Trapinch

false

fuck a hater bitch
is a Battle Simulator Administratoris a Community Leaderis a Tutor Alumnusis a Team Rater Alumnusis a Smogon Social Media Contributor Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
Community Leader
[OVERVIEW]

The only viable Arena Trap user in PU, Trapinch boasts the ability to trap and remove a variety of common threats in the PU metagame from Zebstrika to Probopass. Trapinch's main niche is as a supportive Pokemon on offensive teams, removing defensive Pokemon such as Muk, Audino, and Chinchou so that offense has an easier time breaking down those teams. However, Trapinch can also be used to support defensive teams, removing offensive threats such as Ninetales, Grumpig, and Kadabra, which some defensive teams can struggle to handle. Unfortunately, Trapinch's low defensive stats means that it relies on heavy Special Defense investment in order to combat specially based threats, and thus it is vulnerable to most physical attackers. Trapinch is also one of the slowest Pokemon in PU, second only to Munchlax, so it will essentially always be moving second.

[SET]
name: RestTalk
move 1: Earthquake
move 2: Toxic
move 3: Sleep Talk
move 4: Rest
item: Eviolite
ability: Arena Trap
nature: Careful
evs: 248 HP / 28 Def / 232 SpD

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

Earthquake is Trapinch's most powerful STAB move, used to deal damage to any Pokemon it is attempting to trap. Toxic is used to wear down defensive Pokemon such as Audino, which would otherwise be able to easily heal off any damage taken from Earthquake with Wish. Rest gives Trapinch a reliable means of recovery, while Sleep Talk prevents Trapinch from being passive while asleep.

Set Details
======

Arena Trap allows Trapinch to trap and remove a variety of Electric-, Steel-, Poison-, and Psychic-types such as Zebstrika, Probopass, Muk, and Grumpig. Maximum HP investment and 232 Special Defense EVs minimize the chance that Chinchou will 3HKO Trapinch with Scald, meaning that Trapinch is able to trap and remove Chinchou from the field. The remaining EVs are put into Defense, allowing Trapinch to avoid the OHKO from Rapidash's Flame Plate-boosted Flare Blitz after Stealth Rock while also optimizing the chances to avoid the OHKO from offensive Mawile's Play Rough. The combination of Rest and Sleep Talk means that Trapinch can often stay healthy enough to trap multiple Pokemon per game if necessary.

Usage Tips
=======

Bring Trapinch in on a Pokemon that it can wall, and proceed to trap and knock out the foe with the combination of Toxic and Earthquake. Trapinch can check some more powerful Pokemon such as Mr. Mime, but Trapinch won't be able to defeat it via Rest + Sleep Talk, so just knock it out with Earthquake. Try to use Trapinch to trap Pokemon as early as possible to maximize the matchup advantage gained by your team. Trapinch is a reliable counter to Chinchou, being able to switch in and block Volt Switch and avoiding the 3HKO from Scald. Don't let Curse Muk or Coil Arbok get too many boosts before attempting to trap them. After a few boosts Curse Muk can effectively wall Trapinch, while Arbok can 2HKO it with Earthquake.

Team Options
=======

Trapinch is used as a dedicated support Pokemon and as such doesn't really require any support, since its role will be similar in every game. Muk is one of the Pokemon that most appreciates Trapinch's trapping, as the removal of Pokemon such as Probopass, Grumpig, and Arbok helps to facilitate a Muk sweep, while in return Muk deals with powerful special attackers such as Cacturne, Floatzel, and Articuno. VoltTurn Pokemon such as Ninjask, Rotom-F, and Zebstrika appreciate the removal of Probopass, Chinchou, and Audino while also luring in those Pokemon, giving Trapinch switch initiative. Chatot appreciates the removal of Soundproof Pokemon such as Mr. Mime and Electrode as well as defensive walls such as Probopass and Audino. Floatzel appreciates Trapinch taking care of Chinchou, Audino, and Muk. Jumpluff appreciates the removal of Sap Sipper Zebstrika as well as Probopass while checking a number of Water- and Grass-types in return. Vullaby is a defensive Pokemon that appreciates Trapinch's support, dealing with powerful attackers such as Stoutland and Leafeon while appreciating the removal of Electric-types as well as Mr. Mime.

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

3 attacks (Earthquake, Crunch or Superpower, and Quick Attack) + Toxic is a viable set, since the additional coverage allows Trapinch to hit a wider range of Pokemon. Superpower OHKOes Air Balloon Probopass and Pawniard, with the former being immune to Earthquake and the latter avoiding the OHKO from Earthquake. Crunch hits Ghost-types such as Misdreavus and Drifblim. Quick Attack can be a nice boon on Rest variants, allowing Trapinch to trap and chip away at weakened Pokemon such as Ninetales and Mr. Mime, although it will have to rely on a cleric to wake it from its sleep. Sand Attack can be used on Rest variants to lower the accuracy of the opposing Pokemon, potentially enabling Trapinch to outlast them with Rest.

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

While there are numerous Pokemon that are able to defeat Trapinch, its Arena Trap ability allows it to choose its matchups, making it tough to truly check or counter.

**Revenge Killers**: Leafeon, Floatzel, and Stoutland are just a few of a plethora of offensive Pokemon that are able to outspeed and OHKO Trapinch with their STAB moves.

**Defensive Pokemon**: The likes of Tangela, Avalugg, and Quilladin possess the physical bulk to take any hit that Trapinch can throw at them. In return, they OHKO Trapinch with their STAB moves. Bronzor is also a hard counter, being immune to Trapinch's STAB move as well as Toxic. It is also able to switch out as it pleases thanks to its Levitate ability.

**Defensive Setup Sweepers**: Since they are unaffected by Toxic and take little damage from Earthquake, Clefairy and Duosion easily take advantage of Trapinch and use it as setup fodder.
 
Last edited:

Megazard

mfw toge rises
is a member of the Site Staffis an official Team Rateris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Battle Simulator Moderator
PU Leader
[SET]
[OVERVIEW]

  • Only viable Arena Trap user in PU
  • Very low defensive stats, relies heavily on Eviolite in combination with max SpD investment
  • With full investment Trapinch is able to take some special hits from Zebstrika, Chinchou, Grumpig etc.
  • Used as a supportive Pokemon usually removing a Pokemon such as Muk or Probopass so that an offensive pokemon has an easier time sweeping
  • can also be used to support defensive teams, removing/weakening threatening offensive Pokemon such as CM Grumpig, Mr. Mime, Ninetales, Kadabra
  • The 2nd slowest Pokemon in PU (only munchlax is slower) so it will essentially always be moving second
  • Poor physical bulk means it cannot take any strong physical attacks
my only complaint is that this really doesnt emphasize the unique support and ability to remove some really important mons so easily but that can just as easily be fixed in writeup

name: RestTalk
move 1: Earthquake
move 2: Toxic
move 3: Sleep Talk
move 4: Rest
item: Eviolite
ability: Arena Trap
nature: Careful
evs: 248 HP / 28 Def / 232 SpD

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

  • Earthquake is used to deal damage to anything it can trap, hitting super effectively on Electrics.
  • Toxic used to wear down Pokemon such as Audino which would otherwise stall it out
  • RestTalk allows it to trap Chinchou as well as stay healthy to trap multiple threats in a single game
Set Details
======

  • SpD investment minimises the chance of being 3HKOd by Chinchou’s Scald.
  • Remaining Def EVs optimises chances to live Mawile’s Play Rough specify LO SF, Metang’s Meteor Mash in how many hits
  • Arena Trap allows Trapinch to trap Electrics, Steels, Psychics, Poisons (Zebstrika, Chinchou, Probopass, Grumpig, Muk)
  • RestTalk allows it to trap multiple Pokemon throughout a game
Usage Tips
=======

  • Bring Trapinch in on a Pokemon that it can wall and proceed to trap and knock them out with the combination of Toxic and Earthquake
  • Trapinch can still check Pokemon such as Mr. Mime, but won't be able to RestTalk to beat it unless it Scarf locks itself into Gleam/Focus Blast, so just Earthquake to knock it out are you trying to make a general point (check pokemon such as mr mime) in which case what category does the "such as" cover, or a specific point (details on how to beat just mr mime) in which case the 2 parts dont fit together. this is just semantics that'll prob go fine in writeup though
  • Toxic + RestTalk allows Trapinch to beat Audino
  • RestTalk allows Trapinch to beat Chinchou you said these 2 things in overview and it's not really a UT unless you say "you can use trapinch to switch into chinchou". and it should be p obvious how to trap an audino
  • Don't let Curse Muk/Coil Arbok get too many boosts before trying to trap it, or it may be able to wall you (Arbok would be able to knock you out with EQ)
only thing I'd add is try to trap early game rather than waiting until late game when it's not really maximizing utility

Team Options
=======

  • Trapinch is used as a dedicated support Pokemon, it doesn't really require any support itself, since its role will be the same in every game. VoltTurn can potentially be useful to help trap things, however even that isn't neccesary.
  • Muk appreciates trapping of Probopass, Arbok, Muk, Grumpig/Mr. Mime. Checks powerful special attackers that Trapinch can't deal with (Combusken, Floatzel, Articuno)
  • Articuno appreciates trapping of Probopass and Muk
  • Floatzel appreciates the removal of Chinchou, Audino, and Muk.
  • VoltTurn mons like Ninjask, Rotom-F, Zebstrika appreciate the removal of a number of the trappable mons (Probopass, Chinchou, Audino)
maybe bulky things like vulla if trapinch just trapped something but you want to save it for later and u need something to switch into the stout or leaf or w/e
[STRATEGY COMMENTS]
Other Options
=============

  • 3 Attacks + Toxic is still a viable set but is just less consistent and traps less things than RestTalk specifically- doesnt stick around as long but quick attack can be annoying and it can occasionally have an easier time wearing down bulky things
  • Sand Attack can be used to lower accuracy so that you can RestTalk stall some Pokemon
  • Superpower on RestTalk lets Trapinch hit Balloon Probo or Rotom-F
  • Rock Slide/Rock Tomb can be used to hit Flying-types
Checks and Counters
===================

talking in pm but id rather do c&c like it was done on the last trapinch analysis, there's no real need for all these separate distinctions when powerful attackers and bulky things are the 2 ways to check pinch since you almost never get the opportunity to counter it

**Powerful Attackers**: Physical attackers such as Stoutland and Golem are powerful enough to overwhelm Trapinch's uninvested Defense stat and thus are able to knock it out OHKO it with their STAB moves.

**Grass-types**: Due to the fact that their typing allows them to resist Trapinch's STAB move and also hit it super effectively with their STAB moves. Leafeon, Simisage, and Cacturne are just a few examples of the slew of Grass-types that are able to easily dispatch with Trapinch.

**Water-types**: Offensive Water-types such as Floatzel, Basculin and Simipour can utilize their powerful STAB moves to OHKO Trapinch, while defensive Water-types such as Pelipper and Politoed can 2HKO it with Scald.

**Ice-types**: Avalugg takes very little from even Superpower due to its naturally high Defense stat and easily removes Trapinch with Avalanche. Offensive Ice-types such as Articuno, Regice, and Rotom-F's threaten to OHKO it with their powerful STAB moves.

**Defensive Set-up sweepers**: Clefairy, Duosion and Beheeyem are all able to take advantage of Trapinch, easily recovering off any damage that it deals to them and uses it as setup fodder.
qcstamp.gif
the entire check is just me being extra nitpicky and annoying, 1/3
 
Last edited:

2xTheTap

mfw old gen spreads still used
is a Community Contributoris a Tiering Contributoris a Contributor to Smogon
[OVERVIEW]

The only viable Arena Trap user in PU, Trapinch boasts the ability to trap and remove a variety of common threats in the PU metagame from Zebstrika to Probopass. Trapinch's main niche is as a supportive Pokemon on offensive teams, removing defensive Pokemon such as Muk, Audino, and Chinchou so that offense has an easier time breaking down those teams. However, Trapinch can also be used to support defensive teams, removing offensive threats such as Ninetales, Grumpig, and Kadabra which some defensive teams can struggle to handle. Trapinch's low defensive stats means that it relies on heavy Special Defense investment in order to combat specially-biased threats, and as such is vulnerable to most physical attackers. Trapinch is also the second slowest Pokemon in PU, only Munchlax is slower, so Trapinch will essentially always be moving second.

[SET]
name: RestTalk
move 1: Earthquake
move 2: Toxic
move 3: Sleep Talk
move 4: Rest
item: Eviolite
ability: Arena Trap
nature: Careful
evs: 248 HP / 28 Def / 232 SpD

Even despite posting Sleep Talk myself, I would like to see Quick Attack in moves or as a secondary slash; it's better than its OO by quite a bit (at least imo). Trapinch sometimes lacks the bulk to EQ and Rest, and often ends up clicking EQ --> QA in matchups like Ninetales, Mime, Sash Kadabra, or if you're too low to take an HP Ice from something like Electrode. http://replay.pokemonshowdown.com/pu-535594827

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

Earthquake is Trapinch's most powerful STAB move, used to deal damage to any Pokemon it is attempting to trap. Toxic is used to wear down defensive Pokemon such as Audino which would otherwise be able to easily heal off any damage taken from Earthquake with Wish. Rest gives Trapinch a reliable means of recovery, while Sleep Talk prevents Trapinch from being passive while asleep.

Set Details
======

Arena Trap allows Trapinch to trap and remove a variety of Electric-, Steel-, Poison-, and Psychic-types such as Zebstrika, Probopass, Muk, and Grumpig. Maximum HP and 232 Special Defense investment minimises the chance that Chinchou will 3HKO Trapinch with Scald, meaning that Trapinch is able to trap and remove Chinchou from the field. The remaining EVs are dumped into Defense, allowing Trapinch to avoid the OHKO from Rapidash's Flame Plate-boosted Flare Blitz after Stealth Rock, while also optimising the chances to avoid the OHKO from Offensive Mawile's Play Rough. The combination of Rest and Sleep Talk means that Trapinch can often stay healthy enough to trap multiple Pokemon per game if necessary.

Usage Tips
=======

Bring Trapinch in on a Pokemon that it can wall, and proceed to trap and knock them out with the combination of Toxic and Earthquake. Trapinch can check some more powerful Pokemon such as Mr. Mime, but won't be able to utilize Rest + Sleep Talk to defeat it, so just Earthquake to knock it out. Try to use Trapinch to trap Pokemon as early as possible to maximise the matchup advantage gained by your team. Trapinch is a reliable counter to Chinchou, able to switch in and block Volt Switch, and avoiding the 3HKO from Scald. Don't let Curse Muk or Coil Arbok get too many boosts before attempting to trap them. After a few boosts Curse Muk can effectively wall Trapinch, while Arbok can 2HKO it with Earthquake.

Team Options
=======

Trapinch is used as a dedicated support Pokemon and as such doesn't really require any support since its role will be similar in every game. Muk is one of the Pokemon that most appreciates Trapinch's trapping, as the removal of Pokemon such as Probopass, Grumpig, and Arbok help to facilitate a Muk sweep, while in return Muk deals with powerful Special Attackers such as Cacturne, Floatzel, and Articuno. VoltTurn Pokemon such as Ninjask, Rotom-F, and Zebstrika appreciate the removal of Probopass, Chinchou, and Audino, while also luring in those Pokemon, giving Trapinch switch initiative. Articuno appreciates the removal of Probopass and Muk. Floatzel appreciates the removal of Chinchou, Audino, and Muk. Vullaby is a defensive Pokemon that appreciates Trapinch's support, dealing with powerful attackers such as Stoutland and Leafeon, while appreciating the removal of Electric-types as well as Mr. Mime.

- Add Chatot as partner - Trapinch is able to effectively trap Soundproof users in the tier, namely Electrode and Mr. Mime, which would otherwise prevent Chatot from cleaning or breaking with Boomburst. The threat of its Boomburst can also bring in Probopass, at which point Probopass's Air Balloon is broken by Chatot's U-Turn, and then Trapinch is subsequently brought in for the OHKO.

- Add Jumpluff as partner - Jumpluff is easily checked by both Sap Sipper Zebstrika and Vital Spirit Electabuzz, so Trapinch is a great partner for removing both of those in order to produce a Jumpluff sweep. Trapinch also traps Probopass, which can stop a Jumpluff sweep fairly easily with its STAB Power Gem. Trapinch can also Toxic Vullaby, which when weakened, can be beaten by a Jumpluff that's at +2, assuming Vullaby is at 60.2 - 66.9% (SR + +2 Acrobatics will take it down from there). In return for completely removing many of Jumpluff's counters, Jumpluff can check or directly counter Trapinch's defensive answers: Quilladin, Tangela, Gogoat, Leafeon, Relicanth, Politoed, Simipour and many others are beaten by a +2 Acrobatics or Seed Bomb.

- Add Dodrio as partner - many switchins to Dodrio like Probopass and Stunfisk can no longer prevent it from cleaning or breaking when trapped.

- Heal Bell users, especially if Rest is being used without Sleep Talk in favor for something like Quick Attack. Muk, one of Trapinch's main partners, also enjoys HB support. Grumpig and Altaria are fine examples. Coincidentally, Grumpig protects Trapinch from strong special attackers like Regice and Rotom-F via Thick Fat, while Altaria can beat Leafeon, Pawniard, Monferno for Trapinch.

- Optional to add maybe, but Water immune Pokemon like Politoed, Lapras, Lumineon can be useful in protecting Trapinch from offensive Water-types like Floatzel. Trapinch also beats Grumpig for Lapras, while all of these Water-types appreciate Electric-types like Electrode and Zebstrika being trapped and KOed.


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

3 Attacks + Toxic is a viable set, the additional coverage allows it to hit a wider range of Pokemon. Superpower OHKOs Air Balloon Probopass and Pawniard, the former being immune to Earthquake, and the latter avoiding the OHKO from Earthquake. Quick Attack can also be a nice boon, allowing Trapinch to trap and chip away at weakened Pokemon. Sand Attack or Mud Slap can be used on RestTalk to lower the accuracy of the opposing Pokemon, making it so that Trapinch may be able to beat them with RestTalk.

- Protect allows you to see what sort of coverage will be used against Trapinch, so that you can switch accordingly (Rotom-F will sometimes Trick instead of just clicking Blizzard, for example).

- Crunch allows Trapinch to hit floating Ghost-types like Drifblim and Misdreavus. Also prevents Trapinch from being walled by Bronzor, but Toxic is generally more useful.


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

While there are numerous Pokemon that are able to defeat Trapinch its Arena Trap ability allows it to choose the matchups it presents itself in making it tough to truly check or counter.

**Revenge Killers**: Leafeon, Floatzel, and Stoutland are just a few of a plethora of offensive Pokemon that are able to outspeed and OHKO Trapinch with their STAB moves.

**Defensive Pokemon**: The likes of Tangela, Avalugg, and Quilladin possess the physical bulk to take any hit that Trapinch can throw at them. In return, they OHKO Trapinch with their STAB moves. However, each must be aware of Toxic.

-Bronzor is a more perfect counter; immune to Toxic, EQ, isn't trapped without an effect like Smack Down or Gravity being active.


**Defensive Set-up sweepers**: Unaffected by Toxic and taking little damage from Earthquake; Clefairy and Duosion easily take advantage of Trapinch and use it as setup fodder.
Nice job, False. Comments are in bold. I fleshed out partners section more, but other than that, I didn't have much to add. I probably wouldn't list Sand Attack in OO, or if you do, use Mud Slap over it imo with Taunt users being able to stop such a strategy while simultaneously preventing RestTalk. 3/3
 
Last edited:
AMCHECK
remove add (comments)


[OVERVIEW]

The only viable Arena Trap user in PU, Trapinch,(AC) boastsboosts the ability to trap and remove a variety of common threats in the PU metagame,(AC) fromincluding Zebstrika toand Probopass. Trapinch's main niche is as a supportive Pokemon on offensive teams, removing defensive Pokemon such as Muk, Audino, and Chinchou,(AC) so that offense hasoffensive Pokemon have an easier time breaking down thosedefensive teams. However, Trapinch can also be used to supporton defensive teams for removing offensive threats such as Ninetales, Grumpig, and Kadabra,(AC) which some defensive teams can struggle to handle. Trapinch's low defensive statsDefence stat means that it relies on heavy Special Defense investments in order to combat specially-biased threats, and as such is vulnerable to most physical attackers. Trapinch is also the second slowest Pokemon in PU, with only Munchlax isbeing slower, someaning that Trapinch will essentiallynearly always be moving second.

[SET]
name: RestTalk
move 1: Earthquake
move 2: Toxic
move 3: Sleep Talk
move 4: Rest
item: Eviolite
ability: Arena Trap
nature: Careful
evs: 248 HP / 28 Def / 232 SpD

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

Earthquake is Trapinch's most powerful STAB move, which it useduses to deal damage to any Pokemon it is attempting to trap. Toxic is used to wear down defensive Pokemon such as Audino,(AC) which would otherwise be able to easily heal off any damage taken from Earthquake with Wish. Rest gives Trapinch a reliable meanssource of recovery, while Sleep Talk prevents Trapinch from being passive while asleep.

Set Details
======

Arena Trap allows Trapinch to trap and remove a variety of Electric-, Steel-, Poison-, and Psychic-types such as Zebstrika, Probopass, Muk, and Grumpig. Maximum HP and 232 Special Defense investment minimises the chance that Chinchou will 3HKO Trapinch with Scald, meaning that Trapinch is able to sucessfully trap and remove Chinchou from the field. The remaining EVs are dumpedallocated into Defense, allowing Trapinch to avoid thegetting OHKOed from Rapidash's Flame Plate-boosted Flare Blitz after Stealth Rock, while also optimising the chances to avoid the OHKO from Offensive Mawile's Play Rough. The combination of Rest and Sleep Talk means that Trapinch can often stay healthy enough to trap multiple Pokemon per game if necessary.

Usage Tips
=======

Bring Trapinch in on a Pokemon that it can wall, and proceed to trap and knock them outwear down the foe with the combination of Toxic and Earthquake. Trapinch can check some more powerful Pokemon such as Mr. Mime, but it won't be able to utilize Rest + Sleep Talk to defeat it,(RC).(full stop) so In this case it should just Earthquake to knock it out. Try to use Trapinch to trap Pokemon as early as possible to maximise the matchup advantage gained by your team. Trapinch is a reliable counter to Chinchou, ablehaving the ability to switch in and block Volt Switch, andwhile also avoiding the 3HKO from Scald. Don't let Curse Muk or Coil Arbok get too many boosts before attempting to trap them. After a few boosts Curse Muk can effectively wall Trapinch, while Arbok can 2HKO it with Earthquake. (Try to include how many boosts are needed "After Curse Muk reaches +x Defense it can effectively wall Trapinch, while Arbok can 2HKO Trapinch with Earthquake at +x Attack.")

Team Options
=======

Trapinch is used as a dedicated support Pokemon and as such,(AC) doesn't really require any support since its role will be similar in every game. Muk is one of the Pokemon that most appreciates(this gets repetitive towards the end)benefits the most out of Trapinch's trapping ability, as the removal of Pokemon such as Probopass, Grumpig, and Arbok help to facilitate a Muk sweep, while in return Muk deals with powerful Special Attackers such as Cacturne, Floatzel, and Articuno. VoltTurn Pokemon such as Ninjask, Rotom-F, and Zebstrika appreciate the removal of Probopass, Chinchou, and Audino, whilebut can also luringlure in thosethese Pokemon,(RC) giving Trapinch switch initiative. Chatot appreciates the removal of Soundproof Pokemon such as Mr. Mime and Electrode as well as defensive walls such as Probopass and Audino. Floatzel appreciatesis more effective after the removal of Chinchou, Audino, and Muk. Jumpluff appreciates the removal of Sap Sipper Zebstrika, as well as Probopass, while in return checking a number of Water- and Grass-types. Vullaby is a defensive Pokemon that appreciates Trapinch's support, dealing with powerful attackers such as Stoutland and Leafeon, while appreciating the removal of Electric-types as well as Mr. Mime.(changing order to make it sound better) Vullaby is a defensive Pokemon, which deals with powerful physical attackers such as Stoutland, and Leafeon, which Trapinch struggles against. Vullaby benefits greatly from Trapinch's presence against Eletric-type Pokemon as well as Mr.Mime.

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

3 Attacks (Earthquake, Crunch/Superpower, Quick Attack) + Toxic is a viable set,(RC) the with additional coverage allows itallowing Trapinch to hit a wider range of Pokemon. Superpower OHKOs Air Balloon Probopass and Pawniard, the former being immune to Earthquake, and the latter avoiding the OHKO from Earthquake. Crunch hits Ghost-types such as Midreavus and Drifblim. Quick Attack can be a nice boonoption on Rest variants, allowing Trapinch to trap and chip away at weakened Pokemon such as Ninetales and Mr. Mime, although it will rely on a cleric to wake it from its sleep. Sand Attack can be used on Rest variants to lower the accuracy of the opposing Pokemon, making it so that Trapinch may be able to outlast them with Rest.

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

While there are numerousmany Pokemon that are able to defeat Trapinch,(AC) its Arena Trap ability allows it to choose the matchups it presents itself in making it tough to truly check or counter.

**Revenge Killers**: Leafeon, Floatzel, and Stoutland are just a few of a plethora of offensive Pokemon that are able to outspeed and OHKO Trapinch with their STAB moves.

**Defensive Pokemon**: The likes of Tangela, Avalugg, and Quilladin possess the physical bulk to take any hit that Trapinch can throw at them. In return, they OHKO Trapinch with their STAB moves. Bronzor is also a hard counter, immune to Trapinch's STAB move as well as Toxic. It is also able to switch out as it pleases,(AC) thanks to its Levitate ability.

**Defensive Set-up sweepers**: Unaffected by Toxic,(AC) and taking little damage from Earthquake; Clefairy and Duosion easily take advantage of Trapinch and use it as setup fodder.
Note: you do not have to include these changes in your analysis, and this does not count as one of your 2 gp checks.
 

The Dutch Plumberjack

ace of wands
is a member of the Site Staffis a Smogon Social Media Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator
Articles Co-Leader
included good changes from the amcheck, but overall you were trying to do a little too much here--this analysis didn't require that much work, and most of your changes here weren't really required (e.g., numerous -> many, both do roughly the same thing and neither is wrong per se), and in some places this also led to you changing content :[ nice seeing you show interest though, feel free to hit me or some other GP member up for any questions :0

GP 1/2
[OVERVIEW]

The only viable Arena Trap user in PU, Trapinch boasts the ability to trap and remove a variety of common threats in the PU metagame from Zebstrika to Probopass. Trapinch's main niche is as a supportive Pokemon on offensive teams, removing defensive Pokemon such as Muk, Audino, and Chinchou so that offense has an easier time breaking down those teams. However, Trapinch can also be used to support defensive teams, removing offensive threats such as Ninetales, Grumpig, and Kadabra, (AC) which some defensive teams can struggle to handle. Unfortunately, Trapinch's low defensive stats means that it relies on heavy Special Defense investment in order to combat specially biased (RH) threats, and as such thus it is vulnerable to most physical attackers. Trapinch is also the second slowest Pokemon in PU, only to Munchlax is slower, (no need to mention this if Munch isnt relevant btw) so Trapinch it will essentially always be moving second.

[SET]
name: RestTalk
move 1: Earthquake
move 2: Toxic
move 3: Sleep Talk
move 4: Rest
item: Eviolite
ability: Arena Trap
nature: Careful
evs: 248 HP / 28 Def / 232 SpD

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

Earthquake is Trapinch's most powerful STAB move, used to deal damage to any Pokemon it is attempting to trap. Toxic is used to wear down defensive Pokemon such as Audino, (AC) which would otherwise be able to easily heal off any damage taken from Earthquake with Wish. Rest gives Trapinch a reliable means of recovery, while Sleep Talk prevents Trapinch from being passive while asleep.

Set Details
======

Arena Trap allows Trapinch to trap and remove a variety of Electric-, Steel-, Poison-, and Psychic-types such as Zebstrika, Probopass, Muk, and Grumpig. Maximum HP and 232 Special Defense investment minimises minimizes the chance that Chinchou will 3HKO Trapinch with Scald, meaning that Trapinch is able to trap and remove Chinchou from the field. The remaining EVs are dumped put into Defense, allowing Trapinch to avoid the OHKO from Rapidash's Flame Plate-boosted Flare Blitz after Stealth Rock (RC) while also optimising maximizing the chances to avoid the OHKO from offensive Mawile's Play Rough. The combination of Rest and Sleep Talk means that Trapinch can often stay healthy enough to trap multiple Pokemon per game if necessary.

Usage Tips
=======

Bring Trapinch in on a Pokemon that it can wall, and proceed to trap it and knock them it out with the combination of Toxic and Earthquake. Trapinch can check some more powerful Pokemon such as Mr. Mime, but it won't be able to utilize Rest + Sleep Talk to defeat it via Rest + Sleep Talk, (or w/e, wording is kinda weird) so just Earthquake to knock it out with Earthquake. Try to use Trapinch to trap Pokemon as early as possible to maximise maximize the matchup advantage gained by your team. Trapinch is a reliable counter to Chinchou, being able to switch in and block Volt Switch (RC) and avoiding the 3HKO from Scald. Don't let Curse Muk or Coil Arbok get too many boosts before attempting to trap them. After a few boosts Curse Muk can effectively wall Trapinch, while Arbok can 2HKO it with Earthquake.

Team Options
=======

Trapinch is used as a dedicated support Pokemon and as such doesn't really require any support, (AC) since its role will be similar in every game. Muk is one of the Pokemon that most appreciates appreciate Trapinch's trapping, as the removal of Pokemon such as Probopass, Grumpig, and Arbok help helps to facilitate a Muk sweep, while in return Muk deals with powerful special attackers such as Cacturne, Floatzel, and Articuno. VoltTurn Pokemon such as Ninjask, Rotom-F, and Zebstrika appreciate the removal of Probopass, Chinchou, and Audino (RC) while also luring in those Pokemon, giving Trapinch switch initiative. Chatot appreciates the removal of Soundproof Pokemon such as Mr. Mime and Electrode as well as defensive walls such as Probopass and Audino. Floatzel appreciates the removal of Trapinch taking care of (repetition) Chinchou, Audino, and Muk. Jumpluff appreciates the removal of Sap Sipper Zebstrika (RC) as well as Probopass (RC) while in return checking a number of Water- and Grass-types in return. Vullaby is a defensive Pokemon that appreciates Trapinch's support, dealing with powerful attackers such as Stoutland and Leafeon (RC) while appreciating the removal of Electric-types as well as Mr. Mime.

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

3 attacks (Earthquake, Crunch or Superpower, and Quick Attack) + Toxic is a viable set, since the additional coverage allows it Trapinch to hit a wider range of Pokemon. Superpower OHKOs OHKOes Air Balloon Probopass and Pawniard, with the former being immune to Earthquake (RC) and the latter avoiding the OHKO from Earthquake. Crunch hits Ghost-types such as Midreavus Misdreavus and Drifblim. Quick Attack can be a nice boon on Rest variants, allowing Trapinch to trap and chip away at weakened Pokemon such as Ninetales and Mr. Mime, although it will have to rely on a cleric to wake it from its sleep. Sand Attack can be used on Rest variants to lower the accuracy of the opposing Pokemon, making it so that potentially enabling Trapinch may be able to outlast them with Rest.

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

While there are numerous Pokemon that are able to defeat Trapinch, (AC) its Arena Trap ability allows it to choose the its matchups, (AC) it presents itself in making it tough to truly check or counter.

**Revenge Killers**: Leafeon, Floatzel, and Stoutland are just a few of a plethora of offensive Pokemon that are able to outspeed and OHKO Trapinch with their STAB moves.

**Defensive Pokemon**: The likes of Tangela, Avalugg, and Quilladin possess the physical bulk to take any hit that Trapinch can throw at them. In return, they OHKO Trapinch with their STAB moves. Bronzor is also a hard counter, being immune to Trapinch's STAB move as well as Toxic. It is also able to switch out as it pleases thanks to its Levitate ability.

**Defensive Set-up Setup Sweepers**: Since they are unaffected by Toxic and taking take little damage from Earthquake, (comma) Clefairy and Duosion easily take advantage of Trapinch and use it as setup fodder.
 
Last edited:

GatoDelFuego

Legendary Cat
is a Live Chat Contributoris a Site Staff Alumnusis a Smogon Social Media Contributor Alumnusis a Community Leader Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
False.

REMOVE CHANGE COMMENTS

[OVERVIEW]

The only viable Arena Trap user in PU, Trapinch boasts the ability to trap and remove a variety of common threats in the PU metagame from Zebstrika to Probopass. Trapinch's main niche is as a supportive Pokemon on offensive teams, removing defensive Pokemon such as Muk, Audino, and Chinchou so that offense has an easier time breaking down those teams. However, Trapinch can also be used to support defensive teams, removing offensive threats such as Ninetales, Grumpig, and Kadabra, which some defensive teams can struggle to handle. Unfortunately, Trapinch's low defensive stats means that it relies on heavy Special Defense investment in order to combat specially biased based I think this is what you were going for? threats, and thus it is vulnerable to most physical attackers. Trapinch is also one of the second slowest Pokemon in PU, second only to Munchlax, so it will essentially always be moving second.

[SET]
name: RestTalk
move 1: Earthquake
move 2: Toxic
move 3: Sleep Talk
move 4: Rest
item: Eviolite
ability: Arena Trap
nature: Careful
evs: 248 HP / 28 Def / 232 SpD

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

Earthquake is Trapinch's most powerful STAB move, used to deal damage to any Pokemon it is attempting to trap. Toxic is used to wear down defensive Pokemon such as Audino, which would otherwise be able to easily heal off any damage taken from Earthquake with Wish. Rest gives Trapinch a reliable means of recovery, while Sleep Talk prevents Trapinch from being passive while asleep.

Set Details
======

Arena Trap allows Trapinch to trap and remove a variety of Electric-, Steel-, Poison-, and Psychic-types such as Zebstrika, Probopass, Muk, and Grumpig. Maximum HP investment and 232 Special Defense EVs investment minimizes the chance that Chinchou will 3HKO Trapinch with Scald, meaning that Trapinch is able to trap and remove Chinchou from the field. The remaining EVs are put into Defense, allowing Trapinch to avoid the OHKO from Rapidash's Flame Plate-boosted Flare Blitz after Stealth Rock while also optimizing the chances to avoid the OHKO from offensive Mawile's Play Rough. The combination of Rest and Sleep Talk means that Trapinch can often stay healthy enough to trap multiple Pokemon per game if necessary.

Usage Tips
=======

Bring Trapinch in on a Pokemon that it can wall, and proceed to trap it and knock it out the foe with the combination of Toxic and Earthquake. Trapinch can check some more powerful Pokemon such as Mr. Mime, but it Trapinch won't be able to defeat it via Rest + Sleep Talk, so just knock it out with Earthquake. Try to use Trapinch to trap Pokemon as early as possible to maximize the matchup advantage gained by your team. Trapinch is a reliable counter to Chinchou, being able to switch in and block Volt Switch and avoiding the 3HKO from Scald. Don't let Curse Muk or Coil Arbok get too many boosts before attempting to trap them. After a few boosts Curse Muk can effectively wall Trapinch, while Arbok can 2HKO it with Earthquake.

Team Options
=======

Trapinch is used as a dedicated support Pokemon and as such doesn't really require any support, since its role will be similar in every game. Muk is one of the Pokemon that most appreciates Trapinch's trapping, as the removal of Pokemon such as Probopass, Grumpig, and Arbok helps to facilitate a Muk sweep, while in return Muk deals with powerful special attackers such as Cacturne, Floatzel, and Articuno. VoltTurn Pokemon such as Ninjask, Rotom-F, and Zebstrika appreciate the removal of Probopass, Chinchou, and Audino while also luring in those Pokemon, giving Trapinch switch initiative. Chatot appreciates the removal of Soundproof Pokemon such as Mr. Mime and Electrode as well as defensive walls such as Probopass and Audino. Floatzel appreciates Trapinch taking care of Chinchou, Audino, and Muk. Jumpluff appreciates the removal of Sap Sipper Zebstrika as well as Probopass while checking a number of Water- and Grass-types in return. Vullaby is a defensive Pokemon that appreciates Trapinch's support, dealing with powerful attackers such as Stoutland and Leafeon while appreciating the removal of Electric-types as well as Mr. Mime.

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

3 attacks (Earthquake, Crunch or Superpower, and Quick Attack) + Toxic is a viable set, since the additional coverage allows Trapinch to hit a wider range of Pokemon. Superpower OHKOes Air Balloon Probopass and Pawniard, with the former being immune to Earthquake and the latter avoiding the OHKO from Earthquake. Crunch hits Ghost-types such as Misdreavus and Drifblim. Quick Attack can be a nice boon on Rest variants, allowing Trapinch to trap and chip away at weakened Pokemon such as Ninetales and Mr. Mime, although it will have to rely on a cleric to wake it from its sleep. Sand Attack can be used on Rest variants to lower the accuracy of the opposing Pokemon, potentially enabling Trapinch to outlast them with Rest.

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

While there are numerous Pokemon that are able to defeat Trapinch, its Arena Trap ability allows it to choose its matchups, making it tough to truly check or counter.

**Revenge Killers**: Leafeon, Floatzel, and Stoutland are just a few of a plethora of offensive Pokemon that are able to outspeed and OHKO Trapinch with their STAB moves.

**Defensive Pokemon**: The likes of Tangela, Avalugg, and Quilladin possess the physical bulk to take any hit that Trapinch can throw at them. In return, they OHKO Trapinch with their STAB moves. Bronzor is also a hard counter, being immune to Trapinch's STAB move as well as Toxic. It is also able to switch out as it pleases thanks to its Levitate ability.

**Defensive Setup Sweepers**: Since they are unaffected by Toxic and take little damage from Earthquake, Clefairy and Duosion easily take advantage of Trapinch and use it as setup fodder.

2/2
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top