Trapinch

Corporal Levi

ninjadog of the decade
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[OVERVIEW]

Although Trapinch suffers competition from Diglett as a Ground-type trapper, it is able to heavily differentiate itself through its higher Attack stat and far greater bulk. Its decent defenses allow it to trap several important threats that Diglett struggles against, although they still aren't anything to write home about. Trapinch's effectiveness outside of trapping specific targets is hindered by its low Speed and limited movepool. Furthermore, once it has done its job, its common weaknesses make it easy to force out. For these reasons, Trapinch's disadvantages should be carefully weighed before simply throwing it onto a team.

[SET]
name: Trapper
move 1: Earthquake
move 2: Feint
move 3: Rock Slide
move 4: Toxic / Superpower
item: Berry Juice / Eviolite
ability: Arena Trap
nature: Adamant
evs: 156 HP / 36 Atk / 236 Def / 76 SpD

[SET COMMENTS]
Moves
========

Earthquake is Trapinch's primary STAB move, heavily damaging most Pokemon that do not resist it. Feint guarantees that Trapinch can pick off weakened threats such Focus Sash Abra and Sturdy Magnemite; it is used over Quick Attack because the difference in damage is negligible for its purpose with the given EV spread, and Feint can let Trapinch get some chip damage in on opposing priority users. Rock Slide provides coverage against Flying- and Bug-types, although it lacks the Base Power to significantly damage bulkier Pokemon. The last moveslot is just a filler option; Toxic ensures that Calm Mind Spritzee does not set up on Trapinch, whereas Superpower threatens Porygon.

Set Details
========

The given defensive EVs ensure that Life Orb Adamant Pawniard's Knock Off and Analytic Magnemite's Flash Cannon almost never OHKO Trapinch after Stealth Rock. 18 Attack lets Trapinch 2HKO Eviolite-less Spritzee the vast majority of the time. Berry Juice is a strong item on Trapinch because it usually lets Trapinch heal back to full HP after trapping its target; it also allows Trapinch to directly switch into Choice Scarf Magnemite and reliably revenge kill SturdyJuice Magnemite. Eviolite is another good choice to better deal with Knock Off users and avoid a greater variety of OHKOs, in exchange for Berry Juice's longevity. If Eviolite is run, an EV spread of 156 HP / 36 Atk / 76 Def / 236 SpD is preferable to usually avoid the 2HKO from Magnemite's Flash Cannon after Stealth Rock before factoring in Analytic, and the OHKO from Choice Scarf Chinchou's Hydro Pump after a layer of Spikes; the physical bulk to withstand Pawniard is no longer needed, as Eviolite reduces Knock Off's damage. A more offensive EV spread of 156 HP / 196 Atk / 76 Def / 76 SpD with either Berry Juice or Eviolite is viable to 2HKO Ponyta while burned and KO offensive Porygon after Stealth Rock with a combination of Superpower and Quick Attack, but the lower bulk makes it more difficult for Trapinch to trap its other targets; this is one of the few scenarios where Quick Attack's extra power makes it worth using over Feint.

Usage Tips
========

If Trapinch is required to trap more than one Pokemon on the opposing team, it is best to use it as a revenge killer, as Berry Juice will usually allow it to heal back to full health after trapping one target. With Feint, Trapinch can ensure that heavily weakened targets that are affected by Arena Trap are picked off. Do not directly switch Trapinch into Magnemite until you can be sure it is a Choice Scarf variant, has Sturdy broken, or has used up its Berry Juice, as if a healthy SturdyJuice Magnemite hits Trapinch on the switch with Flash Cannon, it will be able to win; however, Trapinch can reliably revenge kill all variants of Magnemite. Ponyta needs to be hit with Knock Off before Trapinch can trap it, and Trapinch will be heavily weakened in the process. Be careful of the opponent taking advantage of Trapinch's predictability and using double switches to gain momentum on predicted Trapinch switch-ins.

Team Options
========

Trapinch's niche is its ability to remove key Pokemon such as Focus Sash Abra, Magnemite, Diglett, Gothita, Pawniard, and Croagunk; because of this, Pokemon that appreciate these threats gone like Croagunk, Fletchling, and Foongus enjoy having Trapinch as a teammate. As Trapinch tends to be easily forced out once it has trapped something, teammates such as Foongus and Chinchou that can deal with various Water-, Grass-, and Flying-types are necessary to ensure that it does not become a liability. Paralysis support from the likes of Snubbull and Foongus can make it easier for Trapinch to revenge kill frailer targets. Slow VoltTurn users such as bulky variants of Mienfoo and Chinchou can help to get Trapinch in safely. Entry hazard removal, especially a means to remove Toxic Spikes, can help Trapinch to more consistently avoid specific KOs.

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

Trapinch's movepool outside of the listed options is underwhelming at best. Endure or Substitute can be used to more reliably activate Trapinch's Berry Juice if it has been weakened, but most attacks will already weaken Trapinch enough to activate it; they can also be used in conjunction with Custap Berry, but the given set is more reliably effective. Crunch is Trapinch's best option for Gastly, but it has little use otherwise. An EV spread of 156 HP / 196 Atk / 76 SpD / 36 Spe with an Adamant nature, Eviolite, and a moveset of Bulldoze / Superpower / filler / filler is geared specifically towards revenge killing offensive Porygon and has a good chance of revenge killing wall Porygon as well, but it fares much worse against Trapinch's other targets. Otherwise, Trapinch is too slow to take advantage of Speed-lowering moves. Most offensive Trapinch sets are badly hindered by its low Speed, making sets such as Life Orb Trapinch generally unviable. A set with minimum Speed can be used to take advantage of Trick Room thanks to Trapinch's high Attack stat, but Trapinch lacks the power to OHKO most Eviolite holders even with a Life Orb, possibly forcing it to give up precious Trick Room turns and preventing it from acting as an effective sweeper; as such, its primary role on these teams should be to trap important threats for other Trick Room sweepers.

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

**Pokemon That Can Defeat Trapinch in a One-on-one Scenario**: Although Trapinch cannot be checked or countered in the traditional sense due to Arena Trap, it is easily forced out after getting a KO by most Grass-, Water-, Flying-, and Ice-types, as well as anything that has the means to heavily damage it and is not significantly threatened in return; this includes a large portion of the metagame such as Foongus, Corphish, Drifloon, and Spritzee.

**Setup Sweepers That Do Not Mind Earthquake**: Trapinch's reliance on Earthquake to significantly damage foes means that certain setup sweepers such as Timburr and Snivy can easily force it out after it has KOed something. They are especially dangerous because Trapinch cannot simply sacrifice itself once it has been weakened.

**Porygon**: Despite taking heavy damage from Superpower, a healthy Porygon can countertrap Trapinch by Tracing Arena Trap and eventually come out on top, especially if it is carrying Ice Beam.

**Pokemon Immune to Arena Trap**: Trapinch is unable to perform its duty as a trapper against Flying- and Ghost-types and Levitate users because they are immune to Arena Trap; Flying-types and Levitate users are also immune to Trapinch's STAB moves.
 
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Explain in Usage Tips that Trapinch is very predictable and people can easily double switch against it if they predict properly (and again, this isn't difficult at all). Mention proper examples of what you mean with "slow voltturn" in team options. Finally, I'd distinguish the first category in c&c between setup sweepers and Pokemon that force Trapinch out/just win 1v1.

QC 3/3. Solid as always
 
GP 1/2
[OVERVIEW]

Although Trapinch suffers competition from Diglett as a Ground-type trapper, it is able to heavily differentiate itself through its higher Attack stat and far greater bulk. Its decent defenses allow it to trap several important threats that Diglett struggles against, although they aren't anything to write home about. Trapinch's effectiveness outside of trapping specific targets is hindered by its low Speed and limited movepool. Furthermore, once it has done its job, its common weaknesses make it easy to force out. For these reasons, Trapinch's disadvantages should be carefully weighed before simply throwing it onto a team.

[SET]
name: Trapper
move 1: Earthquake
move 2: Feint
move 3: Rock Slide
move 4: Toxic / Superpower
item: Berry Juice / Eviolite
ability: Arena Trap
nature: Adamant
evs: 156 HP / 36 Atk / 236 Def / 76 SpD

[SET COMMENTS]
Moves
========

Earthquake is Trapinch's primary STAB move, heavily damaging most Pokemon that do not resist it. Feint guarantees that Trapinch can pick off weakened threats such Focus Sash Abra and Sturdy Magnemite; it is used over Quick Attack because the difference in damage is negligible for its purpose with the given EV spread, and Feint can let Trapinch get some chip damage in on opposing priority users. Rock Slide provides coverage against Flying- and Bug-types, although it lacks the Base Power to significantly damage bulkier Pokemon. The last moveslot is just a filler option; Toxic ensures that Calm Mind Spritzee does not set up on Trapinch, whereas Superpower threatens Porygon.

Set Details
========

The given defensive EVs ensure that Life Orb Adamant Pawniard's Knock Off and Analytic Magnemite's Flash Cannon almost never OHKO Trapinch after Stealth Rock. 18 Attack lets Trapinch 2HKO Knocked Off Spritzee the vast majority of the time. Berry Juice is a strong item on Trapinch because it usually lets Trapinch heal back to full HP after trapping its target; it also allows Trapinch to directly switch into Choice Scarf Magnemite and reliably revenge kill SturdyJuice Magnemite. Eviolite is another good choice to better deal with Knock Off users and survive a greater variety of OHKOs, in exchange for Berry Juice's longevity survivability. If Eviolite is run, an EV spread of 156 HP / 36 Atk / 76 Def / 236 SpD is preferable to usually avoid the 2HKO from Magnemite's Flash Cannon after Stealth Rock before factoring in Analytic, and the OHKO from Choice Scarf Chinchou's Hydro Pump after a layer of Spikes; the physical bulk to withstand Pawniard is no longer needed, (AC) as Eviolite reduces Knock Off's damage. A more offensive EV spread of 156 HP / 196 Atk / 76 Def / 76 SpD with either Berry Juice or Eviolite is viable to 2HKO Ponyta while burned and KO offensive Porygon after Stealth Rock with a combination of Superpower and Quick Attack, but the lower bulk makes it more difficult for Trapinch to trap its other targets.

Usage Tips
========

If Trapinch is required to trap more than one Pokemon on the opposing team, it is best to use Trapinch as a revenge killer, as Berry Juice will usually allow it to heal back to full health after trapping one target. With Feint, Trapinch can ensure that heavily weakened targets that are affected by Arena Trap are picked off. Do not directly switch Trapinch into Magnemite until you can be sure it is a Choice Scarf variant, has Sturdy broken, or has used up its Berry Juice used up, as if a healthy SturdyJuice Magnemite hits Trapinch on the switch with Flash Cannon, it will be able to win; however, Trapinch can reliably revenge kill all variants of Magnemite. Ponyta needs to be Knocked Off before Trapinch can trap it, and Trapinch will be heavily weakened in the process. Be careful of the opponent taking advantage of Trapinch's predictability and using double switches to gain momentum on predicted Trapinch switch-ins.

Team Options
========

Trapinch's niche is its ability to remove key Pokemon such as Focus Sash Abra, Magnemite, Diglett, Gothita, Pawniard, and Croagunk; because of this, Pokemon that appreciate these threats gone like Croagunk, Fletchling, and Foongus enjoy having Trapinch as a teammate. As Trapinch tends to be easily forced out once it has trapped something, teammates such as Foongus and Chinchou that can deal with various Water-, Grass-, and Flying-types are necessary to ensure that Trapinch does not become a liability. Paralysis support from the likes of Snubbull and Foongus can make it easier for Trapinch to revenge kill frailer targets. Slow VoltTurn users such as bulky variants of Mienfoo and Chinchou can help to get Trapinch in safely. Hazard removal, especially a means to remove Toxic Spikes, can help Trapinch to more consistently survive specific KOs.

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

Trapinch's movepool outside of the listed options is underwhelming at best. Endure or Substitute can be used to more reliably activate Trapinch's Berry Juice if it has been weakened, but most attacks will already weaken Trapinch enough to activate Berry Juice; they can also be used in conjunction with Custap Berry, but the given set is more reliably effective. Crunch is Trapinch's best option for Gastly, but it has little use otherwise. An EV spread of 156 HP / 196 Atk / 76 SpD / 36 Spe with an Adamant nature, Eviolite, and a moveset of Bulldoze / Superpower (just those moves?) is geared specifically towards revenge killing offensive Porygon and has a good chance of revenge killing wall Porygon as well, but it fares much worse against Trapinch's other targets. Otherwise, Trapinch is too slow to take advantage of Speed-lowering moves. Most offensive Trapinch sets are badly hindered by its low Speed, making sets such as Life Orb Trapinch generally unviable. A set with minimum Speed can be used to abuse take advantage of Trick Room thanks to Trapinch's high Attack stat, but Trapinch lacks the power to OHKO most Eviolite holders even with a Life Orb, possibly forcing it to give up precious Trick Room turns and preventing it from acting as an effective sweeper; therefore, as such, its primary role on these teams should be to trap important threats for other Trick Room sweepers.

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

**Pokemon That Can Defeat Trapinch in a 1v1 Scenario**: Although Trapinch cannot be checked or countered in the traditional sense due to Arena Trap, it is easily forced out after getting a KO by most Grass-, Water-, Flying-, and Ice-types, as well as anything that has the means to heavily damage it Trapinch and is not significantly threatened in return; this includes a large portion of the metagame such as Foongus, Corphish, Drifloon, and Spritzee.

**Setup Sweepers That Do Not Mind Earthquake**: Trapinch's reliance on Earthquake to significantly damage foes means that certain setup sweepers such as Timburr and Snivy can easily force it Trapinch out after it Trapinch has KOed something. They are especially dangerous because Trapinch cannot simply sack sacrifice itself once it has been weakened.

**Porygon**: Despite taking heavy damage from Superpower, a healthy Porygon can countertrap Trapinch by Tracing Arena Trap and eventually come out on top, especially if it is carrying Ice Beam.

**Pokemon Immune to Arena Trap**: Trapinch is unable to perform its duty as a trapper against Flying- and Ghost-types and Levitate users because they are immune to Arena Trap; Flying-types and Levitate are also immune to Trapinch's STAB moves.
 
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24-hour analysis yn? :o

remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Although Trapinch suffers competition from Diglett as a Ground-type trapper, it is able to heavily differentiate itself through its higher Attack stat and far greater bulk. Its decent defenses allow it to trap several important threats that Diglett struggles against, although they aren't anything to write home about. (this is really vague? who are "they"? if they're the targets it traps, then that contradicts with "important"; if they're its defenses, then add "still" before it imo, should be clear enough then)Trapinch's effectiveness outside of trapping specific targets is hindered by its low Speed and limited movepool. Furthermore, once it has done its job, its common weaknesses make it easy to force out. For these reasons, Trapinch's disadvantages should be carefully weighed before simply throwing it onto a team.

[SET]
name: Trapper
move 1: Earthquake
move 2: Feint
move 3: Rock Slide
move 4: Toxic / Superpower
item: Berry Juice / Eviolite
ability: Arena Trap
nature: Adamant
evs: 156 HP / 36 Atk / 236 Def / 76 SpD

[SET COMMENTS]
Moves
========

Earthquake is Trapinch's primary STAB move, heavily damaging most Pokemon that do not resist it. Feint guarantees that Trapinch can pick off weakened threats such Focus Sash Abra and Sturdy Magnemite; it is used over Quick Attack because the difference in damage is negligible for its purpose with the given EV spread, and Feint can let Trapinch get some chip damage in on opposing priority users. Rock Slide provides coverage against Flying- and Bug-types, although it lacks the Base Power to significantly damage bulkier Pokemon. The last moveslot is just a filler option; Toxic ensures that Calm Mind Spritzee does not set up on Trapinch, whereas Superpower threatens Porygon.

Set Details
========

The given defensive EVs ensure that Life Orb Adamant Pawniard's Knock Off and Analytic Magnemite's Flash Cannon almost never OHKO Trapinch after Stealth Rock. 18 Attack lets Trapinch 2HKO Knocked Off Eviolite-less Spritzee the vast majority of the time. Berry Juice is a strong item on Trapinch because it usually lets Trapinch heal back to full HP after trapping its target; it also allows Trapinch to directly switch into Choice Scarf Magnemite and reliably revenge kill SturdyJuice Magnemite. Eviolite is another good choice to better deal with Knock Off users and survive avoid a greater variety of OHKOs, in exchange for Berry Juice's longevity. If Eviolite is run, an EV spread of 156 HP / 36 Atk / 76 Def / 236 SpD is preferable to usually avoid the 2HKO from Magnemite's Flash Cannon after Stealth Rock before factoring in Analytic, and the OHKO from Choice Scarf Chinchou's Hydro Pump after a layer of Spikes; the physical bulk to withstand Pawniard is no longer needed, as Eviolite reduces Knock Off's damage. A more offensive EV spread of 156 HP / 196 Atk / 76 Def / 76 SpD with either Berry Juice or Eviolite is viable to 2HKO Ponyta while burned and KO offensive Porygon after Stealth Rock with a combination of Superpower and Quick Attack, (Feint?) but the lower bulk makes it more difficult for Trapinch to trap its other targets.

Usage Tips
========

If Trapinch is required to trap more than one Pokemon on the opposing team, it is best to use Trapinch it as a revenge killer, as Berry Juice will usually allow it to heal back to full health after trapping one target. With Feint, Trapinch can ensure that heavily weakened targets that are affected by Arena Trap are picked off. Do not directly switch Trapinch into Magnemite until you can be sure it is a Choice Scarf variant, has Sturdy broken, or has used up its Berry Juice, as if a healthy SturdyJuice Magnemite hits Trapinch on the switch with Flash Cannon, it will be able to win; however, Trapinch can reliably revenge kill all variants of Magnemite. Ponyta needs to be hit with Knocked Off before Trapinch can trap it, and Trapinch will be heavily weakened in the process. Be careful of the opponent taking advantage of Trapinch's predictability and using double switches to gain momentum on predicted Trapinch switch-ins.

Team Options
========

Trapinch's niche is its ability to remove key Pokemon such as Focus Sash Abra, Magnemite, Diglett, Gothita, Pawniard, and Croagunk; because of this, Pokemon that appreciate these threats gone like Croagunk, Fletchling, and Foongus enjoy having Trapinch as a teammate. As Trapinch tends to be easily forced out once it has trapped something, teammates such as Foongus and Chinchou that can deal with various Water-, Grass-, and Flying-types are necessary to ensure that Trapinch it does not become a liability. Paralysis support from the likes of Snubbull and Foongus can make it easier for Trapinch to revenge kill frailer targets. Slow VoltTurn users such as bulky variants of Mienfoo and Chinchou can help to get Trapinch in safely. Entry hazard removal, especially a means to remove Toxic Spikes, can help Trapinch to more consistently survive avoid specific KOs.

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

Trapinch's movepool outside of the listed options is underwhelming at best. Endure or Substitute can be used to more reliably activate Trapinch's Berry Juice if it has been weakened, but most attacks will already weaken Trapinch enough to activate Berry Juice it; they can also be used in conjunction with Custap Berry, but the given set is more reliably effective. Crunch is Trapinch's best option for Gastly, but it has little use otherwise. An EV spread of 156 HP / 196 Atk / 76 SpD / 36 Spe with an Adamant nature, Eviolite, and a moveset of Bulldoze / Superpower / filler / filler is geared specifically towards revenge killing offensive Porygon and has a good chance of revenge killing wall Porygon as well, but it fares much worse against Trapinch's other targets. Otherwise, Trapinch is too slow to take advantage of Speed-lowering moves. Most offensive Trapinch sets are badly hindered by its low Speed, making sets such as Life Orb Trapinch generally unviable. A set with minimum Speed can be used to take advantage of Trick Room thanks to Trapinch's high Attack stat, but Trapinch lacks the power to OHKO most Eviolite holders even with a Life Orb, possibly forcing it to give up precious Trick Room turns and preventing it from acting as an effective sweeper; as such, its primary role on these teams should be to trap important threats for other Trick Room sweepers.

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

**Pokemon That Can Defeat Trapinch in a 1v1 One-on-one Scenario**: Although Trapinch cannot be checked or countered in the traditional sense due to Arena Trap, it is easily forced out after getting a KO by most Grass-, Water-, Flying-, and Ice-types, as well as anything that has the means to heavily damage it and is not significantly threatened in return; this includes a large portion of the metagame such as Foongus, Corphish, Drifloon, and Spritzee.

**Setup Sweepers That Do Not Mind Earthquake**: Trapinch's reliance on Earthquake to significantly damage foes means that certain setup sweepers such as Timburr and Snivy can easily force it out after it has KOed something. They are especially dangerous because Trapinch cannot simply sacrifice itself once it has been weakened.

**Porygon**: Despite taking heavy damage from Superpower, a healthy Porygon can countertrap Trapinch by Tracing Arena Trap and eventually come out on top, especially if it is carrying Ice Beam.

**Pokemon Immune to Arena Trap**: Trapinch is unable to perform its duty as a trapper against Flying- and Ghost-types and Levitate users because they are immune to Arena Trap; Flying-types and Levitate users are also immune to Trapinch's STAB moves.
 
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