Scolipede (Analysis)

Zystral

めんどくさい、な~
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Pendoraa

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- Base 112 Speed + 90 Atk + Swords Dance - Megahorn / EQ / SD / Something?
- Can also Baton Pass SD and Agility
- Screech and Pursuit, maybe?
- Swarm is probably the better ability, almost always. Quick Feet is better, but Pendoraa is immune to Poison, Burn and paralysis cripple it, freeze and sleep shut it down completely. Besides, it's fast enough.

----

[Overview]

<p>Scolipede is the epitome of "regular". Bar its above-average Speed, it has no incredible advantages. Its movepool isn't bursting with variety. It doesn't possess amazing resistances. It can't smash through entire teams with brute force. It can only do a few things here and there. But just because it isn't amazing doesn't instantly make it useless. It is leagues above its family members Beedrill and Ariados for a few reasons. The first is that it has great natural Speed, so it is less likely to be taken out before it can land some hits on the foe, making it a much more effective attacker. The second is that it is also slightly bulkier, so it requires less support, thus it is more viable to use than Beedrill, who requires both paralysis and defensive support. Finally, it has access to Spikes and Toxic Spikes, allowing it to perform the role of a fast supporter instead of an attacker. Of course, the weakness to Stealth Rock that occurs courtesy of its Bug typing is far from enjoyable, but despite having major disadvantages coupled with the fact that it is outclassed at everything it can do, Scolipede makes a decent addition to a team that can benefit from the few niche advantages it brings.</p>

[SET]
name: Support
move 1: Spikes
move 2: Toxic Spikes
move 3: Megahorn
move 4: Rock Slide / Earthquake
item: Leftovers
nature: Jolly
ability: Poison Point
EVs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Scolipede is lucky enough to be granted both Spikes and Toxic Spikes in tandem. What separates Scolipede from most Spikers is the fact that it has great Speed, meaning that it can lay one layer of Toxic Spikes as the opponent switches, and instead of becoming Taunt bait, it can usually outspeed the opponent and get the second layer in before it's forced to attack. It's a similar story with Spikes, although those require a much less dangerous foe. It also isn't a slouch offensively, so Scolipede isn't left with nothing when it can't set up, and can actually hit many Taunt users such as Whimsicott and Virizion quite hard with Megahorn.</p>

[ADDITIONAL COMMENTS]

<p>The choice between Earthquake and Rock Slide depends on what you are expecting to run into more. Thundurus and Tornadus are a pair of Taunt users that carry Prankster, meaning if they switch in, Scolipede will not be using either Spiking move again. Heatran and Excadrill can prevent entry hazards by either Taunting or Rapid Spinning, respectively. Although Excadrill will outspeed and OHKO in Sandstorm, Earthquake will still OHKO both of them. A bulkier EV spread that uses maximum HP can be used, giving Scolipede more bulk, and thus an easier time setting up entry hazards, but the difference in power will mean that it is less of a threat to Taunt users.</p>

<p>This set doesn't really have any counters, as Scolipede won't attempt to KO anything with its attacks, but anything that is faster than Scolipede and can prevent it from setting up either by KOing it or Taunt serves as a decent check, as unless your switch-in is Weavile or something equally frail, it is likely to survive Megahorn. In terms of team support, defensively oriented Pokemon such as Calm Mind Reuniclus will prefer Toxic Spikes, as it makes breaking down the likes of Blissey easier, whereas offensive powerhouses such as Excadrill prefer Spikes, ensuring many key KOs. Heatran is one notable Pokemon, as it enjoys entry hazards on all sets, while Scolipede's Megahorn will impede Blissey, allowing Heatran a chance to take it down. Heatran can also nab a potential Flash Fire boost from Scolipede's common Fire-type weakness.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Megahorn
move 3: Earthquake
move 4: Baton Pass / Rock Slide
item: Life Orb
nature: Jolly
ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>Scolipede has great Speed, decent Attack, and access to Swords Dance, as well as Baton Pass and STAB Megahorn. Scolipede can combine and utilize these features to perform the role of an attacker. Reaching 355 Speed and 558 Attack post-Swords Dance, Scolipede can be quite effective in striking down the opponent's Pokemon. With STAB Megahorn doing large amounts of damage, Earthquake makes for great coverage, hitting every type that resists Megahorn bar Flying and some Ghost-types. This set isn't terrible, it just isn't stellar.</p>

<p>Scolipede boasts few advantages against other Swords Dance users such as Scizor, but what little it offers should be capitalized on: Scolipede does not get wrecked by every Hidden Power Fire thrown at it, it can outspeed and KO the likes of Flygon, Latios, and Zoroark with its STAB move rather than relying on a weaker priority attack (though in Scizor's case, its priority is STAB), and possibly the biggest asset - it has the freedom in its moveslots to be able to use Baton Pass and give the boosts to another attacker. This set doesn't look all that powerful at first glance, but is actually surprising; Suicune, Swampert, Vaporeon, Donphan, and Bronzong all have a chance to be OHKOed by Megahorn, whereas Ferrothorn, Scrafty, and Hippowdon can be 2HKOed - things Scizor would die to be able to have a chance to do. </p>

[ADDITIONAL COMMENTS]

<p>Megahorn is always to be used over X-Scissor; Scolipede wants as much power as it can get. While it may seem odd that the 4 leftover EVs are in Defense as opposed to HP, Scolipede's base HP makes it so that with no investment, assuming Stealth Rock is not in play, Scolipede has 11 uses of Life Orb as opposed to 10. Scolipede doesn't have astronomical Attack, so in order to secure those OHKOes on Vaporeon and Donphan, Scolipede enjoys Spikes and Stealth Rock.</p>

<p>Despite sharing a Fire-type weakness, Forretress is a great teammate, thanks to its high Defense, it can easily take the common Earthquakes aimed at Scolipede. Forretress can also set up Stealth Rock or Spikes, aiding Scolipede's sweep. On top of this, Scolipede lures in many weaker special attackers planning to prey on Scolipede's weaker Special Defense, giving Forretress an easy switch on a weak, and possibly resisted, attack and a chance to set up. Forretress also carries Rapid Spin, so it is able to get rid of Stealth Rock and make Scolipede's life easer. Qwilfish is also recommended as it can use Explosion to give Scolipede an easy switch in. Baton Pass is the recommended option as Scolipede can then pass the Attack boosts on to a different sweeper on your team before it goes down for the count. Rock Slide is your best option against Pokemon such as Skarmory and Gengar, but it is unlikely you can damage them enough before they get rid of you. Skarmory and Forretress are amazing counters to Scolipede, being unfazed by practically anything Scolipede can throw at them. Basically anything with high Defense and a resistance to Megahorn can take out Scolipede, assuming it can also survive Earthquake.</p>

[Other Options]

<p>As said, Scolipede's movepool is far from varied. Screech combined with Pursuit can make for a pseudo-trapper set, as your opponent can either switch and get struck on their lowered Defense by a powered-up Pursuit, or risk staying in to KO Scolipede but getting whacked by the equivalent of a +2 Megahorn, making it easier for your revenge killer to nab that KO. Substitute can be effective on the Swords Dance set; if Scolipede uses Substitute as your opponent switches to a counter, that can either give Scolipede a free turn to use Swords Dance, or act as a predictional buffer against a strong attack or paralysis/burn. Repeated uses of Substitute also bring Scolipede's HP down to activate Swarm, making its Megahorn even stronger, but with the ubiquity of sandstorm and priority moves, Scolipede will not be lasting long if it goes down this route. Baton Pass, Swords Dance, and Agility can be used to aid the team, but Scolipede has a poor defensive typing, so it will usually be KOed before it can pass these boosts.</p>

[Checks and Counters]

<p>Skarmory, Forretress, and Cofagrigus take a pittance from any of Scolipede's attacks (bar maybe +6 Megahorn), and can either Whirlwind, Earthquake, or Will-O-Wisp, respectively. Volcarona and Chandelure must avoid Earthquake or Rock Slide, but otherwise can OHKO with a STAB Fire-type attack. A fast status user such as Thunder Wave Thundurus or Will-O-Wisp Sableye can shut Scolipede down before it can even attack. After being burned or paralyzed, Scolipede becomes simple to deal with. Just avoid its Swords Dance Megahorn and KOing it should be no problem.</p>

[Dream World]

<p>Scolipede already has high Speed, so boosting it would bear zero advantages. Speed is a non-linear scale, unlike Attack, so overkill on boosting does not make for a better attacker. On top of this, Scolipede is immune to Poison, and most of the other status conditions shut it down entirely, making Quick Feet almost worthless. The only saving grace is that Quick Feet nullifies paralysis, and so Scolipede can now take Thunder Wave from the likes of Thundurus without being seriously affected (bar the 25% full paralysis chance).</p>
 
I wouldn't say its spiking sets are OO material. Sure it may face some competition but its unique and effective enough to deserve a spiking set. Its great Speed and the ability to lay both Spikes and Toxic Spikes make it a worthy contender.

Consider:

[SET]
name: Dual Spikes
move 1: Spikes
move 2: Toxic Spikes
move 3: Megahorn
move 4: Rock Slide
item: Focus Sash
nature: Jolly
ability: Poison Point
EVs: 252 Atk / 4 SpD / 252 Spe
 
Choice Band/Scarf? I know its Stealth Rock weak, but naturally high Speed + 90 Atk + base 120 power STAB move just screams for a choice band. Would function well with Espeon/other Magic Mirror teammate to prevent rocks on its side of the field, starmie would be a good spinner partner as well.

pendoraa @ cb / cs
nature: jolly / adamant
ability: swarm
evs: probably a 252/252 spread and a more "defensive" spread for the CB set mentioned in AC or w/e
-eq
-megahorn
-rock slide
-pursuit / payback (scarf/non scarf obv)

it sounds good in theory, i can test them if you want since im getting into 5th gen now that im out of st7.

maybe spikes in the last slot just to be a dick. im just throwing ideas out there because this is actually a pretty cool pokemon but its got kinda poor offensive typing. good to throw around with all the fighters though

edit: been playing with CB all day, and it does its job amazingly, does more than 50% to dory on the switch with megahorn and does incredible amounts to just about everything else! scarf i still have to test, im not sure how good it'll be though. totally needs spin support or something. not testing now because i keep getting fucking haxed.

oh, the spread i was using was the 4 def / 252 atk / 252 spe @ jolly and 96 hp (sr number) 252 atk / 84 def / 76 spe @ adamant.

first set has to run 4 def so it can come in 4 times

the last set:
can come in 4 times
outspeeds timid tran (could probably mess with hp def and spe to outspeed whatever you want, but i figured tran was a good benchmark pokemon)
2hko's the universe with megahorn, lol
 
Actually, on second thought, this hasn't even gone through QC yet. If this doesn't go through QC by the time I finish the next three weeks of school (so in the next two weeks) then I will transfer control of it to supermarth64. For now, I may want to hold on to it.
 
Unofficial GP Check. Feel free to ignore or take the advice for a slightly more legible/grammatically accurate analysis.
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Pendoraa

----

- Base 112 Speed + 90 Atk + Swords Dance - Megahorn / EQ / SD / Something?
- Can also Baton Pass SD and Agility.
- Screech and Pursuit, maybe?
- Swarm is probably the better ability, almost always. Quick Feet is a better ability, but Pendoraa is already immune to Poison, burn and paralysis cripple it, and freeze and sleep shut it down completely. Besides, it's fast enough.

----

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Megahorn / X-Scissor
move 3: Earthquake
move 4: Rock Slide / Baton Pass
item: Life Orb
nature: Jolly
ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe

Set Comments:

  • High Speed and decent Attack boosted by Swords Dance means 558 Attack and 355 Speed.
  • Megahorn is STAB and does massive damage, Earthquake and Rock Slide provide good coverage against those that resist Megahorn.
  • OHKOes Suicune, chance to OHKO Swampert, Vaporeon, and Bronzong. 2HKOes Nattorei, Zuruzukin, and Hippowdon. Chance to OHKO Donphan.

Additional Comments:

  • X-Scissor has better accuracy, but you lose the KOes.
  • Maximum Attack and Speed with final EVs thrown into SpD to stop Genesect from getting an advantageous Download boost.
  • Stealth Rock and Spikes are important for helping to score potential KOes on Vaporeon and etc.
  • Baton Pass is a good "get out free" move that also passes on the Swords Dance to a teammate.

Teammates & Counters:

  • Spikes is very useful; Qwilfish can set up Spikes and Explode.
  • Common weaknesses of Fire, Psychic, and Rock. Also Stealth Rock weak, so Rapid Spin is helpful. Forretress can set up Spikes and Rapid Spin, as well as resist Psychic and take neutral damage from rock.
  • Forretress is also a counter since no attack does over 50% to Forretress. Desukaan can also switch in unharmed and Will-O-Wisp.
  • Anything that resists Bug, has high Def, and can Paralyse, Burn, or OHKO Pendoraa works due to its low HP and Def stats.

[SET]
name: Dual Spikes
move 1: Spikes
move 2: Toxic Spikes
move 3: Megahorn
move 4: Rock Slide / Earthquake
item: Focus Sash
nature: Jolly
ability: Poison Point
EVs: 252 Atk / 4 SpD / 252 Spe

Set Comments:

  • High Speed means it can get 1 layer of (Toxic) Spikes down before being Taunted, most of the time.
  • Few Pokemon bar Qwilfish and Forretress have access to this combination.
  • High Attack means it can use Megahorn to hit Erufuun, stopping an incoming Taunt.

Additional Comments:

  • Earthquake can be used over Rock Slide to hit things like Taunt Heatran or Rapid Spinning Doryuuzu. However, Rock Slide will hit Torunerosu and Borotorosu.
  • Maximum Attack and Speed with final EVs thrown into SpD to stop Genesect from getting an advantageous Download boost.
  • Leftovers can be used instead of Focus Sash, but Pendoraa isn't surviving many attacks.

Teammates & Counters:

  • Anything that appreciates Spikes support, such as Doryuuzu or Genesect, is great. However, when choosing teammates you should be aware of its Fire weakness.
  • Toxic Spikes helps Inconsistent Pokemon have an easier time since the opponent will have less health while Inconsistent sets up.
  • Entry Hazards are a major problem for Pendoraa since it breaks Focus Sash, and if Focus Sash activates, then it is weak to priority.
  • Faster Taunts (or opponents wielding Mischievous Heart) will stop Pendoraa from setting up and can be a major problem.


[Team Options]

  • Heatran is a great choice for being immune to Fire, resisting Psychic, and being neutral to Rock. Can switch in on a Fire-type move and sweep the opponent's team. Pendoraa can also remove Blissey thus aiding Heatran's sweep, while Heatran can eliminate Forretress.
  • Garchomp is another good partner, resisting Fire and Rock and being able to weaken teams using Choice Scarf sets and letting Pendoraa clean up.
  • Most Spikers share a Fire-weakness but Spikes are necessary for the KO on Vaporeon, Swampert, or etc.

[Optional Changes]

  • Screech and Pursuit can be used to make a trapping set; Screeching can cause them to either flee and be hit by a boosted Pursuit on a weakened attack, or stay in and leave their Pokemon in the path of a Megahorn.
  • Pendoraa can set up its own Spikes and Toxic Spikes, but there are better options for this as Pendoraa is weak and better off attacking.
  • Substitute can be used for blocking Paralysis and giving a free turn to use Swords Dance. Also brings HP down into Swarm range.
  • Baton Pass, as well as Agility and Swords Dance, can be used to help the team, although Pendoraa is too weak to have a set for it.

[Counters]

  • Skarmory, Forretress, and Desukaan aren't KOed by any of Pendoraa's attacks and can either Whirlwind, Earthquake, or Will O Wisp, respectively.
  • Blaziken, Ulgamoth, Shanderaa, etc. can all survive Megahorn and KO with a Fire attack, but must watch out for Rock Slide.
  • Anything that can outspeed Pendoraa and Burn or Paralyze it will prevent it from sweeping.

[Dream World]

  • Quick Feet.
  • Any type of status bar Poison (which Pendoraa is immune to) shuts it down anyway, so this ability cannot really be used to its full potential.
 
Only a few things. One, remove X-Scissor. Pendoraa needs all the power it can get. Two, swap the order of the slashes on the last move. Megahorn does

558 Atk vs 226 Def & 324 HP (120 Base Power): 207 - 243 (63.89% - 75.00%)

to 4/0 Dragonite, so with Stealth Rock down and a bit of passive damage, you have the KO secured. The genies are more frail than Dragonite, so they are in the same situation, but to a worse extent. Salamence isn't common, anyway, and it's far more useful to pass, say, a Swords Dance to Blaziken after you are walled.

Make the changes and this is approved.

EDIT: ack, missed the Spiker set. Focus Sash is very bad, with the prevalence of Team Preview, Tyranitar, and hazards. Just change that to Leftovers, and in AC mention an alternate spread of 252 HP / 4 Atk / 252 Speed for a version that can lay Spikes easier, THEN this is approved. :p
 
I get to check the great Zystral's work? I feel honored now...

in
out

545.png

Scolipede

----

- Base 112 Speed + 90 Atk + Swords Dance - Megahorn / EQ / SD / Something?
- Can also Baton Pass SD and Agility
- Screech and Pursuit, maybe?
- Swarm is probably the better ability, almost always. Quick Feet is better, but Pendoraa is immune to Poison, Burn and paralysis cripple it, freeze and sleep shut it down completely. Besides, it's fast enough.

----

[Overview]
<p>Scolipede is the epitome of "regular.". Bar it's above-average Speed, it has no incredible advantages. It's movepool isn't bursting with variety. It doesn't possess amazing resistances. It can't smash through entire teams with brute force. It can only do a few things here and there. But just because it isn't amazing doesn't instantly make it useless. It is leagues above its family members Beedrill and Ariados for a few reasons. The first is that it has great natural Speed, meaning so it is less likely to be taken out before it can land some hits on the foe, making it a much more effective attacker. The second is that it is also slightly bulkier, meaning so it needs less support has to be given to it, thus it is more viable to use than Beedrill, who requires defensive as well as paralysis support as well as paralysis. Finally, it has access to Spikes and Toxic Spikes, allowing it to perform the role of a fast supporter instead of an attacker. Of course, being a Bug-type, a the weakness to Stealth Rock that springs from its Bug-type is far from enjoyable, but despite having major disadvantages coupled with the fact that it is outclassed at everything it can do, Scolipede makes a decent addition to a team that can benefit from the few niche advantages it brings.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Megahorn
move 3: Earthquake
move 4: Baton Pass / Rock Slide
item: Life Orb
nature: Jolly
ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
<p>Scolipede has great Speed, decent Attack, and access to Swords Dance. Thrown on top is, as well as Baton Pass and STAB Megahorn. Scolipede can combine and utilize these features to perform the role of an attacker. Reaching 355 Speed and 558 Attack post-Swords Dance, Scolipede can be quite effective in striking down the opponent's Pokemon. With STAB Megahorn doing large amounts of damage, Earthquake forms makes for some great coverage, hitting every type that resists Megahorn bar Flying and some Ghost-types. This set isn't terrible, it just isn't stellar.</p>

<p>Scolipede boasts few advantages against other Swords Dance users such as Scizor, but what little it offers should be capitalized on;: Scolipede does not get wrecked by every Hidden Power Fire in existence thrown at it, it can outspeed and KO the likes of Flygon, Latios, and Zoroark with its STAB move rather than relying on a weaker priority attack (though in Scizor's case, its priority is STAB), and possibly the biggest asset - it has the freedom in its moveslots to be able to use Baton Pass and give the boosts on to another attacker. This set doesn't look all that powerful at a first glance, but is actually surprising; Suicune, Swampert, Vaporeon, Donphan, and Bronzong all have a chance to be OHKOed by Megahorn, whereas Ferrothorn, Scrafty, and Hippowdon can be 2HKOed - things Scizor would die to be able to have a chance to do. </p>

[ADDITIONAL COMMENTS]
<p>Megahorn is always to be used over X-Scissor; Scolipede wants as much power as it can get. While it may seem odd that the 4 leftover EVs are in Defense as opposed to HP, Scolipede's base HP makes it so that with no investment, assuming Stealth Rock is not in play, Scolipede has 11 uses of Life Orb as opposed to 10. Scolipede doesn't have astronomical Attack, so in order to secure those OHKOes on Vaporeon and Donphan, Scolipede enjoys Spikes and Stealth Rock.</p>

<p>Despite sharing a Fire-type weakness, Forretress is a great teammate, having a high Defense stat, meaning it can easily take the common Earthquake aimed for Scolipede. Forretress can also set up Stealth Rock or Spikes, aiding Scolipede's sweep. On top of this, Scolipede lures in many weaker special attackers, planning to prey on Scolipede's weaker Special Defense, giving Forretress an easy switch on a weak, and possibley resisted, attack and a chance to set up. Forretress also carries Rapid Spin, so it is able to getting rid of Stealth Rock and makinge Scolipede's life easier. Qwilfish is also recommended as it can use Explosion to give Scolipede and easy switch-in. Baton Pass is the recommended option as Scolipede can then pass the Attack boosts on to a different sweeper on your team before it goes down for the count. Rock Slide is your best option against Pokemon such as Skarmory and Gengar, but it is unlikely you can damage them enough before they get rid of you. Skarmory and Forretress are amazing counters to Scolipede, being unfazed by practically anything Scolipede can throw at them. Basically anything with a high Defense stat and a resistance to Megahorn can take out Scolipede, assuming it can also survive Earthquake.</p>

[SET]
name: Dual Spikes
move 1: Spikes
move 2: Toxic Spikes
move 3: Megahorn
move 4: Rock Slide / Earthquake
item: Leftovers
nature: Jolly
ability: Poison Point
EVs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
<p>Scolipede was lucky enough to be granted both Spikes and Toxic Spikes in tandem. What separates Scolipede as a Spiker is the fact that it has great Speed, meaning that it can lay one layer of Toxic Spikes as the opponent switches, and instead of becoming Taunt bait, it can usually outspeed the opponent and get the second layer in before it's forced to attack. It's a similar story is with Spikes, although those require a much less dangerous foe. As well as this Due to its attacking prowess, Scolipede isn't left to nothing when it can't set up, and can hit many Taunt users such as Whimsicott and Virizion quite hard with Megahorn.</p>

[ADDITIONAL COMMENTS]
<p>The choice between Earthquake and Rock Slide depends on which what you are planning expecting to run into more. Thundurus and Tornadus are a pair of Taunt users that carry Prankster, meaning if they switch in, Scolipede will not be using either Spiking move again. Heatran and Excadrill can prevent entry hazards by either Taunting or Rapid Spinning, respectively. While Though Excadrill will outspeed and OHKO in Sandstorm, Earthquake will still OHKO the pair both of them. A bulkier EV spread that uses maximum HP can be used, giving Scolipede more bulk, and thus an easier time setting up entry hazards, but the difference in power will mean that it is less of a threat to Taunt users.</p>

<p>This set doesn't really have any counters, as Scolipede doesn't won't attempt to KO anything with its attacks, but anything that is faster than Scolipede and can prevent it from setting up either by KOing it or Taunt serves as a decent "check", as unless your switch-in is Weavile or something equally frail, it is likely to survive Megahorn. When it comes to teammates, defensively oriented Pokemon such as Calm Mind Reuniclus will prefer Toxic Spikes, as it makes breaking down the likes of Blissey easier, whereas offensive powerhouses such as Excadrill prefer Spikes, ensuring many key KOs. Heatran is one notable Pokemon, as it enjoys entry hazards on all sets, while Scolipede's Megahorn will impede Blissey, allowing Heatran a chance to take it down. Heatran can also nab a potential Flash Fire boost from Scolipede's common Fire-type weakness.</p>

[OTHER OPTIONS]
<p>As saind, Scolipede's movepool is far from varied. Screech combined with Pursuit can make for a pseudo-trapper set, as they your opponent can either switch and get struck on their lowered Defense by a powered-up Pursuit, or risk staying in to KO Scolipede but getting whacked by a Megahorn at the equivalent of +2, making it easier for your revenge killer to nab that KO. Substitute can be effective on the Swords Dance set, if Scolipede uses Substitute as they your opponent switches to a counter, as that can either give Scolipede a free turn to Swords Dance set up, or act as a predictive buffer against a strong attack or paralysis/burn. Repeated uses of Substitute also bring Scolipede's HP down to activate Swarm, making its Megahorn even stronger, but with the abundance of sandstorm and priority, Scolipede will not be lasting long if it runs goes down this route. Access to Baton Pass and Swords Dance, as well as Agility, can be used to aid the team, but Scolipede has a poor defensive typing, so it will usually be KOed before it can pass on these boosts on, if at all.</p>

[CHECKS AND COUNTERS]
<p>Skarmory, Forretress, and Cofagrigus take pittance from any of Scolipede's attacks (bar maybe +6 Megahorn), and can either Whirlwind, Earthquake, or Will-O-Wisp, respectively. Volcarona and Chandelure must avoid Earthquake or Rock Slide, but otherwise can OHKO with a STAB Fire-type attack. A fast status user such as Thunder Wave Thundurus or Will-O-Wisp Sableye can shut Scolipede down before it can even attack. After being burned or paralyzed, Scolipede becomes simple to deal with. Just avoid its Swords Dance Megahorn and killing KOing it should be no problem.</p>

[DREAM WORLD]
<p>Scolipede already has high Attack, so boosting it would bear zero advantages. Speed is a non-linear scale, unlike, Attack, so overkill on boosting does not make for a better attacker. On top of this, Scolipede is immune to Poison, and every other status condition shuts it down entirely, making Quick Feet absolutely worthless.</p>

Some of that wording in the Additional Comments for the Dual Spikes set was a bit unclear, so maybe I screwed up the meaning of what you wanted to say, but I don't think so.

Also went and fixed the broken veekun link.
 
forget the link, it doesn't really matter.
in any case, I've made your changes bar one or few, and in some cases your suggestions weren't the best, but they still highlighted errors I made.
thanks plenty, and to hasten this along, I'll stamp your check.

contrib_gp.png
 
Quick Feet actually nullifies the speed drop from paralysis, so it could be useful to prevent Thunder Wave from completely ruining Scolipede. Swarm might still be the better choice, but Quick Feet is definitely not "absolutely worthless." Personally I would prefer a pseudo-immunity to paralysis over Swarm's unreliable boost, especially on something that relies so much on its Speed to be useful.
 
Okay, I've changed it so that it's not 100% shit, but I can't ever think of a single situation where I would sit there, and think "i wish i had that extra speed from quick feet"
the only thing its good for is preventing Speed drop from para? And really you shouldn't be in a position to let it get paralyzed as is.
 
The point is with Quick Feet you don't really have to worry about being paralyzed. If something like Thunderus comes in to T-Wave you, you can stay in and take it while hitting back. You will still get "fully paralyzed" 25% of the time, but instead of being completely crippled you are now actually faster than most Scarfers.
 
I guess the argument "it's not good but it's not bad either" comes into play. I'll make a note of being not afraid of paralysis.
Despite this, unless a QC says "use quick feet always" I don't think it seriously affects Scolipede.
 
Er... disregarding the baffling "Grammar Check" directly preceding me, here's another. Deleted while I was posting.

I'm not a member of the GP team.

Deletions
Additions/Corrections
(Comments)

[Overview]

<p>Scolipede is the epitome of "regular". Bar its above-average Speed, it has no incredible advantages. Its movepool isn't bursting with variety. It doesn't possess amazing resistances. It can't smash through entire teams with brute force. It can only do a few things here and there. But just because it isn't amazing doesn't instantly make it useless. It is leagues above its family members Beedrill and Ariados for a few reasons. The first is that it has great natural Speed, so it is less likely to be taken out before it can land some hits on the foe, making it a much more effective attacker. The second is that it is also slightly bulkier, so it requires less support, thus it is more viable to use than Beedrill, who requires support in terms of both paralysis and defensive support. Finally, it has access to Spikes and Toxic Spikes, allowing it to perform the role of a fast supporter instead of an attacker. Of course, the weakness to Stealth Rock that occurs from being a Bug-type courtesy its Bug-typing is far from enjoyable, but despite having major disadvantages coupled with the fact that it is outclassed at everything it can do, Scolipede makes a decent addition to a team that can benefit from the few niche advantages it brings.</p>

[SET]
name: Support
move 1: Spikes
move 2: Toxic Spikes
move 3: Megahorn
move 4: Rock Slide / Earthquake
item: Leftovers
nature: Jolly
ability: Poison Point
EVs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Scolipede was lucky enough to be granted both Spikes and Toxic Spikes in tandem. What separates Scolipede as a Spiker is the fact that it has great Speed, meaning that it can lay one layer of Toxic Spikes as the opponent switches, and instead of becoming Taunt bait, it can usually outspeed the opponent and get the second layer in before it's forced to attack. It's a similar story with Spikes, although those require a much less dangerous foe. It isn't a slouch offensively, so Scolipede isn't left to nothing when it can't set up, and can hit many Taunt users such as Whimsicott and Virizion quite hard with Megahorn.</p>

[ADDITIONAL COMMENTS]

<p>The choice between Earthquake and Rock Slide depends on what you are expecting to run into more. Thundurus and Tornadus are a pair of Taunt users that carry Prankster, meaning if they switch in, Scolipede will not be using either Spiking move again. Heatran and Excadrill can prevent entry hazards by either Taunting or Rapid Spinning, respectively. Although Excadrill will outspeed and OHKO in Sandstorm, Earthquake will still OHKO both of them. A bulkier EV spread that uses maximum HP can be used, giving Scolipede more bulk, and thus an easier time setting up entry hazards, but the difference in power will mean that it is less of a threat to Taunt users.</p>

<p>This set doesn't really have any counters, as Scolipede won't attempt to KO anything with its attacks, but anything that is faster than Scolipede and can prevent it from setting up either by KOing it or Taunt serves as a decent check, as unless your switch-in is Weavile or something equally frail, it is likely to survive Megahorn. In terms of team support, defensively oriented Pokemon such as Calm Mind Reuniclus will prefer Toxic Spikes, as it makes breaking down the likes of Blissey easier, whereas offensive powerhouses such as Excadrill prefer Spikes, ensuring many key KOs. Heatran is one notable Pokemon, as it enjoys entry hazards on all sets, while Scolipede's Megahorn will impede Blissey, allowing Heatran a chance to take it down. Heatran can also nab a potential Flash Fire boost from Scolipede's common Fire-type weakness.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Megahorn
move 3: Earthquake
move 4: Baton Pass / Rock Slide
item: Life Orb
nature: Jolly
ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>Scolipede has great Speed, decent Attack, and access to Swords Dance, as well as Baton Pass and STAB Megahorn. Scolipede can combine and utilize these features to perform the role of an attacker. Reaching 355 Speed and 558 Attack post-Swords Dance, Scolipede can be quite effective in striking down the opponent's Pokemon. With STAB Megahorn doing large amounts of damage, Earthquake makes for great coverage, hitting every type that resists Megahorn bar Flying and some Ghost-types. This set isn't terrible, it just isn't stellar.</p>

<p>Scolipede boasts few advantages against other Swords Dance users such as Scizor, but what little it offers should be capitalized on: Scolipede does not get wrecked by every Hidden Power Fire thrown at it, it can outspeed and KO the likes of Flygon, Latios, and Zoroark with its STAB move rather than relying on a weaker priority attack (though in Scizor's case, its priority is STAB), and possibly the biggest asset - it has the freedom in its moveslots to be able to use Baton Pass and give the boosts to another attacker. This set doesn't look all that powerful at a first glance, but is actually surprising; Suicune, Swampert, Vaporeon, Donphan, and Bronzong all have a chance to be OHKOed by Megahorn, whereas Ferrothorn, Scrafty, and Hippowdon can be 2HKOed - things Scizor would die to be able to have a chance to do. </p>

[ADDITIONAL COMMENTS]

<p>Megahorn is always to be used over X-Scissor; Scolipede wants as much power as it can get. While it may seem odd that the 4 leftover EVs are in Defense as opposed to HP, Scolipede's base HP makes it so that with no investment, assuming Stealth Rock is not in play, Scolipede has 11 uses of Life Orb as opposed to 10. Scolipede doesn't have astronomical Attack, so in order to secure those OHKOes on Vaporeon and Donphan, Scolipede enjoys Spikes and Stealth Rock.</p>

<p>Despite sharing a Fire-type weakness, Forretress is a great teammate, thanks to its high Defense, it can easily take the common Earthquakes aimed for at Scolipede. Forretress can also set up Stealth Rock or Spikes, aiding Scolipede's sweep. On top of this, Scolipede lures in many weaker special attackers planning to prey on Scolipede's weaker Special Defense, giving Forretress an easy switch on a weak, and possibly resisted, attack and a chance to set up. Forretress also carries Rapid Spin, so it is able to get rid of Stealth Rock and make Scolipede's life easer. Qwilfish is also recommended as it can use Explosion to give Scolipede and easy switch in. Baton Pass is the recommended option as Scolipede can then pass the Attack boosts on to a different sweeper on your team before it goes down for the count. Rock Slide is your best option against Pokemon such as Skarmory and Gengar, but it is unlikely you can damage them enough before they get rid of you. Skarmory and Forretress are amazing counters to Scolipede, being unfazed by practically anything Scolipede can throw at them. Basically anything with a high Defense and a resistance to Megahorn can take out Scolipede, assuming it can also survive Earthquake.</p>

[Other Options]

<p>As said, Scolipede's movepool is far from varied. Screech combined with Pursuit can make for a pseudo-trapper set, as your opponent can either switch and get struck on their lowered Defense by a powered-up Pursuit, or risk staying in to KO Scolipede but getting whacked by the equivalent of a +2 Megahorn a Megahorn at the equivalent of +2, making it easier for your revenge killer to nab that KO. Substitute can be effective on the Swords Dance set; if Scolipede uses Substitute as your opponent switches to a counter, that can either give Scolipede a free turn to use Swords Dance, or act as a predictive buffer against a strong attack or paralysis/burn. (Did you mean predictive or protective? Predictive does work, but I think protective makes more sense.) Repeated uses of Substitute also bring Scolipede's HP down to activate Swarm, making its Megahorn even stronger, but with the abundance ubiquity of sandstorm and priority moves, Scolipede will not be lasting long if it goes down this route. Baton Pass, Swords Dance, and Agility can be used to aid the team, but Scolipede has a poor defensive typing, so it will usually be KOed before it can pass these boosts.</p>

[Checks and Counters]

<p>Skarmory, Forretress, and Cofagrigus take a pittance from any of Scolipede's attacks (bar maybe +6 Megahorn), and can either Whirlwind, Earthquake, or Will-O-Wisp, respectively. Volcarona and Chandelure must avoid Earthquake or Rock Slide, but otherwise can OHKO with a STAB Fire-type attack. A fast status user such as Thunder Wave Thundurus or Will-O-Wisp Sableye can shut Scolipede down before it can even attack. After being burned or paralyzed, Scolipede becomes simple to deal with. Just avoid its Swords Dance Megahorn and KOing it should be no problem.</p>

[Dream World]

<p>Scolipede already has high Speed, so boosting it would bear zero advantages. Speed is a non-linear scale, unlike Attack, so overkill on boosting does not make for a better attacker. On top of this, Scolipede is immune to Poison, and most of the other status conditions shut it down entirely, making Quick Feet almost worthless. The only saving grace is that Quick Feet nullifies paralysis, and so Scolipede can now take a Thunder Wave from the likes of Thundurus without being seriously affected (bar the 25% full paralysis chance).</p>
 
Many thanks for that check. I've implemented all changes, except its "X-type" but "X typing". Otherwise, nice work.
Although I'm afraid it would be in poor taste to give two stamps on my own work as is :L
 
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