Stunky [QC 0/3]

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Overview
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-Stunky has a great typing, just the one weakness. It is also a dark type not weak to bug, fairy or fighting which makes it even more exceptional. Not to mention it is a poison type with a psychic immunity.
-Good bulk
-Decent abilities
-Mediocre offensive stats
-Poor physical STAB, no access to knock off, gunk shot or poison jab

Trapper
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name: Trapper
move 1: Pursuit
move 2: Sucker Punch
move 3: Sludge Bomb
move 4: Fire Blast / Play Rough / Taunt / Explosion
ability: Aftermath
item: Life Orb
evs: 12 HP / 252 Atk / 244 Spe
nature: Hasty

Moves
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-Pursuit is great, it gets stab and can prevent a switch if it would OHKO!
-sludge bomb is the STAB of choice, gets stench effect
-fire blast is good for coverage on steel types
-Play rough has the element of surprise on fighting and dark types which previously didnt care about stunky
-Explosion can be nice when life orb has worn stunky down a bit and a big hit is necessary
-sucker punch is another STAB, and is great priority for stunky who isn't amazingly fast.

Set Details
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-244 Spe and hasty nature gets stunky into 18 speed tier, allowing it to utilise its coverage without taking too many hits
-252 Atk means stunky can hit as hard as possible with its physical moves. 12 HP is filler
-Aftermath is used for residual damage in the event of stunkys untimely fainting.
-life orb because this is a mixed set, and stunky has pretty pitiful SpA so life orb allows it to deal relatively powerful hits on the physical and special side.
-The hasty drop of stunkys defensive is compensated by his great typing, and stunky really enjoys the speed.

Usage Tips
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-There isn't a great deal to put here, besides be wise with stunky. It is imperative that you make sure stunky can outspeed something, and that he can actually significantly harm a pokemon. Stunky's SpA is still relatively low, and the boost from life orb doesn't entirely compensate for the residual damage. It is easy to find Stunky fainting very quickly if you aren't careful about leaving him in.
-On the flipside, it is actually very easy to switch stunky in due to his decent bulk and great typing.

Team Options
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-Stunkys only weakness being ground, it is handy to have a flying type or levitate user to predict and switch into
-Flabebe or another wish passer can make up for the residual damage
-Flying type or levitate pokemon are always great team mates for stunky, with his only weakness being ground, having something with this immunity to switch into can act as a great core. Stunky can act as a lure to bring in misdreavus and set up or cripple with will-o-wisp, but mold breaker drilbur is one to look out for.
-Gimmicky I know, but togepi or aipom can be used to baton pass nasty plot onto stunky for his special moves

Physical + Utility
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name: physical + utility
move 1: defog
move 2: toxic
move 3: sucker punch
move 4: pursuit
ability: aftermath
item: eviolite
evs: 96 Atk / 224 Def / 188 SpD
nature: Impish

Moves
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-sucker punch is a great STAB on stunky, and works as a great combination with taunt, guaranteeing a hit
-Toxic is great for residual damage
-Pursuit for trapping opponents when they are stalled and/or taunted, a great STAB too
-Due to the buff, defog is a great new toy for stunky this gen. It allows him too remove hazards to lessen residual damage for the rest of your team, making stunky and excellent support mon.

Set Details
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-eviolite is the main feature on this set, as along with the evs and nature, it allows stunky to tank some great hits with its amazing typing and set up a taunt and/or toxic
-Impish nature weakens its useless SpA and gives it a greater defence boost
-evs are fairly simple, 96 Atk allows stunky to maintain its defensive capabilities while boosting as much as possible its offensive prowess.
-aftermath is great for extra residual damage while a mon is toxiced, should stunky suffer an unfortunate demise.

Usage Tips
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-be smart with the attacks, taunt will either force a switch or make them use a damaging move, and knowing when to use what depending on what mon they have in.
-when planning to use toxic, this is pretty predictable on stunky, so predicting a switch and using taunt instead can always be handy, but if they have no steel or poison, (not uncommon in LC), toxic should be fine always.
-Stunky is really easy to switch in, try to predict a psychic attack by using lures such as mienfoo.

Team Options
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-Fighting types are good options, as they are prominent in LC and can lure psychic attacks for stunky to get in easily on. Example: mienfoo
-Flying type or levitate pokemon are always great team mates for stunky, with his only weakness being ground, having something with this immunity to switch into can act as a great core. Stunky can act as a lure to bring in misdreavus and set up or cripple with will-o-wisp, but mold breaker drilbur is one to look out for.
-Set up mons are good, as stunky can taunt before switching, hopefully getting a free set up turn. Example: Pawniard
-Any sort of stall, wish passing, protect abusing works with stunky. He has great bulk with eviolite and these EVs, so toxic stalling works great.

Other Options
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-Stunky has hone claws for physical set up
-Access to roar for a phasing stall team
-Sunny day / rain dance support
-Night slash could be used for a gimmicky stunkrit set.
-Stunky can run lum berry to prevent status crippling it
-Crunch is another strong STAB for stunky, but he enjoys trapping and having priority with sucker punch

Checks & Counters
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-Stunky's amazing defensive typing leaves little to spare in terms of what can counter it, but bulky grounds like hippopotas can easily switch in and take out stunky, even if stunky tries to toxic them first.
-Frillish switches in and cripples stunky with a will-o-wisp
-Croagunk resists Stunky's STAB and cannot be poisoned.
-Timburr gets guts boost from toxic and can wear down stunky easily, plus stunky acts as a free bulk up for timburr
 
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I know that this is a work in progress but there are a few very important points I believe should be added and I am going to go ahead and list them before this continues (this is not an official QC check and does not mean QC 1/3).

  • There is absolutely no reason to run Shadow Ball at all when there's Dark Pulse, which has the same Base Power and also has the benefit of STAB due to Stunky's Dark typing. The only advantage Shadow Ball has over Dark Pulse is scoring a super effective hit on Meditite, but it will lose against it anyway and it's not like Meditite wants to switch in. Dark Pulse does not benefit from the Stench effect but it has twice the flinch rate of it anyway. I was actually quite appalled to see Shadow Ball as the first move in the set.
  • Hidden Power Ice is next to worthless on Stunky because Gligar is no longer in the tier and the only thing it would significantly hurt with this move is the uncommon Noibat. If you're worried about Ground-types and you want a coverage move to hit them, bear in mind that STAB Dark Pulse will do the same amount of damage as a super effective Hidden Power Ice, which makes running it entirely unnecessary and impractical. The only Ground-type in the tier that resists Dark Pulse is Sandile, and it is hardly ever seen.

Dark Pulse (80 Base Power) x 1.5 (STAB) = 120 Power

Hidden Power (60 Base Power) x 2 (Type Advantage) = 120 Power
  • The fact that Stunky is a Dark-type that is NOT weak to Fighting, Bug, or Fairy is a miracle, and this should be highlighted strongly. Also notable is that it's a Poison-type that is immune to Psychic. Add emphasis to Stunky's excellent typing and convey what makes the combination of Dark and Poison typing so great.
  • Mention that Stunky's physical offense is a bit disappointing, particularly because despite being a Dark-type, it does not have access to Knock Off, and despite being a Poison-type, it does not have access to Poison Jab or Gunk Shot. Its physical STAB options are annoyingly restrictive.
  • Be sure to mention somewhere that Stunky has access to the rare Play Rough, which can allow it to hit Dark- and Fighting-type enemies for super effective damage, two types that would otherwise not have very much to fear when facing Stunky.
 
Goddess Briyella , thanks for responding, you made it clear to me the glaring errors in my first set. I have amended most of them, but I am wondering what you would suggest as a replacement for the HP ice?
 
I wasn't ready to fully analyze this just yet. I just wanted to add those big things that stuck out to me, but I'll go ahead and offer a brief summary for now.

From my experience, Stunky's offense is best used with a mixed set, and should never go fully special, as its Special Attack is rather pitiful and only maxes at 14 with a Modest nature. Its ability to trap things is usually what allows it to stand out, partly because it can't use Knock Off, and this comes in handy particularly against Ghost-types.

I actually find something like this much more optimal:

Trapper
########
name: Trapper
move 1: Pursuit
move 2: Sucker Punch
move 3: Sludge Bomb
move 4: Fire Blast / Play Rough / Taunt / Explosion
ability: Aftermath
item: Life Orb
evs: 12 HP / 252 Atk / 244 Spe
nature: Hasty

The "name" part I marked red is missing from your sets and needs to go there, with the same title as the one above the ######## line. Remember this for future reference. :)

Another important rule of thumb for C&C is that, regardless of how battle simulators might arrange them, all EV spreads for sets are to be written in this order and with these abbreviations:

HP / Atk / Def / SpA / SpD / Spe

Do not use SAtk, SDef, or Spd. Not only is it confusing but it's also incorrect here. You didn't make this particular mistake but I'm letting you know anyway. :)

The only reason Stunky is even forced to run special moves is because it gets no viable physical Poison-type attacks and Fire Blast is needed for hitting the things that its Sludge Bomb cannot hit: Steel-types. The reliance on Fire Blast is a lot less this generation now that Steel no longer resists Dark, but is still probably its best coverage move by far. Like I said, this is just a brief summary of what I'm thinking, but I hope it is helpful for right now. The best way to find out what's optimal for a Pokemon is to test it out in the current Little Cup environment and take note of its strong points, weak points, liabilities, and what moves come in handy for it most often.

I'll check back on this later.
 
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