Gen 3 Suicune (reassigned)

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[OVERVIEW]

Suicune's viability in ADV OU comes from it's being a defensive Water-type with access to Calm Mind, checking some of the tier's most dangerous physical threats while providing an offensive presence that other bulky Water-types lack. As far as being a defensive Water-type, Suicune's defenses outstrip Milotic's and Swampert's, giving it the heft to shrug off both physical heavy hitters and surprise special attacks from the tier's primary threats, Tyranitar, Salamence, and Metagross. Furthermore, Suicune's access to a boosting move in Calm Mind makes it lethal beyond compare, as it becomes harder to KO from the special side while its Surfs become absolutely nuclear, and Suicune can run a variety of alternate moves to work past potential counters, such as Ice Beam, Hidden Power Grass, Substitute, Roar, Toxic, and even more. Suicune's access to Rest bolsters its defensive prowess and boosting potential by giving it total recovery and allowing it to shrug off status, making it much harder to stop.

Despite this, Suicune has a number of flaws and shortcomings—most importantly its grounded status and pure Water-typing, which render it vulnerable to Spikes and sandstorm damage. Suicune's reliance on Rest can also become a painful double-edged sword—Suicune lacking Rest will be even more vulnerable to being worn away at and will struggle to push through special walls like Blissey, but with Rest comes the danger that Suicune will be used as set-up fodder while asleep by Spikes users and other boosting sweepers. Suicune also struggles to set-up and sweep against teams containing an Electric-type or Celebi, the former of which threaten it with high power STAB super-effective Thunderbolts while the latter resists its primary attack in Surf and can beat it by setting Leech Seed, setting up Calm Minds alongside it, or using the rare Perish Song to deny it safe set-up and guarantee its death in a lastmon scenario. Suicune is also prone to attackers wielding Self-Destruct or Explosion, such as Metagross and Snorlax or even Cloyster and Gengar, which can either KO it outright or weaken it to the point that it is effectively removed from the game. Lastly, despite its gargantuan bulk, Suicune's lack of a resistance to Rock like Swampert, or a recovery move without drawbacks like Milotic render it vulnerable to being flinched out in lateganes by Dragon Dance Tyranitar and Choice Band Aerodactyl.

name: Defensive
move 1: Calm Mind
move 2: Surf
move 3: Rest
move 4: Roar / Ice Beam / Sleep Talk
item: Leftovers
ability: Pressure
nature: Bold
evs: 240 HP / 252 Def / 16 Spe

[SET COMMENTS]
Set Description
=========

Calm Mind, Surf, and Rest are all bread and butter staples for Suicune, maximising its longevity and ability to sweep against virtually any sort of opposition. Calm Mind boosts Suicune's Special Attack and Special Defense simultaneously, allowing it to snowball boosts against defensive teams, while Surf serves as the STAB attack of choice in tandem with it. Rest is Suicune's only source of longevity, yet it serves its purpose, allowing Suicune to heal to full and removing status that can plague it. The last move can be a matter of preference—Roar is the dominant option, to phase other set-up sweepers such as opposing Suicune, Curse Snorlax, and Dragon Dance Salamence, and it tends to provide the best general utility as well as complementing Spikes or covering for a weak defensive backbone. In contrast, Ice Beam gives you a secondary attack, nailing the Grass-types that resist Surf as well as hitting Zapdos super-effectively and doing heavy damage to Salamence. Sleep Talk counteracts one of Rest's primary detriments by allowing Suicune to move while sleeping, which helps to exploit certain defensive teams whose answer to Suicune is forcing it to Rest and then using Whirlwind to force it out—the chance of Sleep Talk rolling Surf threatens massive damage to Skarmory and other phazers while providing consistent offense against more passive special walls like Blissey. Keep in mind that this momentum comes at the cost of Suicune relying entirely on Surf to deal damage and thus being more exploitable by the other above-mentioned threats. As far as alternative options go, Toxic provides general utility, helps break down Blissey and Celebi in lastmon scenarios, and discomfits other bulky Water-types like Milotic and Vaporeon.

The given EV spread maximises Suicune's ability to take physical hits while creeping above the max for base 55 speed Pokemon, thereby outrunning lesser-seen but still dangerous threats like Marowak. The defensive EVs give Suicune 401 HP, ensuring that it survives 4 Seismic Tosses from full, while the defense avoids a guaranteed 3HKO from threats like Choice Banded Aerodactyl or Choice Banded Metagross even with Sand down. An alternate spread would usually entail around 68 speed to outrun maximum invested neutral Speed Tyranitar as well as slower Pokemon around that range, such as offensive Swampert and Body Slam Jirachi.

This Suicune generally is meant to be played carefully until its impediments are identified and the appropriate lines of play become clear—Blissey and Celebi should be PP stalled to set up an eventual sweep, while offensive counters should be worn down and removed. Using weather-clearing moves to remove sandstorm or Rapid Spinners to remove Spikes is also critically appreciated in between to keep Suicune from accumulating chip damage and being forced to Rest.

Team Options
========

Despite its standalone prowess, Suicune has a number of compromising issues that it appreciates teammates' abilities to handle. Spikes are a consistent thorn in Suicune's side, whittling away at it on the switch and making it difficult for it to stand up to physical attackers such as Salamence and Metagross. Claydol's Rapid Spin removes Spikes while its solid bulk and resistance to Rock allows it to fend off Tyranitar and Aerodactyl for Suicune. Magneton, on the other hand, can trap Skarmory, simultaneously limit the layers of Spikes it can put down and destroying a phaser who can disrupt Suicune's attempts at sweeping, while also switching into Aerodactyl's Rock Slide and potentially trapping Choice Banded Metagross. Despite compounding Suicune's weakness to Electrics and Celebi, Starmie can back Suicune up in a dual-water core and use Rapid Spin to remove Spikes as well, although Claydol is generally the preferred partner in that regard. Beyond the Spikes weakness, pairing Rock-resistant Pokemon with Suicune is generally prudent to keep it from being exploited by Sand and Rock Slide flinches—aside from the aforementioned Claydol and Magneton, Metagross and Jirachi also pair well with Suicune. Despite sharing a dislike of Skarmory, Metagross still threatens Blissey, Snorlax, and other special walls that switch into Suicune with its powerful Meteor Mash, while also fending off Tyranitar and Aerodactyl consistently. Jirachi on the other hand can form a dual Calm Mind core with Suicune, where both Pokemon can weaken special walls in tandem. Jirachi can also spread paralysis via Body Slam or Thunder and also pass Wishes to help Suicune's longevity.

As far as Suicune's weaknesses and counters go, support is generally easy to come by. Suicune's weakness to Electrics—primarily Zapdos, and Jolteon to a lesser degree—can be covered by partnering it with either Blissey or Celebi. Like Jirachi, Blissey can run Wish and spread paralysis for Suicune, while Celebi can either form a dual Calm Mind core or support Suicune with Leech Seed and Baton Pass. Spikers like Skarmory and Forretress generally partner well with Suicune, acting as backup physical walls while switching into Celebi, and also helping Ice Beam-less Suicune to abuse Roar and rack up Spikes damage on its counters. Dugtrio can trap Celebi as well as weakened Blissey, most Jirachi, and offensive Tyranitar sets, all of which Suicune generally appreciates. As an additional support option, Dugtrio can run Sunny Day, threatening to trap Tyranitar and then clear its Sand to give Suicune free rein. Choice Band Salamence is a strong pivot against physically-based threats and its Intimidate can help ease Suicune's entry or cover its back when weakened. Lastly, Gengar's disruptive abilities are generally appreciated by Suicune for support, and its Will-o-Wisp can compromise special walls and open a window for Suicune to go to town.

name: Offensive
move 1: Calm Mind
move 2: Hydro Pump / Surf
move 3: Ice Beam / Toxic
move 4: Roar / Hidden Power [Grass] / Toxic
item: Leftovers
ability: Pressure
nature: Modest
evs: 28 HP / 252 SpA / 228 Spe

[SET COMMENTS]
Set Description
=========

Offensive Suicune is defined by a mix of versatility and omnipresent threat, having any number of variants that can ease certain matchups and bypass particular counters, while being consistently threatening against the tier's standard bulky offenses. Virtually any permutation of the moveslot options above can prove effective with the right EV spread and team support. Calm Mind is a given as a boosting move that allows Suicune a way to push through defensive checks such as Zapdos, Celebi and Snorlax, while the water-type STAB gives it a bread-and-butter attack for damage output. The choice between Hydro Pump and Surf is fairly one-sided—Hydro Pump's higher damage is critical in wearing away at Pokemon like Snorlax and its threatening to OHKO uninvested Tyranitar can be critical. On the flipside, Surf's higher PP and perfect accuracy provide consistency, particularly for Substitute variants that don't quite need Hydro Pump's raw power.

The remaining options are a matter of preference, and can be combined in a variety of ways. As far as coverage moves go, Ice Beam is a secondary STAB that hits Water-type resistances like Celebi and Salamence—in a similar vein, Hidden Power Grass can be used to crush Swampert for offensive teams as well as push past Water-types like Milotic, Vaporeon and most of all opposing Suicune. Hidden Power Grass goes over Roar on offensive sets as the filler slot is generally expected to help answer opposing Suicunes. Roar by contrast is a primarily supportive move, preventing other Calm Mind users like Suicune, Celebi and Jirachi from attempting to check Suicune by boosting alongside, and stopping opposing slower Suicune from phasing it out, while also helping to force switches and rack up Spikes damage. Offensive Roar and three-attacks Suicune tend to require support against checks like Blissey and Zapdos which can fight Suicune one-on-one or threaten it with cripping status moves. Toxic provides another interesting support alternative, compromising Zapdos and opposing Suicune while either forcing Blissey and Celebi to switch or wearing them down to the point that one-on-one battles are feasible. Toxic is particularly deadly when paired with Dugtrio, which can switch in to pick off the weakened Blissey or Celebi. Lastly, Rest is an option on offensive Suicune as it shrugs off status attempts that would otherwise put Suicune on a timer, and gains longevity against checks like Seismic Toss Blissey, allowing it to boost with impunity and burn through their PP.

Non-Substitute sets, particularly Roar variants, will run more special attack and speed to exploit slower checks like opposing Suicune and defensive Celebi, yet on occasion they may run HP investment if their team needs the defensive utility. Rest Suicune generally runs 240 HP to not be 4HKOed by Blissey's Seismic Toss, and maximises Special Attack to ensure consistent damage output. Speed EV benchmarks for Suicune are 16 (outrunning Marowak, bulkier Dragon Dance Tyranitar sets and Milotic), 68 (outrunning neutral 252 Tyranitar, offensive Swampert, Body Slam Jirachi, as well as slower Magneton and Cloyster), 152 (outrunning Naive 252 Tyranitar, Adamant Metagross and Modest Magneton, as well as slower Celebi and Jirachi sets), and 228 (outrunning Jolly Metagross, Timid Magneton and Timid Cloyster, slower base 100 speed Pokemon and virtually all other Suicunes).

Offensive Suicune has utility in all phases of the game, depending on the particular variant being used. Traditionally, Roar, three-attacks or Toxic variants shine as leads or in the early-mid-game, creating immediate pressure against most leads and threatening to punch through shakier checks like Snorlax, Celebi and Skarmory from the word go, while being able to pivot easily out of passive counters like Milotic and Blissey. Suicune can also be used to switch into offensive threats like Metagross and Tyranitar in the early-game to wrest back momentum, if its team lacks a sturdier switch-in.

Team Options
========

This Suicune generally fits best on offensive teams—either generalist offensive builds or the more dedicated CMSpam archetype

Dugtrio synergises extremely well with Suicune sets that drop Ice Beam, as it can remove Celebi and open up Suicune's path to a sweep, while constantly threatening to pick off weakened Blissey.

As with defensive Suicune, Gengar's disruptive abilities and access to Explosion and Will-o-Wisp can be used to target special walls and open up paths for offensive Suicune to do damage, particularly with its threat to Explode on Blissey and open it up. In a similar vein, Regice threatens to Explode on Blissey and Snorlax while also checking Electric-types with its naturally high Special Defense.

Suicune generally synergises well with offensive Pokemon—Metagross, Snorlax, and Tyranitar all exert massive pressure on special walls that check Suicune and threaten to destroy them. Metagross' resistance to Rock-type moves helps cover Suicune against Tyranitar and Aerodactyl, while Snorlax can switch into Zapdos and Jolteon's STAB Thunderbolts and Tyranitar's sand helps apply pressure to Blissey, Snorlax, and Celebi. Heracross is another dangerous physical attacker that can switch into Blissey and Celebi and threaten to cleave defensive teams open, aiding Suicune immensely. Pairing Suicune with Spikes is also a viable option—Skarmory's physical walling allows Suicune's health to be preserved for its own sweeping efforts as opposed to having to switch into a Metagross early game, and Spikes can also wear away at Suicune's checks, particularly in conjunction with Roar. Offensive Swampert sets pair extremely well with Suicune in a double water core, as Swampert and Suicune can pressure their shared answers while improving a team's defense against dangerous physical threats. Lastly, Jirachi serves as a Rock-type resistance to back up Suicune against threats like Aerodactyl, while also offering Wish support and a secondary Calm Mind booster that can help to overload shared counters. A dual Calm Mind core in conjunction with Dugtrio's trapping and Gengar's disruption abilities provides not only significant offensive potency but a solid defensive backbone as well.

name: Substitute
move 1: Substitute
move 2: Calm Mind
move 3: Surf / Hydro Pump
move 4: Ice Beam / Rain Dance / Rest
item: Leftovers
ability: Pressure
nature: Modest
evs: 252 HP / 100 SpA / 156 Spe

Substitute provides immediate protection at the cost of overall longevity, blocking status from Blissey, Leech Seed from Celebi, and desperation Explosions from slower Pokemon like Metagross, Cloyster and Snorlax, thus allowing Suicune to bypass these Pokemon for an easier sweep. With maximum HP investment, Suicune produces 101 HP Substitutes that survive a Seismic Toss from Blissey, allowing Suicune to solo Blissey from full with Sand off.

Sets conglomerating the above options exist—Substitute + Roar, Substitute + Rest, etc—and these generally require more specialised precise support to function, but they can be extremely deadly against unprepared teams. As far as EVs go, these vary by set, yet every specialised spread will make tradeoffs on some level between bulk, power, and speed. In the following sentence I guess I was unclear that sometimes Subcune does not need full HP. Substitute sets require frequently use maximum HP to ensure that Substitute is not broken by Blissey's Seismic Toss—faster Substitute Suicunes are better at weaponising the protection Substitute offers for boosting opportunities, while slower variants have higher special attack to push through special tanks like Blissey and Snorlax. Sometimes, Substitute sets forgo HP in favor of Speed and Special Attack and simply use the Substitute to fend of Leech Seed, Explosion, and status moves.

Substitute sets are either used as leads who can bait out defensive answers like Milotic and Blissey and use them as set-up opportunities, or as endgame sweepers to be used once their counters have been weakened or eliminated outright.

name: Modest ResTalk
move 1: Calm Mind
move 2: Surf / Hydro Pump
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Pressure
nature: Modest
evs: 240 HP / 252 SpA / 16 Spe

[SET COMMENTS]
Set Description
=========

An offensive Suicune variant designed to combine defensive Suicune's longevity with consistent damage and offensive pressure, Modest ResTalk Suicune is a perpetual-motion sweeper with high upside and potent threat factor. Its premise is simple—Calm Mind gives Suicune boosting power, Surf provides a consistent attack, while ResTalk afford it both recovery and the ability to consistently attack, thereby rendering it immune to being worn down by status and a threat to phasers who would seek to Roar out a Resting Suicune. Its simplicity belies its effectiveness, however, as Suicune can easily accumulate boosts against unsuspecting checks and snowball its way through a team with repeated Surfs.

The moveset this Suicune carries is fairly self-explanatory—Calm Mind as a boosting move, Surf as the attack of choice, Rest and Sleep Talk for longevity. An important factor in understanding Suicune's use involves the mechanics behind Sleep Talk; if Suicune either switches out or is forced to switch immediately after using sleep talk, then the turns spent sleeping are reset to 0, thereby forcing it into two further sleep turns. This complication mitigates the defensive viability of a ResTalk Suicune, as a wasted sleep talk and an extra turn sleeping can prove fatal. This Suicune attempts to circumvent this problem by being a stallbreaker that aims to hit hard, targeting phasers in particular and threatening them for massive damage on the switch-in while Resting. The end result is a sweeper that can find early-game setup opportunities and exert constant pressure throughout the game until a window emerges for it to sweep.

This Suicune is particularly threatening when facing teams with Skarmory/Swampert/Blissey cores, as it can switch in easily throughout the game and accumulate boosts, Resting at opportune moments and then cutting loose with Surf against teams without a Water-type resistance. In particular, this set's ability to target Skarmory is potent—if Suicune chooses not to use Sleep Talk and merely rests as Skarmory uses Whirlwind or Roar, then its sleep turns will not be reset, giving Suicune free range to move while denying said Skarmory the chance to lay down spikes. This allows Suicune to maintain consistent health and pressure while still fishing for the chance of Sleep Talk rolling Surf as Skarmory switches in. The EV spread tends towards power and bulk, ensuring that Suicune outruns slower breakers like Marowak while not being 4HKOed by Blissey's Seismic Toss, with maximised Special Attack investment to guarantee damage output.

Team Options
========

As potent as ResTalk Suicune is, its reliance on Surf as its solitary attack leaves it vulnerable to being slowed down by Water-type resistances—opposing Suicunes, Celebi, Salamence and Vaporeon being some examples. Thus, this Suicune set partners well with offensive threats that appreciate its ability to switch into Swampert and Blissey consistently and apply consistent pressure against TSS teams. In particular, offensive Explosion users like Metagross and Snorlax make for good partners, as they can switch into certain of Suicune's answers while luring opposing Suicunes and Celebis, easing Suicune's path to a sweep. Mixed Metagross in particular is another Pokemon that targets opposing TSS cores while luring Zapdos and Celebi, while Curse + Selfdestruct Snorlax tends to lure Explosions from opposing Metagross which might otherwise explode to stop a Suicune sweep. SubSalac Swampert is an interesting partner, forming a double water core with Suicune while threatening to remove its counters in Suicune and Celebi via Endeavor and also providing Ice Beam coverage for Salamence, which happens to be a Water-type resistance and an impediment to ResTalk Suicune. Claydol is another partner with great defensive synergy, as a pivot that switches into Thunderbolts, a Rock-type resistance, and a spinner that can remove Spikes to facilitate Suicune's entrance. While not as common, Flygon is a surprisingly good partner, as a Spikes-immune Pokémon that can check Tyranitar, Aerodactyl, and most Zapdos variants —as those primarily carry HP Grass—while appreciating Suicune's ability to carve up Swampert/Skarmory/Blissey cores that check Flygon's offense.

Wish users like Salamence, Blissey and Jirachi can also assist Suicune by passing Wishes to ease its safe entry while Resting, thereby preserving its health and making it harder to take down. While not an obvious partner, Magneton removes the most potent phaser and Spiker in the tier, Skarmory, thereby making it easier for Suicune to take control of a game. Celebi provides another pivot that can support Suicune against Electric-type attacks while checking opposing Suicunes, support Suicune's longevity and offensive pressure with Leech Seed support and Baton Passes and even potentially form a dual Calm Mind core with it. Lastly, Suicune's dominance in the TSS matchup incentivises pairing it with archetypes like Physical Offense or Jolteon Spikes, which struggle to make headway against Swampert-Blissey-Skarmory defensive cores but tend to do well against matchups Suicune struggles with. Despite the lack of direct synergy in such a combination, this pairing allows a team to divide its matchups and carry out different offensive approaches based on its opponent's team structure.

[STRATEGY COMMENTS]
Other Options
=============

Reflect is an option that bolsters Suicune's already absurd physical defense while also screening it from Explosions that would normally OHKO it. In a different vein, Mirror Coat can be used as a lure to Electric-types, as Suicune's natural bulk allows it to live a STAB Thunderbolt from Zapdos and return the damage with Mirror Coat. Rain Dance can be used to dispel sand and boost Surf's damage, increasing Suicune's longevity and threat factor at the same time. Protect can be used to regain Leftovers turns outside of sand and play around threats like Metagross, Snorlax, and Gengar who would use Explosion as a way of removing Suicune.

Checks and Counters
===================

(Suicune is one of the metagame's most multifaceted threats, and thus it has no real blanket checks or counters, as each of its impediments can be exploited or simply destroyed by the right set. Thus, teams are generally forced to lean on a combination of factors to check or take down Suicune; pairing multiple checks for different variants, heavy offensive pressure, Spikes and sandstorm chip, multiple Explosion users with Dugtrio follow-up, and so on. Stall teams in particular struggle with Suicune, as its access to Rest generally invalidates any attempts to wear it down; the best mechanism involves chipping it early game, forcing it to Rest and then phasing it to force it to switch in on Spikes, and then using a Taunt user or an Explosion user to disrupt its rhythm, preferably with a Dugtrio behind to secure the kill. Teams that set sand and Spikes thus have natural defense mechanisms in practice—of the tier's viable Spikers, Skarmory can phase Suicune while Forretress and Cloyster can Explode on it.) - gonna revise this at some point

Celebi: Celebi is the best possible answer to defensive Suicune and probably its best overall answer as well—between naturally high bulk, a resistance to Suicune's STAB attacks, Leech Seed to wear away at Suicune's health and a variety of other tricks to compromise its sweeping potential. However, faster Suicunes can threaten to 2HKO Celebi with boosted Ice Beams or simply wall its Leech Seeds via Substitute and set up on it for free.

Zapdos: Zapdos is the best offensive answer to Suicune, as threatens it with STAB Thunderbolts that 2HKO even after a Calm Mind, can phase it with Roar and has a naturally high special defense to dogfight Suicune. However, offensive sets can be chipped and worn down while switching in, while defensive sets can be forced to Rest and treated like sitting ducks to set up on.

Blissey: The tier's premier answer to special attackers, Blissey does extremely well against offensive Suicune, threatening to status it with either Toxic or Thunder Wave and gradually wear it down while stonewalling its attacks. However, it cannot beat Rest Suicune without critting, and is reduced to being a short-term check that can chip it for the primary counters. Substitute Suicune sets can also take advantage of Blissey's reliance on status and Seismic Toss to set up multiple Calm Minds on it, though they struggle to break Blissey in practice.

Snorlax: Like Blissey, Snorlax's high natural special attack allows it to switch into Suicune and either use it as set-up or simply lay into it with high-powered attacks. However, Curse Snorlax struggles to push through defensive Rest Suicune, and can be worn down by offensive variants and forced to Self-Destruct to try and take Suicune down.

Regice: Regice combines high special defense with a solid special attack stat, and it can pressure Suicune with any of Thunderbolt, the rare Psych Up, and Explosion with Dugtrio follow-up. However it has no longevity whatsoever and can be outlasted by defensive Suicunes in most scenarios.

Salamence: Choice Band Salamence makes for an interesting answer, as it resists Surf and can switch in on Resting Suicune, threatening a roll to 3HKO it with HP Flying under Sand. Additionally, Salamence's speed allows it to revenge worn down offensive Suicune in certain scenarios, however its vulnerability to Ice Beam renders it imperfect as a check.

Jirachi: Jirachi can Calm Mind alongside Suicune variants lacking Roar, and pound them with Thunder to force them to Rest. Like Salamence, however, Jirachi's particular vulnerability to one move in particular—Roar—renders it imperfect as a check.

Venusaur: Similarly to Celebi, Venusaur resists Surf while laying down Leech Seed and can additionally disrupt offensive Suicune variants with Sleep Powder. However, it lacks Celebi's bulk and recovery and is more prone to being worn down.

Vaporeon: Technically a perfect counter to Suicune, as its Water Absorb renders it immune to Surf and it can threaten to remove Suicune's boosts via Roar or Haze, however it is vulnerable to Toxic or HP Grass and is also prone to being PP stalled, as it cannot harm Suicune outside of Toxic.

Quagsire: Like Vaporeon, Water Absorb renders Quagsire technically perfect as a counter, but it lacks recovery outside of Rest and is thus prone to being worn down.

[CREDITS]
- Written by: [[Lord Ninjax, ]]
- Quality checked by: [[vapicuno, 5454], [, ]]
- Grammar checked by: [[, ], [, ]]
 
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Hey, discussed with the ADV QC team, and we feel that it's best for you to iron out Moltres and Swampert and get them into GP first before moving onto Suicune. I'm going to lock this for now, but this will be unlocked as soon as sufficient progress is made on the other analyses and you've shown that you have good receptiveness to implementing QC checks for these important analyses. Please join our Discord if you can btw, which you can find in this post. Thanks!

Edit: Unlocked
 
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Triangles

Big Stew
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World Defender
Gonna QC what's there.

General set comments, I'm not sure Modest max should be the default spread for Crocune. I think Modest is good and certainly worth a mention as an alternative spread, if you explain its uses - better Bliss pressure, strong Surfs on Skarm and Zap and Lax etc. But max max Bold should be the go-to in general as on most teams Cune still has to be the defensive Water and soak hits from the physicals. Also improves your chances vs Dug.

Second comment is that I am not sure SubCM and offensive CM play differently enough to each other for them to be different sets. I'd personally just have Sub as a slash on the offensive set, as Sub cune is much less common these days. And then of course mention in the set description that if you are using sub you should have max hp instead of the spread thats there.

Couple of comments on the writing style.

Once arguably the best Pokemon in ADV OU,
It never was

As far as other options go, Toxic provides general utility, helps break down Blissey and Celebi in lastmon scenarios, and discomfits other bulky Water-types like Milotic and Vaporeon, while Sleep Talk allows Suicune the chance to act while sleeping, which allows Suicune to play around phasers looking to force it to Rest and safely Roar or Whirlwind it out,
Don't talk about sleep talk as an 'other option' when you have crocune as another set on the analysis.

244 (+spe tar, endeavor pert, most metas and mags) or even 263 (timid mag, timid cloy and jolly meta, as well as slower zap and rachi, being faster than celebi doesn't mean a fuckton with only surf but it does that too ig).
I'd never make crocune that fast, you are seriously detracting from bulk / power there. 223 for tar and pert, sure (even then that is possibly not too good as a major application of being fast on defensive cune is roaring the mirror and crocune does not have roar), but definitely not any faster than that.

I'd mention in the intro that Cune suffers as a bulky water because it neither resists rock like pert nor has instant recovery like milo. It is forced to rest pretty quickly and that can be a momentum loser.

Aand you havent done team options yet but id say the things to mention in general are Dug for celebi and the boys, a Rock resist like Rachi/meta, something that beats zap comfortably (probably Bliss/Cele). Also mention Wish support because Cune doesnt like to press Rest vs offense and thats one of the better ways to get it back up healthy again. Offensive Cune likes being alongside boom gar ofc.

Get back to this big fella. I can write a set or two if you need.
 

wyc2333

A=X+Y+Z Y: Hard Work
not a qc, but in my opinion, although sub and offensive cune may not be played in different ways, they deserve different sets, otherwise there are too many slashes
anyway, Substitute allows Suicune to block status and with 404 HP, it will always survive a seismic toss, which differs from offensive cune
 
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I also think offensive 3 atk Suicune, Modest Crocune, and Substitute max hp Suicune should be 3 different sets as they are played in very different ways.
Substitute Suicune wants sand removed so it can 1vs1 Blissey, offensive 3 attacks works well with sand too but you have to have a plan to remove Blissey from the game(i.e. Gengar boom+Duggy), and then Modest Crocune is more of a stall breaker on teams that otherwise would struggle with Blissey and Milotic.
 
This is how i would organize the sets:

name: Defensive
move 1: Calm Mind
move 2: Surf
move 3: Rest
move 4: Roar / Ice Beam
item: Leftovers
ability: Pressure
nature: Bold
evs: 248 HP / 196 Def / 64 Spe

I would mention Sleep Talk here as an alternative in the 4th slot instead of slashing it.

name: Substitute
move 1: Substitute
move 2: Calm Mind
move 3: Surf
move 4: Ice Beam / Roar / Rest
item: Leftovers
ability: Pressure
nature: Modest
evs: 252 HP / 104 Sp Atk / 152 Spe

I would mention Toxic as an alternative in the 4th slot and Hydro Pump as an alternative to Surf.

name: Offensive
move 1: Calm Mind
move 2: Hydro Pump
move 3: Ice Beam
move 4: Hidden Power Grass
item: Leftovers
ability: Pressure
nature: Modest
evs: 104 HP / 252 Sp Atk / 152 Spe

I would mention Roar, Surf and HP Electric as alternatives in the 4th slot.

name: Modest Crocune
move 1: Calm Mind
move 2: Surf
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Pressure
nature: Modest
evs: 104 HP / 252 Sp Atk / 152 Spe

Just mention Hydro Pump as an alternative in the 2nd slot.
 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
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Moderator
based on what you've updated today, i'd suggest we have a discussion with the qc team on how to split the offcune sets. i'm generally along mikmer's lines:
1. cm, hydro, ice, roar/grass/surf
2. cm, hydro/surf, sub, tox/ice
3. cm surf resttalk

i think there's enough to be said about them having different usage and team options to warrant different sets. for example

1. cm spam or offense with sand, works well in lead position or as unrevealed pert pivot.
2. can either be used lead early game to tox on bliss/cel and dugtrap, or can lategame sweep with ice beam. appreciates weather change. ice beam changes the functionality quite a bit on this one.
3. works very differently from 1 and 2. stallbreaks in the face of defensive tss, can rinse and repeat by talking first turn and sleeping second turn on skarm. without ice beam, needs zap cel lures, secondary mence check, and boom lures.
 

vapicuno

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Hey ninjax,
Just as a written reminder and consolidation of the things we discussed in our last cord convo, and also some consolidated opinions in ADV QC:

I think we agreed on three general sets: rest, offcune (which includes subcune and roar), crocune (in that order)

Triangles, BKC and I agreed that bold crocune should be lumped into standard roar rest (so slashed over roar), while modest crocune should be its own set.

As we also agreed last time, Rest won't be slashed on offcune, but will be mentioned as an option over Roar in the set description. As for the others, slashed or not slashed, I think we can figure it out later. Roar and Substitute take priority on offcune, of course.

Thanks for the hard work!
 

vapicuno

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I generally feel that it's good writing, though I think I'd do some of the sets differently. I'm in favor of dropping Ice Beam / Sleep talk on the standard defensive set while retaining them in the description because they're a lot less used, and I feel that there's too many slashes on the offcune set. Sub/Roar is too niche of a set to mention, so I wouldn't put them on both slots. Retaining the mentions in set description, I would probably do

name: Offensive
move 1: Calm Mind
move 2: Hydro Pump / Surf
move 3: Ice Beam / Toxic
move 4: Roar / Hidden Power [Grass] / Substitute / Toxic

We should finalize EVs on offcune with the QC team, but that's just a minor change we can get to later on.

Comments below. Once implemented, I will review and give it my qc check.

[OVERVIEW]

Once possibly the best Pokemon in ADV OU, Suicune is still a dominant force in the modern game, offering immense defensive utility alongside nearly unmatched sweeping potential. This feels a bit hyperbolic. As Triangles said, I'd tone down on the best pokemon part (that was like 16 years ago?) and there are tons of other sweepers around. As far as being a defensive Water-type, Suicune's defenses outstrip Milotic's and Swampert's, and it can shrug off both physical heavy hitters and surprise special attacks from the tier's primary threats, Tyranitar, Salamence, and Metagross. Furthermore, Suicune's access to a boosting move in Calm Mind makes it lethal beyond compare, as it becomes harder to KO from the special side while its Surfs become absolutely nuclear. Suicune's access to Rest bolsters its defensive prowess and boosting potential by giving it total recovery and allowing it to shrug off status, making it much harder to stop, and Suicune can run a variety of alternate moves to work past potential counters, such as Ice Beam, Hidden Power Grass, Substitute, Roar, Toxic, and even more.

Despite this, Suicune has a number of flaws and shortcomings—most importantly its grounded status and pure Water-typing, which render it vulnerable to Spikes and sandstorm. Suicune's reliance on Rest can also become a painful double-edged sword—Suicune lacking Rest will be even more vulnerable to being worn away at and will struggle to push through special walls like Blissey, but with Rest comes the danger that Suicune will be used as set-up fodder while asleep by Spikes users and other boosting sweepers. Suicune also struggles to set-up and sweep against teams containing an Electric-type or Celebi, the former of which threaten it with high power STAB super-effective Thunderbolts while the latter resists its primary attack in Surf and can beat it by setting Leech Seed, setting up Calm Minds alongside it, or using the rare Perish Song to deny it safe set-up and guarantee its death in a lastmon scenario. Lastly, despite its gargantuan bulk, Suicune is still prone to attackers wielding Self-Destruct or Explosion, such as Metagross and Snorlax or even Cloyster and Gengar, which can either KO it outright or weaken it to the point that it's effectively removed from the game, and its lack of a resistance to Rock-type moves like that which Swampert has render it vulnerable to being flinched out in close games by threats such as Dragon Dance Tyranitar or Choice Band Aerodactyl.

name: Defensive
move 1: Calm Mind
move 2: Surf
move 3: Rest
move 4: Roar / Ice Beam / Sleep Talk
item: Leftovers
ability: Pressure
nature: Bold
evs: 248 HP / 252 Def / 8 Spe 240 HP / 252 Def / 16 Spe to also outspeed Machamp; still has 401 HP which survives 5 tosses.

[SET COMMENTS]
Set Description
=========

Calm Mind, Surf, and Rest are all bread and butter staples for Suicune, maximising its longevity and ability to sweep against virtually any sort of opposition. Calm Mind boosts Suicune's Special Attack and Special Defense simultaneously, allowing it to snowball boosts against defensive teams, while Surf serves as the STAB attack of choice in tandem with it. Rest is Suicune's only source of longevity, yet it serves its purpose, allowing Suicune to heal to full and removing status that can plague it. The last move is a matter of preference— I don't think it's accurate to say it's down to preference -- some teams need Roar, not just as a good-to-have, otherwise they lose to curselax/cune and are heavily pressured by ddmence. Subsequently, mention that Roar is by far the dominant option. Roar allows you to phase other set-up sweepers, particularly opposing Suicune, Curse Snorlax, and Dragon Dance Salamence, and it tends to provide the best general utility as well as complementing Spikes or covering for a weak defensive backbone. In contrast, Ice Beam gives you a secondary attack, nailing the Grass-types that resist Surf as well as hitting Zapdos super-effectively and OHKOing Salamence (it doesn't actually OHKO for sure). Sleep Talk counteracts one of Rest's primary detriments by allowing Suicune to move while sleeping, which helps to exploit certain defensive teams whose answer to Suicune is forcing it to Rest and then using Whirlwind to force it out—the chance of Sleep Talk rolling Surf threatens massive damage to Skarmory and other phazers while providing consistent offense against more passive special walls like Blissey. Keep in mind that this momentum comes at the cost of Suicune relying entirely on Surf to deal damage and thus being more exploitable by the other above-mentioned threats. As far as alternative options go, Toxic provides general utility, helps break down Blissey and Celebi in lastmon scenarios, and discomfits other bulky Water-types like Milotic and Vaporeon.

The given EV spread maximises Suicune's ability to take physical hits, ensuring that Suicune is not 3HKOed by threats like Choice Banded Aerodactyl or Choice Banded Metagross even with Sand down, while the speed helps Suicune in the mirror match. An alternate spread would probably entail around 68 speed to outrun maximum invested neutral Speed Tyranitar as well as slower Pokemon around that range, such as offensive Swampert, Body Slam Jirachi, and slower breakers like Marowak and Machamp.

Mention some usage tips: PP stall Blissey/Celebi, keep a low profile until Meta gets dugged, clear weather if possible.

Team Options
========

Despite its standalone prowess, Suicune has a number of compromising issues that it appreciates teammates' abilities to handle. Spikes are a consistent thorn in Suicune's side, whittling away at it on the switch and making it difficult for it to stand up to physical attackers such as Salamence and Metagross. Claydol's Rapid Spin removes Spikes while its solid bulk and resistance to Rock allows it to fend off Tyranitar and Aerodactyl for Suicune. Magneton, on the other hand, can trap Skarmory, simultaneously limit the layers of Spikes it can put down and destroying a phaser who can disrupt Suicune's attempts at sweeping, while also switching into Aerodactyl's Rock Slide and potentially trapping Choice Banded Metagross. Despite compounding Suicune's weakness to Electrics and Celebi, Starmie can back Suicune up in a dual-water core and use Rapid Spin to remove Spikes as well. Uhh, I'm not too sure about this. Using Starmie instead of Claydol means Metagross/Jirachi as sole rock resist seems very iffy. Seems like you would need Meta/Jira+Dug+Cune+Starm which is a highly specific 4-core. Beyond the Spikes weakness, pairing Rock-resistant Pokemon with Suicune is generally prudent to keep it from being exploited by Sand and Rock Slide flinches—aside from the aforementioned Claydol and Magneton, Metagross and Jirachi also pair well with Suicune. Despite sharing a dislike of Skarmory, Metagross still threatens Blissey, Snorlax, and other special walls that switch into Suicune with its powerful Meteor Mash, while also fending off Tyranitar and Aerodactyl consistently. Jirachi on the other hand can form a dual Calm Mind core with Suicune, where both Pokemon can weaken special walls in tandem. Jirachi can also spread paralysis via Body Slam or Thunder and also pass Wishes to help Suicune's longevity.

As far as Suicune's weaknesses and counters go, support is generally easy to come by. Suicune's weakness to Electrics—primarily Zapdos, and Jolteon to a lesser degree—can be covered by partnering it with either Blissey or Celebi. Like Jirachi, Blissey can run Wish and spread paralysis for Suicune, while Celebi can either form a dual Calm Mind core or support Suicune with Leech Seed and Baton Pass. Spikers like Skarmory and Forretress generally partner well with Suicune, acting as backup physical walls while switching into Celebi, and also helping Ice Beam-less Suicune to abuse Roar and rack up Spikes damage on its counters. Dugtrio can trap Celebi as well as weakened Blissey, most Jirachi, and offensive Tyranitar sets, all of which Suicune generally appreciates. Lastly, Gengar's disruptive abilities are generally appreciated by Suicune for support, and its Will-o-Wisp and Explosion can compromise special walls and open a window for Suicune to go to town. I don't think Explosion is really the set to go with Suicune here, is it? After all, the point is to set up on Blissey. Boom feels like it's more for offcune.

Mention weather change as a move on the team; Sunny Day Dugtrio especially. Mention CBmence as partner, robust hera/gyara pivot and intimidate helps keep physicals under control when cune is weak.


name: Offensive
move 1: Calm Mind
move 2: Hydro Pump / Surf
move 3: Ice Beam / Substitute / Roar / Toxic
move 4: Substitute / Roar / Hidden Power [Grass]
item: Leftovers
ability: Pressure
nature: Modest
evs: 252 HP / 100 SpA / 156 Spe

[SET COMMENTS]
Set Description
=========

Offensive Suicune is defined primarily by its versatility Eh, yes it is versatile, but I don't think that's what defines it. Its niche is breaking down bulky offense like the Mence/TTar/Meta/Lax kind of stuff., having any number of variants that can ease certain matchups and bypass particular counters. Virtually any permutation of the moveslot options above can prove effective with the right EV spread and team support. Calm Mind is a given as a boosting move that allows Suicune a way to push through defensive checks such as Zapdos, Celebi and Snorlax, while the water-type STAB gives it a bread-and-butter attack for damage output. The choice between Hydro Pump and Surf comes down to preference— Again I don't really think this is a preference thing, and you even mentioned it in the next sentence. Hydro's ability to threaten OHKO on bulkless Tyranitar is huge, and is a big reason why offcunes use it (mention this point). Hydro Pump has higher damage, but Surf's higher PP and perfect accuracy provide consistency and a generally better option on bulkier Suicunes that don't quite need Hydro Pump's raw power.

The remaining options are a matter of preference, and can be combined in a variety of ways. Ice Beam is a secondary STAB that hits Water-type resistances like Celebi and Salamence—in a similar vein, Hidden Power Grass can be used to crush Swampert for offensive teams as well as push past Water-types like Milotic, Vaporeon and opposing Suicune (move this before Vaporeon, because this is by far the most important reason to use HP Grass apart from Swampert. Mention that HP Grass usually goes over Roar on the 3atk set because the filler slot typically is something that deals with opposing cune). Substitute provides immediate protection at the cost of overall longevity, blocking status from Blissey, Leech Seed from Celebi, and desperation Explosions from slower Pokemon like Metagross, Cloyster and Snorlax, and thus allowing Suicune to bypass these Pokemon for an easier sweep. Mention 101 HP Subs help to solo bliss from full without Sand. Roar as an alternative is primarily supportive I don't think Roar is considered the alternative, it is by far the most common offcune set used today apart from grass. Roar should be mentioned before Sub. , exploiting other Calm Mind users like Suicune, Celebi and Jirachi for easy set-up and denying them their boosts, while also helping to force switches and rack up Spikes damage. Offensive Roar Suicune however tends to require support against checks like Blissey and Zapdos which can fight Suicune one-on-one. Toxic provides another interesting support alternative, compromising Blissey, Celebi, Zapdos and opposing Suicune and wearing them down to the point that one-on-one battles are feasible. Toxic is particularly deadly when paired with Dugtrio, which can switch in to pick off the weakened Blissey or Celebi. Mention Toxic can go over Roar since it is also an anti cune measure, or it can go with Sub to deal with bliss better. Lastly, Rest is an option on offensive Suicune as it shrugs off status attempts that would otherwise put Suicune on a timer, and gains longevity against checks like Seismic Toss Blissey, allowing it to boost with impunity and burn through their PP.

Sets conglomerating the above options exist—Substitute + Roar, Substitute + Rest, etc—and these generally require more specialised precise support to function, but they can be extremely deadly against unprepared teams. As far as EVs go, these vary by set. Substitute sets require maximum HP to ensure that Substitute is not broken by Blissey's Seismic Toss, and generally wants enough speed investment to set Substitute safely. I don't think this is entirely accurate. People like Noitu have successfully used fast Subcune where sub is mainly for blocking status/leech/boom, whereas UD's been a big fan of minimal speed subcune because it needs all the sp.atk it can get to break Blissey and Snorlax. These tradeoffs have to be mentioned. Non-Substitute sets, particularly Roar variants, will run more special attack and speed to exploit slower checks like opposing Suicune and defensive Celebi. Rest Suicune generally runs 240 HP to not be 4HKOed by Blissey's Seismic Toss, and maximises Special Attack to ensure consistent damage output. Speed EV benchmarks for Suicune are 16 (outrunning Marowak, Machamp, bulkier Dragon Dance Tyranitar sets and Milotic), 68 (outrunning neutral 252 Tyranitar, offensive Swampert, Body Slam Jirachi, as well as slower Magneton and Cloyster), 152 (outrunning Naive 252 Tyranitar, Adamant Metagross and Modest Magneton, as well as slower Celebi and Jirachi sets), and 228 (outrunning Jolly Metagross, Timid Magneton and Timid Cloyster, slower base 100 speed Pokemon and virtually all other Suicunes).

Mention usage tips: CM + 3atks/roar/tox often leads, with the idea of breaking lax / celebi, while its only show stoppers Milo/Bliss are both very passive and easily pivoted into. Sub Tox can also lead to immediately put pressure on Bliss. Sub cune is usually endgamer.

Team Options
========

Suicune generally synergises well with offensive Pokemon—Metagross, Snorlax, and Tyranitar all exert massive pressure on special walls that check Suicune and threaten to destroy them. Metagross' resistance to Rock-type moves helps cover Suicune against Tyranitar and Aerodactyl, while Snorlax can switch into Zapdos and Jolteon's STAB Thunderbolts and Tyranitar's sand helps apply pressure to Blissey, Snorlax, and Celebi. As with defensive Suicune, Gengar's disruptive abilities and access to Explosion and Will-o-Wisp can be used to target special walls and open up paths for offensive Suicune to do damage. Pairing Suicune with Spikes is also a viable option—Skarmory's physical walling allows Suicune's health to be preserved for its own sweeping efforts as opposed to having to switch into a Metagross early game, and Spikes can also wear away at Suicune's checks, particularly in conjunction with Roar. Lastly, Dugtrio synergises extremely well with Suicune sets that drop Ice Beam, as it can remove Celebi and open up Suicune's path to a sweep. Mention offpert/endpert as double water core that is both offensive strong and provides the physical backbone for dealing with physicals. Heracross to pivot into Blissey/Celebi. Rachi tends to be good for additional rock resist that would have been provided by pert otherwise, and the double special attacker + Dugtrio + Gengar is very offensively potent and still checks Ttar.

name: Modest ResTalk I bet the GP team is going to ask you to rename this as RestTalk, but that's not my call.
move 1: Calm Mind
move 2: Surf / Hydro Pump
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Pressure
nature: Modest
evs: 240 HP / 252 SpA / 16 Spe

[SET COMMENTS]
Set Description
=========

This is where we need to talk about sleep talk mechs, since this is the only mon in modern meta that uses stalk. The idea is that cune will have its stalk turns reset unless it does not use stalk the last turn before it switches out, making defensive usage of sleep talk very difficult. Modest takes a different route by attempting to be a stallbreaker through hitting phazers on the switch as you have mentioned. Also good surprise factor.

An offensive Suicune variant designed to combine defensive Suicune's longevity with consistent damage and offensive pressure, Modest ResTalk Suicune is an engine for the modern ADV tier. Its premise is simple—Calm Mind gives Suicune boosting power, Surf provides a consistent attack, while ResTalk afford it both recovery and the ability to consistently attack, thereby rendering it immune to being worn down by status and a threat to phasers who would seek to Roar out a Resting Suicune. Its simplicity belies its effectiveness, however, as Suicune can easily accumulate boosts against unsuspecting checks and snowball its way through a team with repeated Surfs. The end result is a sweeper that can find early-game setup opportunities and exert constant pressure throughout the game until a window emerges for it to sweep.

This Suicune is particularly threatening when facing teams with Skarmory/Swampert/Blissey cores, as it can switch in easily throughout the game and accumulate boosts, Resting at opportune moments and then cutting loose with Surf against teams without a Water-type resistance. ResTalk Suicune's potency comes at certain costs, however,—its reliance on Surf as its primary attack leaves it vulnerable to being slowed down by Water-type resistances. Celebi can lay Leech Seed to cut into Suicune's longevity, and potentially even boost Calm Minds alongside Suicune. Dragon Dance Salamence is another Water-type resistance which can stack boosts dangerously in front of Resting Suicune, as can opposing Roar Suicunes.

Mention usage tips: this set can CM and rest reliably early vs passive TSS teams, because if it rests and talks as skarm comes in, and sleeps on the roar turn, then cune will come in at near max HP awake, while skarm would have had 0 opportunities to lay spikes. The idea is to mix up your rest turns so the opponent will never know when to bring skarm in, and you can keep fishing for the 1/3 rolls while remaining spike-free.

Team Options
========

This Suicune set slots nicely onto offensive teams that appreciate its ability to switch into Swampert and Blissey consistently and back up their offensive pressure. These teams generally pack multiple Explosion users like Metagross and Snorlax, which can lure opposing Suicunes and Celebis, easing Suicune's path to a sweep. Tpunch/Grass mixmeta in particular is good at luring Zap/Cel. Curse Boom lax is good at forcing Meta boom. SubSalac Swampert is an interesting partner, forming a double water core with Suicune while threatening to remove its counters in Suicune and Celebi via Endeavor and also providing Ice Beam coverage for Salamence that RestTalk Suicune lacks compared to standard offensive Suicune. Claydol is another partner with great defensive synergy, as a pivot that switches into Thunderbolts, a Rock-type resistance, and a spinner that can remove Spikes to facilitate Suicune's entrance. Wish users like Salamence, Blissey and Jirachi can also assist Suicune by passing Wishes to ease its safe entry while Resting, thereby preserving its health and making it harder to take down. While not an obvious partner, Magneton removes the most potent phaser and Spiker in the tier, Skarmory, thereby making it easier for Suicune to take control of a game. Celebi provides another pivot that can support Suicune against Electric-type attacks while checking opposing Suicunes.

Mention Flygon as additional Spikes-immune physical-check that can also deal with Zapdos (that carries grass). Mention complementary archetypes like Jolt Spikes that are good vs offensive teams so that you divide the MU between cune for defensive and spikes stack for offensive.

[STRATEGY COMMENTS]
Other Options
=============

Reflect is an option that bolsters Suicune's already absurd physical defense while also screening it from Explosions that would normally OHKO it. In a different vein, Mirror Coat can be used as a lure to Electric-types, as Suicune's natural bulk allows it to live a STAB Thunderbolt from Zapdos and return the damage with Mirror Coat. Rain Dance can be used to dispel sand and boost Surf's damage, increasing Suicune's longevity and threat factor at the same time. Protect can be used to regain Leftovers turns outside of sand and play around threats like Metagross, Snorlax, and Gengar who would use Explosion as a way of removing Suicune.

Checks and Counters
===================

The way you are breaking this up is slightly strange to me, because Celebi and Zapdos aren't really comparable, and neither are Blissey and Snorlax, so I don't really understand why you are putting them in the same paragraph. It's probably better to just use the form of
**check**: explanation when you proceed to individual checks.

Mention in an intro paragraph that there are no blanket-checks for Suicune, it has to be tailored to its set and teams usually have to depend on combinations to take down the different sets. Mention that defensive cune is not straightforward for stall teams to take down. Usually requires chipping with bliss/cel and phazing it midgame, then booming at the end or some other method like getting Taunt gar in before cune gets the chance to set up.


Celebi is only for defensive!!! Suicune's number one answer —between naturally high bulk, a resistance to Suicune's STAB attacks, Leech Seed to wear away at Suicune's health and a variety of other tricks to compromise its sweeping potential. However, faster Suicunes can threaten to 2HKO Celebi with boosted Ice Beams or simply wall its Leech Seeds via Substitute. In a similar vein, Venusaur resists Suicune's Surfs while laying down Leech Seed and potentially even landing Sleep on it, but its lack of recovery and lower overall bulk count against its viability as a long-term check. Zapdos is another answer, as it has high natural special defense and can rain down STAB Thunderbolts on Suicune or phase it out with Roar. However, Zapdos will always be a flawed answer on its own—offensive sets can be chipped on the switch, while defensive sets can be forced to Rest and then mercilessly set up on.

Blissey, the tier's premier answer to special attackers, does extremely well against offensive Suicune, threatening to status it with either Toxic or Thunder Wave and gradually wear it down while stonewalling its attacks. However, it struggles to pressure Rest or Substitute Suicune sets without running Thunderbolt or significant support (even with Thunderbolt and even CM, Blissey is not getting past roar+restcune without critting, so it's misleading to say that). Snorlax is a similarly effective check, switching into Suicune and threatening to either boost with Curse or simply power through Suicune with STAB Body Slam. Snorlax's weaknesses come from its vulnerability to being worn down, and boosted Suicune can force it to Self-Destruct to avoid a sweep. Curselax is also going to have a very hard time getting past standard defensive rest. Lastly, Vaporeon and Quagsire are technically perfect counters with their Water Absorb immunity to Suicune's Surfs; however, they cannot stop defensive Suicune from setting up (not true, there's haze) or beating them via a method like Toxic.

Suicune's greatest impediment in practice is chip damage, which exploits its lack of instant recovery and less than stellar speed tier. Teams that set Sand and Spikes thus have defense mechanisms in practice—of the tier's viable Spikers, Skarmory can phase Suicune while Forretress and Cloyster can Explode on it. Once worn down, Suicune is much more vulnerable to being revenge killed by faster attackers like Salamence, Gengar or Aerodactyl, and Spikes can prevent it from switching out and back in with ease.

Mention some less reliable checks: Regice can boom on it with dug follow up, Jira can force it to rest with Thunder, CBmence comes in on surfs and is favored to 3hko in sand.

[CREDITS]
- Written by: [[Lord Ninjax, ]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 
Last edited:

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
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Looks good, just need you to perform these minor changes and it'll be 1/2. blue = make the exact change, green = comment.

[OVERVIEW]

Suicune's viability in ADV OU comes from it's being a defensive Water-type with access to Calm Mind, checking some of the tier's most dangerous physical threats while providing an offensive presence that other bulky Water-types lack. As far as being a defensive Water-type, Suicune's defenses outstrip Milotic's and Swampert's, giving it the heft to shrug off both physical heavy hitters and surprise special attacks from the tier's primary threats, Tyranitar, Salamence, and Metagross. Furthermore, Suicune's access to a boosting move in Calm Mind makes it lethal beyond compare, as it becomes harder to KO from the special side while its Surfs become absolutely nuclear, and Suicune can run a variety of alternate moves to work past potential counters, such as Ice Beam, Hidden Power Grass, Substitute, Roar, Toxic, and even more. Suicune's access to Rest bolsters its defensive prowess and boosting potential by giving it total recovery and allowing it to shrug off status, making it much harder to stop.

Despite this, Suicune has a number of flaws and shortcomings—most importantly its grounded status and pure Water-typing, which render it vulnerable to Spikes and sandstorm damage. Suicune's reliance on Rest can also become a painful double-edged sword—Suicune lacking Rest will be even more vulnerable to being worn away at and will struggle to push through special walls like Blissey, but with Rest comes the danger that Suicune will be used as set-up fodder while asleep by Spikes users and other boosting sweepers. Suicune also struggles to set-up and sweep against teams containing an Electric-type or Celebi, the former of which threaten it with high power STAB super-effective Thunderbolts while the latter resists its primary attack in Surf and can beat it by setting Leech Seed, setting up Calm Minds alongside it, or using the rare Perish Song to deny it safe set-up and guarantee its death in a lastmon scenario. Suicune is also prone to attackers wielding Self-Destruct or Explosion, such as Metagross and Snorlax or even Cloyster and Gengar, which can either KO it outright or weaken it to the point that it is effectively removed from the game. Lastly, despite its gargantuan bulk, Suicune's lack of a resistance to Rock like Swampert, or a recovery move without drawbacks like Milotic render it vulnerable to being flinched out in lateganes by Dragon Dance Tyranitar and Choice Band Aerodactyl.

name: Defensive
move 1: Calm Mind
move 2: Surf
move 3: Rest
move 4: Roar / Ice Beam / Sleep Talk
item: Leftovers
ability: Pressure
nature: Bold
evs: 240 HP / 252 Def / 16 Spe

[SET COMMENTS]
Set Description
=========

Calm Mind, Surf, and Rest are all bread and butter staples for Suicune, maximising its longevity and ability to sweep against virtually any sort of opposition. Calm Mind boosts Suicune's Special Attack and Special Defense simultaneously, allowing it to snowball boosts against defensive teams, while Surf serves as the STAB attack of choice in tandem with it. Rest is Suicune's only source of longevity, yet it serves its purpose, allowing Suicune to heal to full and removing status that can plague it. The last move can be a matter of preference—Roar is the dominant option, to phase other set-up sweepers such as opposing Suicune, Curse Snorlax, and Dragon Dance Salamence, and it tends to provide the best general utility as well as complementing Spikes or covering for a weak defensive backbone. In contrast, Ice Beam gives you a secondary attack, nailing the Grass-types that resist Surf as well as hitting Zapdos super-effectively and doing heavy damage to Salamence. Sleep Talk counteracts one of Rest's primary detriments by allowing Suicune to move while sleeping, which helps to exploit certain defensive teams whose answer to Suicune is forcing it to Rest and then using Whirlwind to force it out—the chance of Sleep Talk rolling Surf threatens massive damage to Skarmory and other phazers while providing consistent offense against more passive special walls like Blissey. Keep in mind that this momentum comes at the cost of Suicune relying entirely on Surf to deal damage and thus being more exploitable by the other above-mentioned threats. As far as alternative options go, Toxic provides general utility, helps break down Blissey and Celebi in lastmon scenarios, and discomfits other bulky Water-types like Milotic and Vaporeon.

The given EV spread maximises Suicune's ability to take physical hits while creeping above the max for base 55 speed Pokemon, thereby outrunning lesser-seen but still dangerous threats like Machamp and Marowak. The defensive EVs give Suicune 401 HP, ensuring that it survives 4 Seismic Tosses from full, while the defense avoids a guaranteed 3HKO from threats like Choice Banded Aerodactyl or Choice Banded Metagross even with Sand down. An alternate spread would probably entail around 68 speed to outrun maximum invested neutral Speed Tyranitar as well as slower Pokemon around that range, such as offensive Swampert and Body Slam Jirachi.
paragraph break
This Suicune generally is meant to be played carefully until its impediments are identified and the appropriate lines of play become clear—Blissey and Celebi should be PP stalled to set up an eventual sweep, while offensive counters should be worn down and removed. Using weather-clearing moves to remove sandstorm or Rapid Spinners to remove Spikes is also critically appreciated in between to keep Suicune from accumulating chip damage and being forced to Rest.

Team Options
========

Despite its standalone prowess, Suicune has a number of compromising issues that it appreciates teammates' abilities to handle. Spikes are a consistent thorn in Suicune's side, whittling away at it on the switch and making it difficult for it to stand up to physical attackers such as Salamence and Metagross. Claydol's Rapid Spin removes Spikes while its solid bulk and resistance to Rock allows it to fend off Tyranitar and Aerodactyl for Suicune. Magneton, on the other hand, can trap Skarmory, simultaneously limit the layers of Spikes it can put down and destroying a phaser who can disrupt Suicune's attempts at sweeping, while also switching into Aerodactyl's Rock Slide and potentially trapping Choice Banded Metagross. Despite compounding Suicune's weakness to Electrics and Celebi, Starmie can back Suicune up in a dual-water core and use Rapid Spin to remove Spikes as well, although Claydol is generally the preferred partner in that regard. Beyond the Spikes weakness, pairing Rock-resistant Pokemon with Suicune is generally prudent to keep it from being exploited by Sand and Rock Slide flinches—aside from the aforementioned Claydol and Magneton, Metagross and Jirachi also pair well with Suicune. Despite sharing a dislike of Skarmory, Metagross still threatens Blissey, Snorlax, and other special walls that switch into Suicune with its powerful Meteor Mash, while also fending off Tyranitar and Aerodactyl consistently. Jirachi on the other hand can form a dual Calm Mind core with Suicune, where both Pokemon can weaken special walls in tandem. Jirachi can also spread paralysis via Body Slam or Thunder and also pass Wishes to help Suicune's longevity.

As far as Suicune's weaknesses and counters go, support is generally easy to come by. Suicune's weakness to Electrics—primarily Zapdos, and Jolteon to a lesser degree—can be covered by partnering it with either Blissey or Celebi. Like Jirachi, Blissey can run Wish and spread paralysis for Suicune, while Celebi can either form a dual Calm Mind core or support Suicune with Leech Seed and Baton Pass. Spikers like Skarmory and Forretress generally partner well with Suicune, acting as backup physical walls while switching into Celebi, and also helping Ice Beam-less Suicune to abuse Roar and rack up Spikes damage on its counters. Dugtrio can trap Celebi as well as weakened Blissey, most Jirachi, and offensive Tyranitar sets, all of which Suicune generally appreciates. As an additional support option, Dugtrio can run Sunny Day, threatening to trap Tyranitar and then clear its Sand to give Suicune free rein. Choice Band Salamence is a strong pivot against physically-based threats and its Intimidate can help ease Suicune's entry or cover its back when weakened. Lastly, Gengar's disruptive abilities are generally appreciated by Suicune for support, and its Will-o-Wisp can compromise special walls and open a window for Suicune to go to town.

name: Offensive
move 1: Calm Mind
move 2: Hydro Pump / Surf
move 3: Ice Beam / Toxic
move 4: Roar / Hidden Power [Grass] / Substitute / Toxic

item: Leftovers
ability: Pressure
nature: Modest
evs: 252 HP / 100 SpA / 156 Spe

the slashes were getting out of hand so I condensed them a bit; for less common sets like sub + roar I think they can be described like you did without formally listing them.

[SET COMMENTS]
Set Description
=========

Offensive Suicune is defined by a mix of versatility and omnipresent threat, having any number of variants that can ease certain matchups and bypass particular counters, while being consistently threatening against the tier's standard bulky offenses. Virtually any permutation of the moveslot options above can prove effective with the right EV spread and team support. Calm Mind is a given as a boosting move that allows Suicune a way to push through defensive checks such as Zapdos, Celebi and Snorlax, while the water-type STAB gives it a bread-and-butter attack for damage output. The choice between Hydro Pump and Surf is fairly one-sided—Hydro Pump's higher damage is critical in wearing away at Pokemon like Snorlax and its threatening to OHKO uninvested Tyranitar can be critical. On the flipside, Surf's higher PP and perfect accuracy provide consistency, particularly for Substitute variants that don't quite need Hydro Pump's raw power.

The remaining options are a matter of preference, and can be combined in a variety of ways. Where it comes to coverage moves, Ice Beam is a secondary STAB that hits Water-type resistances like Celebi and Salamence—in a similar vein, Hidden Power Grass can be used to crush Swampert for offensive teams as well as push past Water-types like Milotic, Vaporeon and most of all opposing Suicune. Hidden Power Grass goes over Roar on offensive sets as the filler slot is generally expected to help answer opposing Suicunes. Roar by contrast is a primarily supportive move, exploiting preventing other Calm Mind users like Suicune, Celebi and Jirachi from attempting to check Suicune by boosting together with it for easy set-up and denying them their boosts, and stopping opposing slower Suicune from phazing it out, while also helping to force switches and rack up Spikes damage. Made these changes because "exploiting" gives the impression Suicune can come in on cel/jira and have the upper hand by phazing, which is not true; Offensive Roar and three-attacks Suicune however tends to require support against checks like Blissey and Zapdos which can fight Suicune one-on-one or threaten it with cripping status moves. The phrasing you used makes it sound like HP Grass variant don't need support vs Blissey since you were earlier comparing Roar and grass. Substitute provides immediate protection at the cost of overall longevity, blocking status from Blissey, Leech Seed from Celebi, and desperation Explosions from slower Pokemon like Metagross, Cloyster and Snorlax, thus allowing Suicune to bypass these Pokemon for an easier sweep. With maximum HP investment, Suicune produces 101 HP Substitutes that survive a Seismic Toss from Blissey, allowing Suicune to solo Blissey from full with Sand off. Toxic provides another interesting support alternative, compromising Blissey, Celebi, Zapdos and opposing Suicune and wearing them down to the point that one-on-one battles are feasible. Toxic is particularly deadly when paired with Dugtrio, which can switch in to pick off the weakened Blissey or Celebi. Toxic fits either on offensive sets with Ice Beam as it also constrains opposing Suicune, or on Substitute sets where it helps to consistently beat Blissey. Lastly, Rest is an option on offensive Suicune as it shrugs off status attempts that would otherwise put Suicune on a timer, and gains longevity against checks like Seismic Toss Blissey, allowing it to boost with impunity and burn through their PP.

Sets conglomerating the above options exist—Substitute + Roar, Substitute + Rest, etc—and these generally require more specialised precise support to function, but they can be extremely deadly against unprepared teams. As far as EVs go, these vary by set, yet every specialised spread will make tradeoffs on some level between bulk, power, and speed. In the following sentence I guess I was unclear that sometimes Subcune does not need full HP. Substitute sets require frequently use maximum HP to ensure that Substitute is not broken by Blissey's Seismic Toss—faster Substitute Suicunes are better at weaponising the protection Substitute offers for boosting opportunities, while slower variants have higher special attack to push through special tanks like Blissey and Snorlax. Sometimes, Substitute sets forgo HP in favor of Speed and Special Attack and simply use the Substitute to fend of Leech Seed, Explosion, and status moves. Non-Substitute sets, particularly Roar variants, will run more special attack and speed to exploit slower checks like opposing Suicune and defensive Celebi, yet on occasion they may run HP investment if their team needs the defensive utility. Rest Suicune generally runs 240 HP to not be 4HKOed by Blissey's Seismic Toss, and maximises Special Attack to ensure consistent damage output. Speed EV benchmarks for Suicune are 16 (outrunning Marowak, Machamp, bulkier Dragon Dance Tyranitar sets and Milotic), 68 (outrunning neutral 252 Tyranitar, offensive Swampert, Body Slam Jirachi, as well as slower Magneton and Cloyster), 152 (outrunning Naive 252 Tyranitar, Adamant Metagross and Modest Magneton, as well as slower Celebi and Jirachi sets), and 228 (outrunning Jolly Metagross, Timid Magneton and Timid Cloyster, slower base 100 speed Pokemon and virtually all other Suicunes).

Offensive Suicune has utility in all phases of the game, depending on the particular variant being used. Traditionally, Roar, three-attacks or Toxic variants shine as leads or in the early-mid-game, creating immediate pressure against most leads and threatening to punch through shakier checks like Snorlax, Celebi and Skarmory from the word go, while being able to pivot easily out of passive counters like Milotic and Blissey. Substitute sets are either used as leads who can bait out defensive answers like Milotic and Blissey and use them as set-up opportunities, or as endgame sweepers to be used once their counters have been weakened or eliminated outright. Suicune can also be used to switch into offensive threats like Metagross and Tyranitar in the early-game to wrest back momentum, if its team lacks a sturdier switch-in.

Team Options
========

Suicune generally synergises well with offensive Pokemon—Metagross, Snorlax, and Tyranitar all exert massive pressure on special walls that check Suicune and threaten to destroy them. Metagross' resistance to Rock-type moves helps cover Suicune against Tyranitar and Aerodactyl, while Snorlax can switch into Zapdos and Jolteon's STAB Thunderbolts and Tyranitar's sand helps apply pressure to Blissey, Snorlax, and Celebi. Heracross is another dangerous physical attacker that can switch into Blissey and Celebi and threaten to cleave defensive teams open, aiding Suicune immensely. As with defensive Suicune, Gengar's disruptive abilities and access to Explosion and Will-o-Wisp can be used to target special walls and open up paths for offensive Suicune to do damage. Pairing Suicune with Spikes is also a viable option—Skarmory's physical walling allows Suicune's health to be preserved for its own sweeping efforts as opposed to having to switch into a Metagross early game, and Spikes can also wear away at Suicune's checks, particularly in conjunction with Roar. Dugtrio synergises extremely well with Suicune sets that drop Ice Beam, as it can remove Celebi and open up Suicune's path to a sweep, while constantly threatening to pick off weakened Blissey. Offensive Swampert sets pair extremely well with Suicune in a double water core, as Swampert and Suicune can pressure their shared answers while improving a team's defense against dangerous physical threats. Lastly, Jirachi serves as a Rock-type resistance to back up Suicune against threats like Aerodactyl, while also offering Wish support and a secondary Calm Mind booster that can help to overload shared counters. A dual Calm Mind core in conjunction with Dugtrio's trapping and Gengar's disruption abilities provides not only significant offensive potency but a solid defensive backbone as well.

name: Modest ResTalk
move 1: Calm Mind
move 2: Surf / Hydro Pump
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Pressure
nature: Modest
evs: 240 HP / 252 SpA / 16 Spe

[SET COMMENTS]
Set Description
=========

An offensive Suicune variant designed to combine defensive Suicune's longevity with consistent damage and offensive pressure, Modest ResTalk Suicune is an engine for the modern ADV tier. Its premise is simple—Calm Mind gives Suicune boosting power, Surf provides a consistent attack, while ResTalk afford it both recovery and the ability to consistently attack, thereby rendering it immune to being worn down by status and a threat to phasers who would seek to Roar out a Resting Suicune. Its simplicity belies its effectiveness, however, as Suicune can easily accumulate boosts against unsuspecting checks and snowball its way through a team with repeated Surfs.

The moveset this Suicune carries is fairly self-explanatory—Calm Mind as a boosting move, Surf as the attack of choice, Rest and Sleep Talk for longevity. An important factor in understanding Suicune's use involves the mechanics behind Sleep Talk; if Suicune either switches out or is forced to switch immediately after using sleep talk, then the turns spent sleeping are reset to 0, thereby forcing it into two further sleep turns. This complication mitigates the defensive viability of a ResTalk Suicune, as a wasted sleep talk and an extra turn sleeping can prove fatal. This Suicune attempts to circumvent this problem by being a stallbreaker that aims to hit hard, targeting phasers in particular and threatening them for massive damage on the switch-in while Resting. The end result is a sweeper that can find early-game setup opportunities and exert constant pressure throughout the game until a window emerges for it to sweep.

This Suicune is particularly threatening when facing teams with Skarmory/Swampert/Blissey cores, as it can switch in easily throughout the game and accumulate boosts, Resting at opportune moments and then cutting loose with Surf against teams without a Water-type resistance. In particular, this set's ability to target Skarmory is potent—if Suicune chooses not to use Sleep Talk and merely rests as Skarmory uses Whirlwind or Roar, then its sleep turns will not be reset, giving Suicune free range to move while denying said Skarmory the chance to lay down spikes. This allows Suicune to maintain consistent health and pressure while still fishing for the chance of Sleep Talk rolling Surf as Skarmory switches in. The EV spread tends towards power and bulk, ensuring that Suicune outruns slower breakers like Marowak and Machamp while not being 4HKOed by Blissey's Seismic Toss, with maximised Special Attack investment to guarantee damage output.

Team Options
========

As potent as ResTalk Suicune is, its reliance on Surf as its solitary attack leaves it vulnerable to being slowed down by Water-type resistances—opposing Suicunes, Celebi, Salamence and Vaporeon being some examples. Thus, this Suicune set partners well with offensive threats that appreciate its ability to switch into Swampert and Blissey consistently and apply consistent pressure against TSS teams. In particular, offensive Explosion users like Metagross and Snorlax make for good partners, as they can switch into certain of Suicune's answers while luring opposing Suicunes and Celebis, easing Suicune's path to a sweep. Mixed Metagross in particular is another Pokemon that targets opposing TSS cores while luring Zapdos and Celebi, while Curse + Selfdestruct Snorlax tends to lure Explosions from opposing Metagross which might otherwise explode to stop a Suicune sweep. SubSalac Swampert is an interesting partner, forming a double water core with Suicune while threatening to remove its counters in Suicune and Celebi via Endeavor and also providing Ice Beam coverage for Salamence, which happens to be a Water-type resistance and an impediment to ResTalk Suicune. Claydol is another partner with great defensive synergy, as a pivot that switches into Thunderbolts, a Rock-type resistance, and a spinner that can remove Spikes to facilitate Suicune's entrance. While not as common, Flygon is a surprisingly good partner, as a Spikes-immune Pokémon that can check Tyranitar, Aerodactyl, and most Zapdos variants —as those primarily carry HP Grass—while appreciating Suicune's ability to carve up Pokémon like Swampert and Skarmory that check Flygon's offense.

Wish users like Salamence, Blissey and Jirachi can also assist Suicune by passing Wishes to ease its safe entry while Resting, thereby preserving its health and making it harder to take down. While not an obvious partner, Magneton removes the most potent phaser and Spiker in the tier, Skarmory, thereby making it easier for Suicune to take control of a game. Celebi provides another pivot that can support Suicune against Electric-type attacks while checking opposing Suicunes, support Suicune's longevity and offensive pressure with Leech Seed support and Baton Passes and even potentially form a dual Calm Mind core with it. Lastly, Suicune's dominance in the TSS matchup incentivises pairing it with archetypes like Physical Offense or Jolteon Spikes, which struggle to make headway against Swampert-Blissey-Skarmory defensive cores but tend to do well against matchups Suicune struggles with. Despite the lack of direct synergy in such a comibation, this pairing allows a team to divide its matchups and carry out different offensive approaches based on its opponent's team structure.

[STRATEGY COMMENTS]
Other Options
=============

Reflect is an option that bolsters Suicune's already absurd physical defense while also screening it from Explosions that would normally OHKO it. In a different vein, Mirror Coat can be used as a lure to Electric-types, as Suicune's natural bulk allows it to live a STAB Thunderbolt from Zapdos and return the damage with Mirror Coat. Rain Dance can be used to dispel sand and boost Surf's damage, increasing Suicune's longevity and threat factor at the same time. Protect can be used to regain Leftovers turns outside of sand and play around threats like Metagross, Snorlax, and Gengar who would use Explosion as a way of removing Suicune.

Checks and Counters
===================

Suicune is one of the metagame's most multifaceted threats, and thus it has no real blanket checks or counters, as each of its impediments can be exploited or simply destroyed by the right set. Thus, teams are generally forced to lean on a combination of factors to check or take down Suicune; pairing multiple checks for different variants, heavy offensive pressure, Spikes and sandstorm chip, multiple Explosion users with Dugtrio follow-up, and so on. Stall teams in particular struggle with Suicune, as its access to Rest generally invalidates any attempts to wear it down; the best mechanism involves chipping it early game, forcing it to Rest and then phasing it to force it to switch in on Spikes, and then using a Taunt user or an Explosion user to disrupt its rhythm, preferably with a Dugtrio behind to secure the kill. Teams that set sand and Spikes thus have natural defense mechanisms in practice—of the tier's viable Spikers, Skarmory can phase Suicune while Forretress and Cloyster can Explode on it.

Celebi: Celebi is the best possible answer to defensive Suicune and probably its best overall answer as well—between naturally high bulk, a resistance to Suicune's STAB attacks, Leech Seed to wear away at Suicune's health and a variety of other tricks to compromise its sweeping potential. However, faster Suicunes can threaten to 2HKO Celebi with boosted Ice Beams or simply wall its Leech Seeds via Substitute and set up on it for free.

Venusaur: Similarly to Celebi, Venusaur resists Surf while laying down Leech Seed and can additionally disrupt offensive Suicune variants with Sleep Powder. However, it lacks Celebi's bulk and recovery and is more prone to being worn down. I would move Venusaur to the back because before Vaporeon it's rare.

Zapdos: Zapdos is the best offensive answer to Suicune, as threatens it with STAB Thunderbolts that 2HKO even after a Calm Mind, can phase it with Roar and has a naturally high special defense to dogfight Suicune. However, offensive sets can be chipped and worn down while switching in, while defensive sets can be forced to Rest and treated like sitting ducks to set up on.

Blissey: The tier's premier answer to special attackers, Blissey does extremely well against offensive Suicune, threatening to status it with either Toxic or Thunder Wave and gradually wear it down while stonewalling its attacks. However, it cannot beat Rest Suicune without critting, and is reduced to being a short-term check that can chip it for the primary counters. Substitute Suicune sets can also take advantage of Blissey's reliance on status and Seismic Toss to set up multiple Calm Minds on it, though they struggle to break Blissey in practice.

Snorlax: Like Blissey, Snorlax's high natural special attack allows it to switch into Suicune and either use it as set-up or simply lay into it with high-powered attacks. However, Curse Snorlax struggles to push through defensive Rest Suicune, and can be worn down by offensive variants and forced to Self-Destruct to try and take Suicune down.

Regice: Regice combines high special defense with a solid special attack stat, and it can pressure Suicune with any of Thunderbolt, the rare Psych Up, and Explosion with Dugtrio follow-up. However it has no longevity whatsoever and can be outlasted by defensive Suicunes in most scenarios.

Salamence: Choice Band Salamence makes for an interesting answer, as it resists Surf and can switch in on Resting Suicune, threatening a roll to 3HKO it with HP Flying under Sand. Additionally, Salamence's speed allows it to revenge worn down offensive Suicune in certain scenarios, however its vulnerability to Ice Beam renders it imperfect as a check.

Jirachi: Jirachi can Calm Mind alongside Suicune variants lacking Roar, and pound them with Thunder to force them to Rest. Like Salamence, however, Jirachi's particular vulnerability to one move in particular—Roar—renders it imperfect as a check.

Vaporeon: Technically a perfect counter to Suicune, as its Water Absorb renders it immune to Surf and it can threaten to remove Suicune's boosts via Roar or Haze, however it is vulnerable to Toxic or HP Grass and is also prone to being PP stalled, as it cannot harm Suicune outside of Toxic.

Quagsire: Like Vaporeon, Water Absorb renders Quagsire technically perfect as a counter, but it lacks recovery outside of Rest and is thus prone to being worn down.

[CREDITS]
- Written by: [[Lord Ninjax, ]]
- Quality checked by: [[vapicuno, 5454], [, ]]
- Grammar checked by: [[, ], [, ]]
 

Triangles

Big Stew
is a Tiering Contributoris a Contributor to Smogonis a Past SPL Champion
World Defender
[OVERVIEW]

Suicune's viability in ADV OU comes from it's being a defensive Water-type with access to Calm Mind, checking some of the tier's most dangerous physical threats while providing an offensive presence that other bulky Water-types lack. As far as being a defensive Water-type, Suicune's defenses outstrip Milotic's and Swampert's, giving it the heft to shrug off both physical heavy hitters and surprise special attacks from the tier's primary threats, Tyranitar, Salamence, and Metagross. Furthermore, Suicune's access to a boosting move in Calm Mind makes it lethal beyond compare, as it becomes harder to KO from the special side while its Surfs become absolutely nuclear, and Suicune can run a variety of alternate moves to work past potential counters, such as Ice Beam, Hidden Power Grass, Substitute, Roar, Toxic, and even more. Suicune's access to Rest bolsters its defensive prowess and boosting potential by giving it total recovery and allowing it to shrug off status, making it much harder to stop.

Despite this, Suicune has a number of flaws and shortcomings—most importantly its grounded status and pure Water-typing, which render it vulnerable to Spikes and sandstorm damage. Suicune's reliance on Rest can also become a painful double-edged sword—Suicune lacking Rest will be even more vulnerable to being worn away at and will struggle to push through special walls like Blissey, but with Rest comes the danger that Suicune will be used as set-up fodder while asleep by Spikes users and other boosting sweepers. Suicune also struggles to set-up and sweep against teams containing an Electric-type or Celebi, the former of which threaten it with high power STAB super-effective Thunderbolts while the latter resists its primary attack in Surf and can beat it by setting Leech Seed, setting up Calm Minds alongside it, or using the rare Perish Song to deny it safe set-up and guarantee its death in a lastmon scenario. Suicune is also prone to attackers wielding Self-Destruct or Explosion, such as Metagross and Snorlax or even Cloyster and Gengar, which can either KO it outright or weaken it to the point that it is effectively removed from the game. Lastly, despite its gargantuan bulk, Suicune's lack of a resistance to Rock like Swampert, or a recovery move without drawbacks like Milotic render it vulnerable to being flinched out in lateganes by Dragon Dance Tyranitar and Choice Band Aerodactyl.

name: Defensive
move 1: Calm Mind
move 2: Surf
move 3: Rest
move 4: Roar / Ice Beam / Sleep Talk
item: Leftovers
ability: Pressure
nature: Bold
evs: 240 HP / 252 Def / 16 Spe

[SET COMMENTS]
Set Description
=========

Calm Mind, Surf, and Rest are all bread and butter staples for Suicune, maximising its longevity and ability to sweep against virtually any sort of opposition. Calm Mind boosts Suicune's Special Attack and Special Defense simultaneously, allowing it to snowball boosts against defensive teams, while Surf serves as the STAB attack of choice in tandem with it. Rest is Suicune's only source of longevity, yet it serves its purpose, allowing Suicune to heal to full and removing status that can plague it. The last move can be a matter of preference—Roar is the dominant option, to phase other set-up sweepers such as opposing Suicune, Curse Snorlax, and Dragon Dance Salamence, and it tends to provide the best general utility as well as complementing Spikes or covering for a weak defensive backbone. In contrast, Ice Beam gives you a secondary attack, nailing the Grass-types that resist Surf as well as hitting Zapdos super-effectively and doing heavy damage to Salamence. Sleep Talk counteracts one of Rest's primary detriments by allowing Suicune to move while sleeping, which helps to exploit certain defensive teams whose answer to Suicune is forcing it to Rest and then using Whirlwind to force it out—the chance of Sleep Talk rolling Surf threatens massive damage to Skarmory and other phazers while providing consistent offense against more passive special walls like Blissey. Keep in mind that this momentum comes at the cost of Suicune relying entirely on Surf to deal damage and thus being more exploitable by the other above-mentioned threats. As far as alternative options go, Toxic provides general utility, helps break down Blissey and Celebi in lastmon scenarios, and discomfits other bulky Water-types like Milotic milo has refresh and Vaporeon.

The given EV spread maximises Suicune's ability to take physical hits while creeping above the max for base 55 speed Pokemon, thereby outrunning lesser-seen but still dangerous threats like Machamp and Marowak.General note, because this came up a few times in the analysis
Whenever you mention 16 speed , don't mention machamp, just say outrun marowak, thats what 16 is for. Machamp is a)way too fringe and b) probably not running max speed. The defensive EVs give Suicune 401 HP, ensuring that it survives 4 Seismic Tosses from full, while the defense avoids a guaranteed 3HKO from threats like Choice Banded Aerodactyl or Choice Banded Metagross even with Sand down. An alternate spread would probably don't say 'probably', youre the guy writing the thing entail around 68 speed to outrun maximum invested neutral Speed Tyranitar as well as slower Pokemon around that range, such as offensive Swampert and Body Slam Jirachi. This Suicune generally is meant to be played carefully until its impediments are identified and the appropriate lines of play become clear—Blissey and Celebi should be PP stalled to set up an eventual sweep, while offensive counters should be worn down and removed. Using weather-clearing moves to remove sandstorm or Rapid Spinners to remove Spikes is also critically appreciated in between to keep Suicune from accumulating chip damage and being forced to Rest.

Team Options
========

Despite its standalone prowess, Suicune has a number of compromising issues that it appreciates teammates' abilities to handle. Spikes are a consistent thorn in Suicune's side, whittling away at it on the switch and making it difficult for it to stand up to physical attackers such as Salamence and Metagross. Claydol's Rapid Spin removes Spikes while its solid bulk and resistance to Rock allows it to fend off Tyranitar and Aerodactyl for Suicune. Magneton, on the other hand, can trap Skarmory, simultaneously limit the layers of Spikes it can put down and destroying a phaser who can disrupt Suicune's attempts at sweeping, while also switching into Aerodactyl's Rock Slide and potentially trapping Choice Banded Metagross. Despite compounding Suicune's weakness to Electrics and Celebi, Starmie can back Suicune up in a dual-water core and use Rapid Spin to remove Spikes as well, although Claydol is generally the preferred partner in that regard. I'd axe this sentence, its really rare to see cune star (idk maybe it isnt these days, tbh, feel free to correct me). Beyond the Spikes weakness, pairing Rock-resistant Pokemon with Suicune is generally prudent to keep it from being exploited by Sand and Rock Slide flinches—aside from the aforementioned Claydol and Magneton, Metagross and Jirachi also pair well with Suicune. Despite sharing a dislike of Skarmory, Metagross still threatens Blissey, Snorlax, and other special walls that switch into Suicune with its powerful Meteor Mash, while also fending off Tyranitar and Aerodactyl consistently. Jirachi on the other hand can form a dual Calm Mind core with Suicune, where both Pokemon can weaken special walls in tandem. Jirachi can also spread paralysis via Body Slam or Thunder and also pass Wishes to help Suicune's longevity.

As far as Suicune's weaknesses and counters go, support is generally easy to come by. Suicune's weakness to Electrics—primarily Zapdos, and Jolteon to a lesser degree—can be covered by partnering it with either Blissey or Celebi. Like Jirachi, Blissey can run Wish and spread paralysis for Suicune, while Celebi can either form a dual Calm Mind core 'a dual calm mind core' of these two is kind of just a made up thing, it doesn't do anything specific or support Suicune with Leech Seed and Baton Pass. Spikers like Skarmory and Forretress generally partner well with Suicune, acting as backup physical walls while switching into Celebi, and also helping Ice Beam-less Suicune to abuse Roar and rack up Spikes damage on its counters. Dugtrio can trap Celebi as well as weakened Blissey, most Jirachi, and offensive Tyranitar sets, all of which Suicune generally appreciates. As an additional support option, Dugtrio can run Sunny Day, threatening to trap Tyranitar and then clear its Sand to give Suicune free rein. Choice Band Salamence is a strong pivot against physically-based threats and its Intimidate can help ease Suicune's entry or cover its back when weakened. Lastly, Gengar's disruptive abilities are generally appreciated by Suicune for support, and its Will-o-Wisp can compromise special walls and open a window for Suicune to go to town.

name: Offensive
move 1: Calm Mind
move 2: Hydro Pump / Surf
move 3: Ice Beam / Substitute / Roar / Toxic
move 4: Substitute / Roar / Hidden Power [Grass]
item: Leftovers
ability: Pressure
nature: Modest
evs: 252 HP / 100 SpA / 156 Spe

[SET COMMENTS]
Set Description
=========

Offensive Suicune is defined by a mix of versatility and omnipresent threat, having any number of variants that can ease certain matchups and bypass particular counters, while being consistently threatening against the tier's standard bulky offenses. Virtually any permutation of the moveslot options above can prove effective with the right EV spread and team support. Calm Mind is a given as a boosting move that allows Suicune a way to push through defensive checks such as Zapdos, Celebi and Snorlax, while the water-type STAB gives it a bread-and-butter attack for damage output. The choice between Hydro Pump and Surf is fairly one-sided—Hydro Pump's higher damage is critical in wearing away at Pokemon like Snorlax and its threatening to OHKO uninvested Tyranitar can be critical. On the flipside, Surf's higher PP and perfect accuracy provide consistency, particularly for Substitute variants that don't quite need Hydro Pump's raw power.

The remaining options are a matter of preference, and can be combined in a variety of ways. Ice Beam is a secondary STAB that hits Water-type resistances like Celebi and Salamence—in a similar vein, Hidden Power Grass can be used to crush Swampert for offensive teams as well as push past Water-types like Milotic, Vaporeon and most of all opposing Suicune. Hidden Power Grass goes over Roar on offensive sets as the filler slot is generally expected to help answer opposing Suicunes. Roar by contrast is a primarily supportive move, exploiting other Calm Mind users like Suicune, Celebi and Jirachi for easy set-up and denying them their boosts, while also helping to force switches and rack up Spikes damage. Offensive Roar Suicune however tends to require support against checks like Blissey and Zapdos which can fight Suicune one-on-one or threaten it with cripping status moves. Substitute provides immediate protection at the cost of overall longevity, blocking status from Blissey, Leech Seed from Celebi, and desperation Explosions from slower Pokemon like Metagross, Cloyster and Snorlax, thus allowing Suicune to bypass these Pokemon for an easier sweep. With maximum HP investment, Suicune produces 101 HP Substitutes that survive a Seismic Toss from Blissey, allowing Suicune to solo Blissey from full with Sand off. Toxic provides another interesting support alternative, compromising Blissey, Celebi, it doesn't compromise bliss and cele it just forces them out Zapdos and opposing Suicune and wearing them down to the point that one-on-one battles are feasible. Toxic is particularly deadly when paired with Dugtrio, which can switch in to pick off the weakened Blissey or Celebi. Toxic fits either on offensive sets with Ice Beam as it also constrains opposing Suicune, or on Substitute sets where it helps to consistently beat Blissey. Lastly, Rest is an option on offensive Suicune as it shrugs off status attempts that would otherwise put Suicune on a timer, and gains longevity against checks like Seismic Toss Blissey, allowing it to boost with impunity and burn through their PP.

Sets conglomerating the above options exist—Substitute + Roar, Substitute + Rest, etc—and these generally require more specialised precise support to function, but they can be extremely deadly against unprepared teams. As far as EVs go, these vary by set, yet every specialised spread will make tradeoffs on some level between bulk, power, and speed. Substitute sets require maximum HP to ensure that Substitute is not broken by Blissey's Seismic Toss—faster Substitute Suicunes are better at weaponising the protection Substitute offers for boosting opportunities, while slower variants have higher special attack to push through special tanks like Snorlax. Non-Substitute sets, particularly Roar variants, will run more special attack and speed to exploit slower checks like opposing Suicune and defensive Celebi, yet on occasion they may run HP investment if their team needs the defensive utility. Rest Suicune generally runs 240 HP to not be 4HKOed by Blissey's Seismic Toss, and maximises Special Attack to ensure consistent damage output. Speed EV benchmarks for Suicune are 16 (outrunning Marowak, Machamp, bulkier Dragon Dance Tyranitar sets and Milotic), 68 (outrunning neutral 252 Tyranitar, offensive Swampert, Body Slam Jirachi, as well as slower Magneton and Cloyster), 152 (outrunning Naive 252 Tyranitar, Adamant Metagross and Modest Magneton, as well as slower Celebi and Jirachi sets), and 228 (outrunning Jolly Metagross, Timid Magneton and Timid Cloyster, slower base 100 speed Pokemon and virtually all other Suicunes).

Offensive Suicune has utility in all phases of the game, depending on the particular variant being used. Traditionally, Roar or Toxic variants shine as leads or in the early-mid-game, creating immediate pressure against most leads and threatening to punch through shakier checks like Snorlax, Celebi and Skarmory from the word go, while being able to pivot out of counters like Milotic and Blissey. Substitute sets are either used as leads who can bait out defensive answers like Milotic and Blissey and use them as set-up opportunities, or as endgame sweepers to be used once their counters have been weakened or eliminated outright. Suicune can also be used to switch into offensive threats like Metagross and Tyranitar in the early-game to wrest back momentum, if its team lacks a sturdier switch-in.

Team Options
========

Suicune generally synergises well with offensive Pokemon—Metagross, Snorlax, and Tyranitar all exert massive pressure on special walls that check Suicune and threaten to destroy them. Metagross' resistance to Rock-type moves helps cover Suicune against Tyranitar and Aerodactyl, while Snorlax can switch into Zapdos and Jolteon's STAB Thunderbolts and Tyranitar's sand helps apply pressure to Blissey, Snorlax, and Celebi. Heracross is another dangerous physical attacker that can switch into Blissey and Celebi and threaten to cleave defensive teams open, aiding Suicune immensely. As with defensive Suicune, Gengar's disruptive abilities and access to Explosion and Will-o-Wisp boom is way more important than wow, just say boom, because it booming on bliss is the goal. can be used to target special walls and open up paths for offensive Suicune to do damage. Regice in the same vein of exploters to support him. Pairing Suicune with Spikes is also a viable option—Skarmory's physical walling allows Suicune's health to be preserved for its own sweeping efforts as opposed to having to switch into a Metagross early game, and Spikes can also wear away at Suicune's checks, particularly in conjunction with Roar. Dugtrio synergises extremely well with Suicune sets that drop Ice Beam, as it can remove Celebi and open up Suicune's path to a sweep, while constantly threatening to pick off weakened Blissey. Offensive Swampert sets pair extremely well with Suicune in a double water core, as Swampert and Suicune can pressure their shared answers while improving a team's defense against dangerous physical threats. Lastly, Jirachi serves as a Rock-type resistance to back up Suicune against threats like Aerodactyl, while also offering Wish support and a secondary Calm Mind booster that can help to overload shared counters. A dual Calm Mind core in conjunction with Dugtrio's trapping and Gengar's disruption abilities provides not only significant offensive potency but a solid defensive backbone as well.

I'd put everything about dug first in this team options bit, its a really important partner for this set imo. Mention specifically the boom gar/regice on bliss into dug trap into clear the way for cune and the boys. Basically just devote some time to talkingabout the CM spam archetype, which is a very likely place you might see this cune set.

name: Modest ResTalk
move 1: Calm Mind
move 2: Surf / Hydro Pump Is hydro seriously worth it? Mono hydro is mega sus. I get there's sleep talk, but come on..
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Pressure
nature: Modest
evs: 240 HP / 252 SpA / 16 Spe

[SET COMMENTS]
Set Description
=========

An offensive Suicune variant designed to combine defensive Suicune's longevity with consistent damage and offensive pressure, Modest ResTalk Suicune is an engine for the modern ADV tier. What does 'engine' mean? Get rid of that last phrase. Its premise is simple—Calm Mind gives Suicune boosting power, Surf provides a consistent attack, while ResTalk afford it both recovery and the ability to consistently attack, thereby rendering it immune to being worn down by status and a threat to phasers who would seek to Roar out a Resting Suicune. Its simplicity belies its effectiveness, however, as Suicune can easily accumulate boosts against unsuspecting checks and snowball its way through a team with repeated Surfs.

The moveset this Suicune carries is fairly self-explanatory—Calm Mind as a boosting move, Surf as the attack of choice, Rest and Sleep Talk for longevity. An important factor in understanding Suicune's use involves the mechanics behind Sleep Talk; if Suicune either switches out or is forced to switch after using sleep talk, then the turns spent sleeping are reset to 0, thereby forcing it into two further sleep turns. This complication mitigates the defensive viability of a ResTalk Suicune, as a wasted sleep talk and an extra turn sleeping can prove fatal. This Suicune attempts to circumvent this problem by being a stallbreaker that aims to hit hard, targeting phasers in particular and threatening them for massive damage on the switch-in. The end result is a sweeper that can find early-game setup opportunities and exert constant pressure throughout the game until a window emerges for it to sweep.

This Suicune is particularly threatening when facing teams with Skarmory/Swampert/Blissey cores, as it can switch in easily throughout the game and accumulate boosts, Resting at opportune moments and then cutting loose with Surf against teams without a Water-type resistance. In particular, this set's ability to target Skarmory is potent—if Suicune chooses not to use Sleep Talk and merely rests as Skarmory uses Whirlwind or Roar, then its sleep turns will not be reset, giving Suicune free range to move while denying said Skarmory the chance to lay down spikes. This allows Suicune to maintain consistent health and pressure while still fishing for the chance of Sleep Talk rolling Surf as Skarmory switches in. The EV spread tends towards power and bulk, ensuring that Suicune outruns slower breakers like Marowak and Machamp. while not being 4HKoed by Blissey's Seismic Toss, with maximised Special Attack investment to guarantee damage output.

Team Options
========

As potent as ResTalk Suicune is, its reliance on Surf as its solitary attack leaves it vulnerable to being slowed down by Water-type resistances—opposing Suicunes, Celebi, Salamence and Vaporeon being some examples. Thus, this Suicune set partners well with offensive threats that appreciate its ability to switch into Swampert and Blissey consistently and apply consistent pressure against TSS teams. In particular, offensive Explosion users like Metagross and Snorlax make for good partners, as they can switch into certain of Suicune's answers while luring opposing Suicunes and Celebis, easing Suicune's path to a sweep. Mixed Metagross in particular is another Pokemon that targets opposing TSS cores while luring Zapdos and Celebi, while Curse + Selfdestruct Snorlax tends to lure Explosions from opposing Metagross which might otherwise explode to stop a Suicune sweep. SubSalac Swampert is an interesting partner, forming a double water core with Suicune while threatening to remove its counters in Suicune and Celebi via Endeavor and also providing Ice Beam coverage for Salamence, which happens to be a Water-type resistance and an impediment to ResTalk Suicune. Claydol is another partner with great defensive synergy, as a pivot that switches into Thunderbolts, a Rock-type resistance, and a spinner that can remove Spikes to facilitate Suicune's entrance. While not as common, Flygon is a surprisingly good partner, as a Spikes-immune Pokémon that can check Tyranitar, Aerodactyl, and most Zapdos variants —as those primarily carry HP Grass—while appreciating Suicune's ability to carve up Pokémon like Swampert and Skarmory Suicune isn't a skarm switch... that check Flygon's offense.

Wish users like Salamence, Blissey and Jirachi can also assist Suicune by passing Wishes to ease its safe entry while Resting, thereby preserving its health and making it harder to take down. While not an obvious partner, Magneton removes the most potent phaser and Spiker in the tier, Skarmory, thereby making it easier for Suicune to take control of a game. Celebi provides another pivot that can support Suicune against Electric-type attacks while checking opposing Suicunes, support Suicune's longevity and offensive pressure with Leech Seed support and Baton Passes and even potentially form a dual Calm Mind core with it. Lastly, Suicune's dominance in the TSS matchup incentivises pairing it with archetypes like Physical Offense or Jolteon Spikes, which struggle to make headway against Swampert-Blissey-Skarmory defensive cores but tend to do well against matchups Suicune struggles with. Despite the lack of direct synergy in such a comibation, this pairing allows a team to divide its matchups and carry out different offensive approaches based on its opponent's team structure. This bit doesn't really make much sense.

[STRATEGY COMMENTS]
Other Options
=============

Reflect is an option that bolsters Suicune's already absurd physical defense while also screening it from Explosions that would normally OHKO it. The team support is nice too, things like keeping your bliss or whatever safer. In a different vein, Mirror Coat can be used as a lure to Electric-types, as Suicune's natural bulk allows it to live a STAB Thunderbolt from Zapdos and return the damage with Mirror Coat. Rain Dance can be used to dispel sand and boost Surf's damage, increasing Suicune's longevity and threat factor at the same time. Protect can be used to regain Leftovers turns outside of sand and play around threats like Metagross, Snorlax, and Gengar who would use Explosion as a way of removing Suicune.

Checks and Counters
===================

Suicune is one of the metagame's most multifaceted threats, and thus it has no real blanket checks or counters, as each of its impediments can be exploited or simply destroyed by the right set I mean, suicune's good, but this whole sentence is such an overstatement, just say that how you play into suicune can be very dependent on the set it's running and the game scenario. Thus, teams are generally forced to lean on a combination of factors to check or take down Suicune; pairing multiple checks for different variants, heavy offensive pressure, Spikes and sandstorm chip, multiple Explosion users with Dugtrio follow-up, and so on. Stall teams in particular struggle with Suicune, just generally speaking, why are you talking about what cune is specifically good against? This is the checks and counters bit as its access to Rest generally invalidates any attempts to wear it down; the best mechanism involves chipping it early game, forcing it to Rest and then phasing it to force it to switch in on Spikes, and then using a Taunt user or an Explosion user to disrupt its rhythm, preferably with a Dugtrio behind to secure the kill. Teams that set sand and Spikes thus have natural defense mechanisms in practice—of the tier's viable Spikers, Skarmory can phase Suicune while Forretress and Cloyster can Explode on it.

Celebi: Celebi is the best possible answer to defensive Suicune and probably its best overall answer as well—between naturally high bulk, a resistance to Suicune's STAB attacks, Leech Seed to wear away at Suicune's health and a variety of other tricks to compromise its sweeping potential. However, faster Suicunes can threaten to 2HKO Celebi with boosted Ice Beams or simply wall its Leech Seeds via Substitute and set up on it for free.

Venusaur: Similarly to Celebi, Venusaur resists Surf while laying down Leech Seed and can additionally disrupt offensive Suicune variants with Sleep Powder. However, it lacks Celebi's bulk and recovery and is more prone to being worn down.

Zapdos: Zapdos is the best offensive answer to Suicune, as threatens it with STAB Thunderbolts that 2HKO even after a Calm Mind, can phase it with Roar and has a naturally high special defense to dogfight Suicune. However, offensive sets can be chipped and worn down while switching in, while defensive sets can be forced to Rest and treated like sitting ducks to set up on.

Blissey: The tier's premier answer to special attackers, Blissey does extremely well against offensive Suicune, threatening to status it with either Toxic or Thunder Wave and gradually wear it down while stonewalling its attacks. However, it cannot beat Rest Suicune without critting, and is reduced to being a short-term check that can chip it for the primary counters. Substitute Suicune sets can also take advantage of Blissey's reliance on status and Seismic Toss to set up multiple Calm Minds on it, though they struggle to break Blissey in practice.

Snorlax: Like Blissey, Snorlax's high natural special attack allows it to switch into Suicune and either use it as set-up or simply lay into it with high-powered attacks. However, Curse Snorlax struggles to push through defensive Rest Suicune, and can be worn down by offensive variants and forced to Self-Destruct to try and take Suicune down.

Regice: Regice combines high special defense with a solid special attack stat, and it can pressure Suicune with any of Thunderbolt, the rare Psych Up, and Explosion with Dugtrio follow-up. However it has no longevity whatsoever and can be outlasted by defensive Suicunes in most scenarios.

Salamence: Choice Band Salamence makes for an interesting answer, as it resists Surf and can switch in on Resting Suicune, threatening a roll to 3HKO it with HP Flying under Sand. Additionally, Salamence's speed allows it to revenge worn down offensive Suicune in certain scenarios, however its vulnerability to Ice Beam renders it imperfect as a check.

Jirachi: Jirachi can Calm Mind alongside Suicune variants lacking Roar, and pound them with Thunder to force them to Rest. Like Salamence, however, Jirachi's particular vulnerability to one move in particular—Roar—renders it imperfect as a check.

Vaporeon: Technically a perfect counter to Suicune, as its Water Absorb renders it immune to Surf and it can threaten to remove Suicune's boosts via Roar or Haze, however it is vulnerable to Toxic or HP Grass and is also prone to being PP stalled, as it cannot harm Suicune outside of Toxic.

Quagsire: Like Vaporeon, Water Absorb renders Quagsire technically perfect as a counter, but it lacks recovery outside of Rest and is thus prone to being worn down. Wouldnt bother mentioning the quagster.

[CREDITS]
- Written by: [[Lord Ninjax, ]]
- Quality checked by: [[vapicuno, 5454], [, ]]
- Grammar checked by: [[, ], [, ]]
 

vapicuno

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Hey Lord Ninjax

I think we're almost there with this analysis with Triangles' QC check, but we should just add in something about the emergence of Rain Dance subcune. Usually, it's a mess to add things at this stage of QC, but Rain Dance subcune is a very logical and non-gimmicky set that has already been used several times in high profile tour matches in recent times, yet I don't think we want to go through the entire QC process again given that it took a year to get to this stage and that our team is very lean and time-strapped.

Therefore, I will grant an exception to this and the green light will be given by me to send this to GP; we will proceed with informal comments as we discuss the changes with the QC team on discord.

Given this addition, I am happy to split offcune up into generic offcune and subcune the way you did.

I suggest talking about the following points
- Subcune acts like offcune in most regards, with an enhanced ability to beat Blissey at the expense of beating/phazing Suicune (this is so that readers get a sense of subcune's place in relation to offcune)
- Subcune needs weather clearing to beat Bliss
- RD allows cune to clear weather even in the face of ttar because it forces ttar out
- RD-less Subcune usually needs to be at full HP and Sub on the switch to beat Bliss
- RD boosts damage, so it has an easier time taking down Bliss even if it didn't start with the ideal conditions

EVs-wise, mention that while speed is appreciated for blocking booms and Celebi's Leech Seed / Jirachi's status-inducing attacks, due to need for HP to live stosses and SpA to more easily take down Blissey, it's also very plausible to simply run minimal speed investment (16 EVs for Marowak, 28 EVs to outspeed astarachis).

As for team options, offensive options remain similar; non RD sets appreciate weather resetters like Sunny Day Dug/RD Mag/RD Zap to beat Blissey; mons that can take advantage of the weather clearing from cune like Salac Hera and Snorlax like to be teammates as well.

Edit: comments by Altina -

Pairing RD cune with a spinner helps cune to be at full HP vs Blissey, and additionally, common weather change partners ie Salac Hera and Snorlax like spin in general. Subcune also needs partners to take pressure off it in checking physical threats to preserve its HP likewise.

Tagging Triangles watermess Altina BKC for any other comments on this split/addition of RD Sub cune.
 
Last edited:

vapicuno

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Hey Lord Ninjax , I don't want to be overbearing but this analysis has been taking a while, so I would like to know if you are still interested in finishing this up. This is one of the last few OU analyses that have not been updated.

I'm going to set a deadline of 28 February for the above changes. If I do not hear from you by then, this analysis will be reassigned. Do let me know earlier your decision in any case when you see this message yeah?
 

vapicuno

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Since the deadline has passed, I will take over to implement the changes for QC 2 on this analysis. Lord Ninjax will remain as lead author. This thread will now be locked and reproduced in another thread; it will remain in the Past Gen Analyses forums until the completion of QC 2.
 
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