhancing Spikes's damage output, while at the same time making Ghost- and Flying-types think twice before they come in to take a Circle Throw. Toxic is an option, (AC) as it catches a lot of the Arghonaut's usual switch-ins such as Tomohawk and Zapdos, but it comes at a rather large opportunity cost of foregoing either sacrificing one of its damaging moves, so it's generally suboptimal. (collapsed hyphen) Arghonaut can also run 68 SpD Special Defense EVs to avoid getting 2HKOed by Nidoking's Sludge Wave from full HP.

Arghonaut enjoys being paired with Steel-types such as Ferrothorn and Melmetal, (AC) since they resist Flying-, Fairy-, and Psychic-type attacks that it is weak to, while Arghonaut takes on the various Ground- (added hyphen) and Fire-types that threaten them. Heatran is a great partner, (AC) as it can set up Stealth Rocks, Rock and use Toxic on Slowking, which Arghonaut appreciates. Ground-types such as Nidoking, Equilibra, (AC) and Garchomp that dissuade Electric-types in exchange for Arghonaut checking Syclant. Flying-types like Tornadus-Therian and Corviknight also pair nicely, being able to switch in (removed hyphen) to Rillaboom, (AC) while Arghonaut deals with Ice-type moves, but the user has to be weary of being make sure not to be overwhelmed by Electric-types then. VoltTurn users such as Rillaboom and Zeraora appreciate the extra residual damage Spikes provides, (AC) and Arghonaut can remove the Heavy-Duty Boots of various walls with Knock Off.



[STRATEGY COMMENTS]
Checks and Counters
===================

**Future Sight**: The prevalence of Slowking and Galarian Slowking in this metagame means that Future Sight is very common, (AC) and which can threaten Arghonaut when it attempts to switch-in would switch in to sponge a physical hit, but they do not appreciate getting their item Knocked Off removed by Knock Off.

**Strong Electric-types**: Electric-types such as Zapdos, Krilowatt, (AC) and Zeraora can also threaten Arghonaut with their strong Electric STAB moves with little to no fear, especially if they are running Volt Switch, but they are all crippled by a well-timed Knock Off.

**Grass-types**: Rillaboom and Jumbao can both scare out Arghonaut, even if their item gets Knocked Off removed by Knock Off. Ferrothorn takes very little from Circle Throw and it can set up (removed hyphen) its own hazards, use Leech Seed, (AC) or deal great amounts of damage with Power Whip.

**Flying-types**: Tornadus-Therian and Tomohawk can both prove to be nuisances, as they care very little for what Arghonaut has clicked Arghonaut's moves. They can both remove the Spikes set up its Spikes with Defog and Rapid Spin, (AC) respectively, (AC) and will deal great damage with Hurricane.

**Fairy-types**: Clefable can beat Arghonaut with its Moonblast, while Tapu Fini and Tapu Koko can shut it down further with Taunt, regardless of whether they're running some sort of Fairy-type move.

[CREDITS]
- Written by: [[Lasen, 273339]]
- Quality checked by: [[snake_rattler, 227784], [quziel, 297859]]
- Grammar checked by: [[Finland, 517429]]
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