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LC Wingull

[SET]
Offensive (Wingull) @ Life Orb
Ability: Hydration
Level: 5
Tera Type: Dark / Ground
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
IVs: 19 HP
- Surf
- Hurricane
- Ice Beam / Tera Blast
- Protect / Substitute

[SET COMMENTS]
Wingull is the gambler's fast attacker: a potent wallbreaker with a threatening STAB move combination that can OHKO or 2HKO nearly the entire metagame but is limited by its longevity and Hurricane's accuracy. Ice Beam provides a more reliable alternative to Hurricane for targets like Vullaby, Foongus, and Toedscool. Meanwhile, Tera Blast Ground improves Wingull's great coverage to pick off its few defensive checks, notably Chinchou, Mareanie, and Tinkatink. Protect blocks Mienfoo's Fake Out, alleviating chip damage and the pressure to switch out, and allows Wingull to scout attacks from Choice Scarf users. On teams where switching out is less of a concern, Substitute protects Wingull from Sucker Punch users like Stunky and opens it up for a free attack on switch-ins or sacrifices in exchange for worse longevity. Both fourth-move options allow Wingull to scout for defensive Tera types such as Steel and Water, allowing it to deal extra damage or safely switch out. By allotting only 19 HP IVs, Wingull takes reduced Life Orb recoil and Stealth Rock chip damage. Tera Dark shields Wingull from revenge kill attempts by Gothita while Wingull is out of Energy Ball's range or after it has scouted for Psychic with Protect; Tera Dark also lets Wingull resist Sucker Punch from Stunky and Diglett. In addition to its offensive utility with Tera Blast, Tera Ground opens up surprise KOs on Volt Switch Elekid and reduces Stealth Rock damage.

Wingull's Speed and few switch-ins make it a good fit for bulkier structures that compensate for its frailty with entry hazard removal and pivots or offensive structures that don't require repeated switching. Relatively passive cores featuring Tinkatink, Toedscool, and Mareanie bolster Wingull teams with a bulky Vullaby switch-in, a hazard removal option that can switch in on Elekid, and a consistent switch-in to most Choice Scarf users like Hisuian Growlithe and Mienfoo, respectively. In turn, they benefit from its ability to make progress nearly every time it attacks. Elekid and Stunky appreciate a Ground-immune teammate and can dish out Knock Off to open up OHKOs for Wingull. Swords Dance Mienfoo and Hisuian Growlithe may fit on more offensive structures, pressuring shared checks like Stunky and Mareanie. These Pokemon pair exceptionally well with Tera Blast Ground Wingull, which can remove Mareanie for physically oriented allies and Chinchou for Elekid. Wingull is very vulnerable to Electric-type Pokemon like Chinchou and opposing Elekid, so it should be paired with Electric-immune teammates such as Mudbray, Toedscool, and your own Chinchou. Protect variants are checked by Sucker Punch users, most notably Stunky, thus they pair well with checks like Mudbray and Trapinch. Substitute variants, on the other hand, can be forced out by Mienfoo's Fake Out. Therefore, Substitute Wingull appreciates Mienfoo switch-ins like Foongus and Mareanie, as well as hazard removal options like Toedscool, Alolan Sandshrew, and Defog Vullaby to reduce Stealth Rock chip damage when it is switching back in.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bleahey.641532/
Quality checked by:
https://www.smogon.com/forums/members/flou.605215/
https://www.smogon.com/forums/members/colin.568849/
Grammar checked by:
https://www.smogon.com/forums/members/a-blue-banana.649096/
 
Last edited:
hacker look away from the second moveslot on this mon

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[SET COMMENTS]
Wingull is the gambler's fast attacker: a potent wallbreaker with a threatening STAB move combination that can OHKO or 2HKO nearly the entire metagame, but is limited by its longevity and Hurricane's accuracy. Ice Beam provides a more reliable alternative to Hurricane for targets like Vullaby, Foongus, and Toedscool, while pressuring the occasional Axew or defensive Tera Dragon. Meanwhile, Tera Ground Tera Blast improves Wingull's great coverage to pick off its few defensive checks: notably Chinchou, Mareanie, and Tinkatink. Protect blocks Mienfoo's Fake Out, alleviating chip damage and pressure to switch out. On teams where switching out is less of a concern, Substitute protects Wingull from Sucker Punch users like Stunky and opens up Wingull for a free attack on switch-ins or sacrifices. Both fourth move options allow Wingull to scout for defensive Teras such as Steel and Water, allowing the user to deal extra damage or safely switch out. Allotting only 19 HP IVs, Wingull takes reduced Life Orb recoil and Stealth Rock chip. Tera Dark shields Wingull from a Gothita revenge kill and resists Sucker Punch from Stunky and Diglett. In addition to its offensive utility, Tera Ground opens up surprise KOs on Volt Switch Elekid (Prob best to spell it out that ur surprising volt elekid) and reduces Stealth Rock damage.

Wingull's speed and few switch-ins make it a good fit for bulkier structures that compensate for its frailty or offensive structures that don't require repeated switching. Relatively passive Tinkatink, Toedscool, and Mareanie cores bolster Wingull teams and benefit from its ability to make progress nearly every time it attacks. Other Pokemon that struggle to break through defensive pieces like Tinkatink and Mareanie appreciate its breaking power. (rlly don't think this sentence is necessary when the previous sentence talks about tink and mare, feel free to dispute this one tho) Elekid and Stunky appreciate a Ground-immune teammate and can deal out Knock Offs to open up OHKOs for Wingull. Swords Dance Mienfoo and Hisuian Growlithe may fit on more offensive structures, pressuring shared checks like Vullaby and Mareanie. These Pokemon pair exceptionally well with Tera Ground Tera Blast Wingull, which can remove Mareanie for Stunky, Swords Dance Mienfoo, and Hisuian Growlithe or Chinchou for Elekid. Wingull is very vulnerable to Electric-type Pokemon like Chinchou and Elekid, and should be paired with Electric-immune teammates such as Mudbray, Toedscool, or Chinchou. Protect variants are checked by Sucker Punch users, most notably Stunky, and pair well with checks like Mudbray and Trapinch. Substitute variants, on the other hand, can be forced out by Mienfoo's Fake Out and appreciate Mienfoo switch-ins like Foongus and Mareanie, and removal options like Toedscool, Alolan Sandshrew, and Defog Vullaby to reduce Stealth Rock chip when switching back in.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bleahey.641532/
Quality checked by:
https://www.smogon.com/forums/members/flou.605215/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/

didn't see much to critique here, great job
 
QC 2/2, good analysis
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[SET]
Offensive (Wingull) @ Life Orb
Ability: Hydration
Level: 5
Tera Type: Dark / Ground
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
IVs: 19 HP
- Surf
- Hurricane
- Ice Beam / Tera Blast
- Protect / Substitute

[SET COMMENTS]
Wingull is the gambler's fast attacker: a potent wallbreaker with a threatening STAB move combination that can OHKO or 2HKO nearly the entire metagame, but is limited by its longevity and Hurricane's accuracy. Ice Beam provides a more reliable alternative to Hurricane for targets like Vullaby, Foongus, and Toedscool, while pressuring the occasional Axew or defensive Tera Dragon (Dragon types and teras are uncommon right now and Wingull isn't threatening a ko on most). Meanwhile, Tera Ground Tera Blast improves Wingull's great coverage to pick off its few defensive checks: notably Chinchou, Mareanie, and Tinkatink. Protect blocks Mienfoo's Fake Out, alleviating chip damage and pressure to switch out (add scouting choice scarf users here). On teams where switching out is less of a concern, Substitute protects Wingull from Sucker Punch users like Stunky and opens up Wingull for a free attack on switch-ins or sacrifices in exchange for even worse longevity. Both fourth move options allow Wingull to scout for defensive Teras such as Steel and Water, allowing the user to deal extra damage or safely switch out. Allotting only 19 HP IVs, Wingull takes reduced Life Orb recoil and Stealth Rock chip. Tera Dark shields Wingull from a Gothita revenge kill (Wingull needs to be very healthy, mention its usefulness with protect to scout what move Gothita uses) and resists Sucker Punch from Stunky and Diglett. In addition to its offensive utility, Tera Ground opens up surprise KOs on Volt Switch Elekid and reduces Stealth Rock damage.

Wingull's speed and few switch-ins make it a good fit for bulkier structures that compensate for its frailty by supporting it with hazard removal and pivots or offensive structures that don't require repeated switching. Relatively passive Tinkatink, Toedscool, and Mareanie cores bolster Wingull teams and benefit from its ability to make progress nearly every time it attacks (mention what those cores provide to Wingull somewhere). Elekid and Stunky appreciate a Ground-immune teammate and can deal out Knock Offs to open up OHKOs for Wingull. Swords Dance Mienfoo and Hisuian Growlithe may fit on more offensive structures, pressuring shared checks like Vullaby (I would say Stunky instead of Vullaby considering Vullaby can only sometimes beat Mienfoo and Growlithe) and Mareanie. These Pokemon pair exceptionally well with Tera Ground Tera Blast Wingull, which can remove Mareanie for Stunky, Swords Dance Mienfoo, and Hisuian Growlith or Chinchou for Elekid (Simplify to removing Mareanie for physical threats and Chinchou for Elekid). Wingull is very vulnerable to Electric-type Pokemon like Chinchou and Elekid, and should be paired with Electric-immune teammates such as Mudbray, Toedscool, or Chinchou. Protect variants are checked by Sucker Punch users, most notably Stunky, and pair well with checks like Mudbray and Trapinch. Substitute variants, on the other hand, can be forced out by Mienfoo's Fake Out combined with Stealth Rock chip and appreciate Mienfoo switch-ins like Foongus and Mareanie, and removal options like Toedscool, Alolan Sandshrew, and Defog Vullaby to reduce Stealth Rock chip when switching back in.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bleahey.641532/
Quality checked by:
https://www.smogon.com/forums/members/flou.605215/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
 
Last edited:
GP Team done

add remove highlight comment

[SET]
Offensive (Wingull) @ Life Orb
Ability: Hydration
Level: 5
Tera Type: Dark / Ground
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
IVs: 19 HP
- Surf
- Hurricane
- Ice Beam / Tera Blast
- Protect / Substitute

[SET COMMENTS]
Wingull is the gambler's fast attacker: a potent wallbreaker with a threatening STAB move combination that can OHKO or 2HKO nearly the entire metagame (RC) but is limited by its longevity and Hurricane's accuracy. Ice Beam provides a more reliable alternative to Hurricane for targets like Vullaby, Foongus, and Toedscool. Meanwhile, Tera Blast Ground Tera Blast improves Wingull's great coverage to pick off its few defensive checks: notably Chinchou, Mareanie, and Tinkatink. (If Chinchou is more notable than the other two, move Chinchou to the end of the sentence and add in "especially".) Protect blocks Mienfoo's Fake Out, alleviating chip damage and the pressure to switch out, and allows Wingull to scout attacks from Choice Scarf users. On teams where switching out is less of a concern, Substitute protects Wingull from Sucker Punch users like Stunky and opens it up Wingull (reduces repetition of name) for a free attack on switch-ins or sacrifices in exchange for worse longevity. Both fourth move fourth-move options allow Wingull to scout for defensive Teras Tera types such as Steel and Water, allowing the user it to deal extra damage or safely switch out. Allotting By allotting only 19 HP IVs, Wingull takes reduced Life Orb recoil and Stealth Rock chip damage. Tera Dark shields Wingull from a revenge kill attempts by Gothita revenge kill when while Wingull is out of Energy Ball Ball's range (or after scouting it has scouted for Psychic with Protect); (RC, ASC) (please let me know if I interpreted this wrongly) and resists Tera Dark also lets Wingull resist Sucker Punch from Stunky and Diglett. In addition to its offensive utility, (I'd add in "with Tera Blast" if that's what you're referring to.) Tera Ground opens up surprise KOs on Volt Switch Elekid and reduces Stealth Rock damage.

Wingull's Speed and few switch-ins make it a good fit for bulkier structures that compensate for its frailty by supporting it with entry hazard removal and pivots or offensive structures that don't require repeated switching. Relatively passive cores featuring Tinkatink, Toedscool, and Mareanie cores bolster Wingull teams with a bulky Vullaby switch-in, a hazard removal (assuming you meant this) option that can switch in on Elekid, and a consistent switch-in to most Choice Scarf users like Hisuian Growlithe and Mienfoo, (AC) respectively. (assuming these three do those things in order) In turn, they benefit from its ability to make progress nearly every time it attacks. Elekid and Stunky appreciate a Ground-immune teammate and can deal out Knock Offs Off to open up OHKOs for Wingull. Swords Dance Mienfoo and Hisuian Growlithe may fit on more offensive structures, pressuring shared checks like Stunky and Mareanie. These Pokemon pair exceptionally well with Tera Blast Ground Tera Blast Wingull, which can remove Mareanie for physical threats allies (assuming you meant potential partners for Wingull, if Mienfoo, Stunky, and Growlithe benefit from Mareanie's removal, add in "the aforementioned") and Chinchou for Elekid. Wingull is very vulnerable to Electric-type Pokemon like Chinchou and opposing Elekid, and so it should be paired with Electric-immune teammates such as Mudbray, Toedscool, or and your own Chinchou. Protect variants are checked by Sucker Punch users, most notably Stunky, and so they pair well with checks like Mudbray and Trapinch. Substitute variants, on the other hand, can be forced out by Mienfoo's Fake Out. Thus, Substitute Wingull appreciates Mienfoo switch-ins like Foongus and Mareanie, and as well as hazard removal options like Toedscool, Alolan Sandshrew, and Defog Vullaby to reduce Stealth Rock chip damage when it's switching back in.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bleahey.641532/
Quality checked by:
https://www.smogon.com/forums/members/flou.605215/
https://www.smogon.com/forums/members/colin.568849/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/

GP Check 1/1

a-blue-banana2-gif.645977
 
Last edited:
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