Trapinch (Ground) [0/3]

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[SET]
name: OM NOM NOM
move 1: First Impression
move 2: Earthquake
move 3: Superpower
move 4: Toxic
item: Choice Band
ability: Arena Trap
nature: Adamant
evs: 240 Atk / 60 SpD / 204 Spe

[SET COMMENTS]
In a type home to behemoths like Garchomp, Landorus-T, and Excadrill, the tiny Trapinch is able to surprisingly stand out thanks to its capability of trapping and eliminating big threats to Ground teams such as Weavile, Rillaboom, and Zarude with its priority First Impression. Earthquake notably beats Heatran, which is key for Trapinch's teammates like Nidoking and Garchomp to freely spam Fire-type moves against Steel teams. It also nails Galarian Slowking and Toxapex. Superpower weakens Ferrothorn and Piloswine the most, beating non-Power Whip variants of the former, while Toxic weakens slower walls it can't do much against, such as Gastrodon and Galarian Corsola. Choice Band allows Trapinch to hit as hard as possible, while the given EV spread guarantees survival against any hit defensive Heatran throws at it after Stealth Rock damage and outspeeds Toxapex.

All of Trapinch's teammates greatly benefit from its ability to trap and remove certain threats. Because of that, Trapinch is not hard to fit into builds that may struggle against them, but additional entry hazard support is appreciated for it to net more kills, such as against Rillaboom with First Impression and Toxapex with Earthquake. Excadrill, Garchomp, and Hippowdon are able to provide Stealth Rock, while Diggersby is able to lay down Spikes for Trapinch. Pokemon that are able to compress multiple roles are also good partners, given Trapinch is severely limited in what it can do. Seismitoad and the aforementioned Excadrill are great examples of that; the former is able to offer Stealth Rock and a Water immunity simultaneously, and the latter provides a way to remove Stealth Rock from the field and set it itself or the ability to wallbreak with Swords Dance.

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

Ground
--------
Double-Edge can be used instead of Toxic as a way to gain momentum via recoil damage while killing itself once it's not as useful in a match; however, that's very situational and Toxic is more useful overall.

[CREDITS]
- Written by: [[Mateeus, 321991]]
- <Type> analysis by: [[<username1>, <userid1>]]
- Quality checked by: [[<username1>, <userid1>], [<username2>, <userid2>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <userid2>]]
 
Last edited:
[SET]
name: OM NOM NOM (Ground)
move 1: First Impression
move 2: Earthquake
move 3: Superpower
move 4: Toxic / Crunch
item: Choice Band
ability: Arena Trap
nature: Adamant
evs: 240 Atk / 60 SpD / 204 Spe

[SET COMMENTS]
In a type home to behemoths like Garchomp, Landorus-T, and Excadrill, the tiny Trapinch is able to surprisingly stand out thanks to its capability of trapping and eliminating big threats to Ground teams such as Weavile, Rillaboom, and Zarude with its priority First Impression. Earthquake notably beats Heatran, allowing Trapinch's teammates to freely spam Fire-type moves against Steel teams, and also nails Galarian Slowking and Toxapex. (I think separate the Glowking/Tran point, it trapping and beating these opens up for Nidoking to go ham on Poison/Steel, more than anything.) Superpower weakens Ferrothorn and Piloswine the most, beating non-Power Whip variants of the former, while Toxic weakens slower walls it can't do much against, such as Gastrodon and Galarian Corsola. Choice Band allows Trapinch to hit as hard as possible, while the given EV spread guarantees survival against any hit defensive Heatran throws at it after Stealth Rock damage and outspeeds Toxapex.
*I think Crunch could be an option over toxic, locking out and weakening Slowbro is huge for Ground teams, esp since Pinchy isn't gonna do much in Tapu Lele variants of Psychic either ( 240+ Atk Choice Band Trapinch Crunch vs. 248 HP / 252+ Def Slowbro: 160-190 (40.7 - 48.3%) -- guaranteed 3HKO )
*Toxic sentence is kinda weird since these slower walls don't switch into it; they actually can't, so swiching in Trapinch into these is basically getting rid of Trapinch :(


All of Trapinch's teammates greatly benefit from its ability to trap and remove the aforementioned threats. Because of that, Trapinch is not hard to fit into builds that may struggle against them, but additional entry hazard support is appreciated for it to net more kills, such as against Rillaboom with First Impression and Toxapex with Earthquake. Excadrill, Garchomp, and Hippowdon are able to provide Stealth Rock, while Diggersby is able to lay down Spikes for Trapinch. Pokemon that are able to compress multiple roles are also good partners, given Trapinch is severely limited in what it can do. Seismitoad and the aforementioned Excadrill are great examples of that; the former is able to offer Stealth Rock and a Water immunity simultaneously, and the latter provides a way to remove Stealth Rock from the field and set it itself or the ability to wallbreak with Swords Dance.
*This feels lacking like a lot of stuff. Pivots are greatly appreciated by Trapinch, notably U-turn users like Lando-T and (Flygon) as it lets it get in safely without dying.
*Nidoking is an excellent team mate as usual due to the thing removing Tran/Glowking, making Poison/Steel mu much easier if ever. It also beats Steel birbs which Trapinch just flops against

*Add gastrodon to the water immunities too btw
[STRATEGY COMMENTS]
Other Options
=============

Ground
--------
Double-Edge can be used instead of Toxic as a way to gain momentum via recoil damage while killing itself once it's not as useful in a match; however, that's very situational and Toxic is more useful overall.

[CREDITS]
- Written by: [[Mateeus, 321991]]
- Ground<Type> analysis by: [[Mateeus, 321991][<username1>, <userid1>]]
- Quality checked by: [[<username1>, <userid1>], [<username2>, <userid2>], [<username3>, <userid3>] ]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <userid2>]]
will stamp after rechecking
 
actually i'll save you the time, cause this went far enough. maybe this analysis would be acceptable if it framed trapinch accurately (as a pokemon with a very specific niche that is useless in 90% of games, and thus not good) but it just makes it seem like trapinch is just another ground pokemon which isn't the case. the writing itself doesn't even make much sense - why would ground teams desperately need glowking and toxapex removed? why do nidoking and garchomp need heatran removed when they can just... click ground moves on it?

regardless of that, we are barely doing pokemon ranked lower than B, and we definitely aren't doing pokemon that aren't on the VR.

i'm partially at fault for letting this get so far, so sorry to the people that wasted effort on this. if trapinch gets added to the VR and the analysis is actually accurate about trapinch's standing in the metagame, maybe we can reevaluate this later (and that's a big maybe). locking this.
 
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