Monotype Analyses Mega-thread

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can i get 2 QC's for Special Defensive Heatran on steel please
Hey Rimz, i've read your analysis, and most of it is pretty standard, i don't think there's really much to add
Those are the things i'd change, but i'm not a QC

1) the order of moves, put EP above the slashed ones, since it's more important
2) explain why there are 2 options of EVs, and why would you use each
3) i'd mention stone edge for hitting zard Y consistently
 

Seo.

Nice guys always finish last...
Galvantula

[SET]
Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 HP / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Bug Buzz
- Hidden Power [Ice]/ Giga Drain

#Moves
Sticky Web is the main draw of Galvantula, and the main draw of using it over other Pokemon on your bug team. Thunder is chosen over Thunderbolt as with Compound Eyes the accuracy is negligible when compared with the Paralyze chance and the increase in power. Bug Buzz is a secondary STAB that hits Grass, Dragon and Electric types that resist Thunder. Giga Drain or Hidden Power Ice are used to hit the ground types like Hippowdon that resist both of Galvantula's STAB's. Giga Drain, while being stronger, Hidden Power Ice is much more reliable and able to hit Flying or Dragon types like Garchomp and Landorus-T.

#Set Details
Maximum Speed investment with a Timid nature and a Focus Sash allows Galvantula to hit a decent speed tier, able to speed tie with Keldeo, meaning it can usually set up sticky webs and get an attack off. 252 Special Attack EVs are used to maximise damage output as investing in its defenses is not worth it, as Galvantula is to frail to take even neutral hits with investment.

#Usage Tips
Galvantula should be used as a Suicide Lead, setting up sticky web, dealing some damage before dying. It is extremely important to look out for any hazard removal and try not give it a chance to remove the sticky webs, While Galvantula's sticky webs have no effect against a flying team, it is still very good as its main STAB hits much of the team super effectively, and if Hidden Power Ice is being run, that can hit the Ground/Flying types like Landorus and Gliscor.

#Team Options
Pokemon which appreciate Sticky Webs such as Mega Pinsir and Volcarona are good teammates for Galvantula, as Galvantula is able to aid them in preparing for a sweep, making them able to outspeed the entire unboosted meta bar flying types in the case of Mega Pinsir, and if Volcarona is running Speed investment the same goes for that. Armaldo is a good partner as the opponent then has to predict what Pokemon you will lead with.

Will do an overview later, not sure if this is in enough detail or not though.
Nice Analyses! first of all please mention that its for Bug and write "Ready for QC" to inform which analyseses still need suggestions and what not.
Moves: One of Galvantulas main roles is to provide Sticky Web for bug, so the main reason to even run Sticky web in the first place is for, giving your team support by lowering the opposing speed. Bug Buzz, also helps hit Psychic, and Dark. Energy Ball bis a better option then Giga Drain just because Galvantula is really fragile, and you wont really need the HP it gains since its main role is basically being a Suicide Lead, plus Energy ball provides more damage output. You also may want to talk about how energy ball is helpful vs water/ground types such as seismitoad and gastrodon. But in general take out Giga Drain and add in Energy Ball, you need the damage more then you need the HP.

Set Details: This part is good, i dont see anything i can add in

Usage Tips:
-basically most of the time you are gonna tend leading off with Galvantula to insure you get off a sticky webs.
-Setting sticky webs is key since it can help check one of the biggest counters to bug, Victini.
-Galvantula also assists your team vs water with Thunder+Energy Ball.

Team Options:
Banded Durant and Mega Heracross appreciate the support of sticky web, since Mega Heracross is pretty slow and Durant's Band+Hustle is really terrifying for many types so having a better chance to out speed is helpful.
 

Seo.

Nice guys always finish last...
Hey Rimz, i've read your analysis, and most of it is pretty standard, i don't think there's really much to add
Those are the things i'd change, but i'm not a QC

1) the order of moves, put EP above the slashed ones, since it's more important
2) explain why there are 2 options of EVs, and why would you use each
3) i'd mention stone edge for hitting zard Y consistently
thanks man! ill implement those changes asap
 

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thanks ugly god
is a Tiering Contributor Alumnus
Ready for QC

Special Defensive Heatran (steel)

Heatran @ Leftovers/Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD or 252 HP / 176 SpD / 80 Spe
Calm Nature
- Lava Plume
- Stealth Rock
- Toxic/Roar/Protect
- Earth Power

#Moves

Lava Plume is a great STAB and has a burn damage. Stealth Rock is to make Steel’s life easier sweeping, steel always enjoys the hazards on the opponents field. Protect is to gain a little HP by leftovers, aswell as for HJK users. Also able to scout what your opponent uses. Roar is for mons that set up, and Toxic is if you cant really hit anything with Earth Power/Lava Plume, to make them lose damage and easier for the other mons to take out. Lastly, Earth Power is for other fire mons.

#Set Details

Heatrans usage is 98.9% on steel, it helps steel alot with flash fire to take on fire moves which things on your team such as skarmory, ferrothorn, doublade and scizor don’t appreciate. It is also a reliable stealth rocker, and deals with threats such as Victini and opposing Heatrans. Sometimes people tend to use 80 Speed to outspeed other heatrans and mandibuzz. Leftovers help it out with regaining HP, which protect is also used at times, yet at times people tend to run Air Balloon if their team is too weak to ground

#Usage Tips

One of the main things you can do with heatran is switch in on a fire move to boost up your fire moves with flash fire. On steel, fire mons such as Victini, Entei, Darmanitan and Chandelure are great threats to steel. Heatran basically covers those threats, and since they all tend to be choiced items, you just hit earth power, or its your chance to set up stealth rock if you did not do so already. Heatran also likes a physical defensive partner such as skarmory and doublade for things like Terrakion, Heracross and Medicham.

#Team Options

Skarmory is the best mon on steel to form a defensive core with heatran. Skarmory is weak to fire type attacks in which heatran is immune to, and heatran is weak to ground types which doesn’t have any affect on Skarmory. These two mons can also form a hazard stack team since Skarmory learns spikes and heatran learns stealth rock. Since Steel appreciates the hazards, mons like Doublade and Bisharp help alot since Doublade isn’t affected by rapid spin and Defog raises bisharps attack, not only do these mons help with hazard control but they both get access of swords dance which also helps late game sweeps, not to mention Doublade is also immune to fighting type attacks
Lava Plume, Toxic, and Earth Power are necessary IMO, as without Earth Power Heatran can't check Fire types like its supposed to and you're probably going to get 6-0d by another Heatran lol. Toxic is pretty much necessary on SpDef tran since you're really weak and without it you can't even beat Zard-Y or Volcarona, one of the biggest things heatran's supposed to do. (mention what these moves do in moves paragraph)

This makes the set Lava Plume | Earth Power | Toxic | [Stealth Rock / Protect / Roar]

Change the order in the moves paragraph as necessary, mention that Heatran is a good user of Stealth Rock, but if Skarmory or Ferrothorn sets Stealth Rock then Heatran appreciates the freed up moveslot. Also mention Taunt in the moves paragraph as a way to stop Pokemon like Mandibuzz and Venusaur from healing up, or Zapdos from defogging. Mention Stone Edge to ohko zard y and volcarona.

Don't say "Lava Plume... has a burn damage" say "Lava Plume also has a chance to burn"
Don't say "Stealth Rock is to make Steel's life easier sweeping" say "Stealth Rock helps other Steel-type Pokemon sweep easier. Heatran is particularly a good user of Stealth Rock as it can force out Mega Sableye."

Try to avoid using all these short sentence fragments, it makes it seem like the paragraph is all over the place. Something like "Also able to scout what your opponent uses" needs more integration into the paragraph.

Now, Heatran probably has the freedom to use whatever EV spread it wants on this spread with however much speed creeping it needs, but quite honestly it doesn't need any speed at all if it doesnt use taunt. I would make the only listed spread 248 HP / 8 Def / 252 SpD with a calm nature. 248 hp is an odd number for stealth rock.

Mention in set details that you should use more speed if using taunt, in particular 44 speed for 16 speed Mandibuzz (not 80) and 16 speed Mega Venusaur and 204 speed for 16 speed Zapdos and adamant Bisharp. Get rid of the specific usage mention in set details, that % changes every month and is guaranteed to be outdated.

Sorry but if you're going to be writing a lot of these you need to go over your writing and make sure it makes sense first. Reword the set details at the end, try saying stuff like "Air Balloon can be used to deal with opposing Heatran better and to give another immunity to Ground-type moves" instead of "yet people tend to use air balloon"

Remove mentions of good teammates in usage tips. In usage tips, mention how Heatran is a good pivot into most special moves, like Mega Manectric's Thunderbolt.

Mention Ferrothorn as a good partner to take on water moves in team options, and mention that it can also set up spikes in combination with heatran's stealth rock

EDIT: also didnt notice this but remove the air balloon slash. keep it in set details only, since the spdef set appreciates leftovers way too much to use balloon
 
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Also since everyone seems to be getting this wrong, here are some tips so that your GP checks don't take ages:

  • Always capitalize type names, like Fire, Electric, Ghost, etc... never put them in lowercase. Also capitalize all move names, like Taunt, Stealth Rock, etc
  • The correct format for referring to Pokemon that are Fire type is "Fire-type Pokemon", for Grass it would be "Grass-type Pokemon" with the hyphen, the capitalized type name and lowercase "type".
  • Type out the full word "Pokemon" instead of "mons" ! Don't be lazy
Please use this as a resource:
Spelling and Grammar Standards: http://www.smogon.com/forums/threads/spelling-and-grammar-standards.102407/
 
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Done (Ready for QC)



Dark

[Overview]
Mega Sableye is a staple wall in the Monotype metagame, as its secondary Ghost typing allows it to be immune from Fighting-type attacks which is a invaluable to Dark-type teams. Its amazing defenses coupled with its fantastic ability to bounce back status moves and hazards that couple cripple offensive wallbreakers such as Hoopa-U and Weavile, which turns it into wonderful bulky pivot. Mega Sableye also contains an amazing support movepool, and possess setup moves that can tranform it into a deadly win condition. However, Mega Sableye is often worn down quite easily due to its abysmal HP and low Speed. It can also be pressured tremendously, as it is often used as a switchin due to the lack of hazard removal option on Dark-type teams.


[Set]
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Will-O-Wisp
- Shadow Ball / Dark Pulse / Snarl
- Recover

#Moves
Calm Mind allows Mega Sableye to become a deadly setup sweeper, as KO'ing it can be very difficult after a couple of boosts. Will-O-Wisp is a great utility move that can halve the attack of your opponent, which in conjunction with the Calm Mind boosts can be very frightening towards your opponent. Shadow Ball is the main STAB move of choice that allows Mega Sableye to hit most targets neutrally. However, Dark Pulse can be used instead so that Mega Sableye does not get countered by Normal-type Pokemon. Snarl is another Dark-type STAB option that lowers your opponents Special Attack by 1 stage, although it is quite weak in power compared to the other two moves. Recover
is a useful move that replenishes half the HP of Mega Sableye, which allows it to increase its longevity in order to stall out most threats.

#Set Details
EV's were maxed out in HP and Defense with the Bold nature in order for Mega Sableye to counter physical attackers who try to face Mega Sableye after a couple of Calm Mind boosts. Prankster is an amazing ability pre-mega evolution that gives priority to all of Sableye's status moves, which means it can effectively cripple physical attackers or recover half its HP on the turn it mega evolves. No IV is invested so that Mega Sableye takes minimal damage from Foul Play and confusion recoil.

#Usage Tips
Mega Sableye can be used predominantly later throughout the match when more bulky walls have been taken down. Mega Sableye can also be used as a bulky pivot to counteract opposing status moves as well, although your opponent may predict these switchins and use powerful attacks instead. Also try to avoid moves with secondary effects such as Scald and Sludge Bomb, as these moves can cripple and severely weaken Mega Sableye's walling capabilities. Mega Sableye is a perfect switchin however to Fighting-type physical attackers, as the lack of holding a removable item decreases the power of Knock Off significantly.

#Team options
Mega Sableye is only weak to Fairy-type Pokemon, so Steel- and Poison-type partners such as Bisharp and Drapion can be a great addition to the team. Priority users like Crawdaunt and Weavile may also be useful to take out fast powerful offensive Pokemon that can threaten Mega Sableye. Defog Mandibuzz is a great utility partner that can ease the burden of a hazard remover that Mega Sableye is often forced to be, and can help Mega Sableye switch in more safely on enemy attacks. Tyranitar is also a great teammate that deals with powerful special attackers, which can help Mega Sableye sweep more easily later on. Choice Scarf Hoopa-U can also be used to weaken down the opposing team in order for Mega Sableye to revenge kill more often later on.
Overview
- This is more GP, but I would put a period after metagame and remove as and start "Its secondary Ghost typing..." as a new sentence, since the first part (referring to whole metagame) conflicts with second part (Dark teams)
- More GP I guess lol but after reading the full sentence the second sentence doesn't make sense. Change it to "It has amazing defenses coupled with a fantastic ability...." instead so it makes sense
- Mention specifically the support movepool (Will-O-Wisp and Taunt, and specifically mention how amazing Will-O-Wisp is because it cripples Physical attackers, particularly Fighting-type ones)
- It only has one setup move that "Transforms it into a deadly win condition"... edit the sentence and mention the move specifically (Calm Mind)
- Its speed has nothing to do with its being worn down. Say that the speed lets it get outsped by most wallbreakers instead
- Mention that it is susceptible to Scald and Lava Plume burns when it tries to switch into some Stealth Rock users
- Mention how those status conditions wear it down easily because of the lack of leftovers
- Remove the last line. Every Dark team has a defogging Mandibuzz so that line doesn't make any sense

Calm Mind
- You messed up the hide tag lol
- Don't give Dark Pulse and Snarl move slashes. Shadow Ball is nearly always superior. Just mention them in the Moves paragraph only. Mention how Sableye naturally beats most Normal types through its typing, Magic Guard and Will-O-Wisp / PP stalling , so Dark Pulse isn't really necessary.
- Move the 4 EVs into Def, it's more useful than 4 SpA will ever be
- Don't mention 0 IVs in Set Details
- Mention in Usage Tips that it is a good lead to prevent Stealth Rock.
- Mention how you can also preserve the mega evolution to get off a Prankster Will-O-Wisp in Usage Tips

Good job on this one!
 
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Fírnen

Excadrill (Ground)

#Overview

"...and Iron Head as STAB move, which hurts a lot Ice-Type (especially under Sandstorm)."

- Get rid of (especially under Sandstorm). The way you said it makes it sound like it does more damage in Sand. You can't use ()'s anyways.

#Moves

- Use something like Slowbro instead of Latios / Latias as the example when talking about X-Scissor. Overall, Slowbro is more of a threat to Ground.
- Explain why you should use Swords Dance. What types does it work well against? Mention how 5 turns of Sandstorm can make this hard to use.
- Small comment about Rapid Spin getting rid of hazards, and it's the only viable hazard remover. (Notably Sticky Web)

#Set Details

Explain the difference between a Life Orb / Choice Band. Does a Choice Band let it 1HKO mons it normally can't with a Life Orb?

#Usage Tips

- Put the comment about Landorus beating Mega Venu etc in Team options
- Explain how to safely bring Excadrill in? (Since it dies so quickly with a Life Orb)
- Say that you should be careful of using Earthquake if there's something immune to it.

#Team Options

- Mention Lando-I (Things you said before) Lando also beats Fighting with a Rock Polish set.
- Maybe Mixed Mega Chomp for Flying teams? (Zapdos / Skarm / Gliscor walls Exca) Also beats Slowbro
- Say how Hippowdon's crucial in order for Excadrill to work.

Added!

Ready for QC (1/2)

• Excadrill (Ground).
With a great base attack and a wonderful ability for Ground-type, Excadrill is one the best physical sweeper in Ground-type.
Sand Rush ability will be the most used ability due to its combination with Hippowdon ability (Sand Stream) and helps Ground-type a lot ,as speed average isn't high, against fast types.
Excadrill is certainly the best answer Ground-type has against Ice-Type with neutral damage and Iron Head as STAB move, which hurts a lot Ice-Type (especially under Sandstorm).
Excadrill is also the one viable spinner in this type and helps against hazards. Its main issue is to be weak to priority moves as Mach Punch, Aqua-Jet and Vacuum Wave who force you to switch your Excadrill.


[SET]
Excadrill @ Choice Band/Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- X-Scissor/Rapid Spin/Swords Dance

#Moves
3 moves will be always played on Excadrill: Iron Head and Earthquake as STAB moves and Rock Slide to deal with some Flying-Pokemon who resist to Iron Head ( Zapdos, Gyarados, Thundurus(-T)).
Last move depends of your item: If Choice Band is privileged, X-Scissor (To hurt at the same time Grass type and Psychic Pokemon with Levitate (Latias, Latios, Slowbro,...) and Rapid Spin are the best option.
If Life Orb is privileged, you can opt to Swords Dance to inflict considerable damage on your opponent. However, it's harder to use as Sandstorm only dures 5 turns, so, most of time you only have 2-3 turns to use offensive moves next a Swords Dance. Unfortunately, only a few types will give you the opportunity to use Swords Dance like Electric, Ice, Bug, Grass, Poison.

#Set Details
Maximum Speed and Attack investment with an Adamant nature is enough to oustpeed under the Sandstorm every Pokemon (including Scarfs) in Monotype Metagame (except unburden Pokemon like Hawlucha).
Without Sandstorm, Excadrill is able to outspeed all Pokemon with a base speed inferior or equal to 75.
The difference between Life Orb and Choice band is with Choice Band Excadrill is able to 0HKO Keldeo, M-Lopunny, Serperior, Gallade-M, Goodra, Gyarados (without Intimidate atk drop), Heracross, Meloetta (Specs).

#Usage Tips
Excadrill should be used mostly in the Sandstorm to give to it the ability to outspeed everything and balance the lack of speed in Ground type.
To switch safely on Excadrill, many way possible: Hippowdon (Eject Button) is the safest way, others way are predicts or send it in front of passive Pokemon like Chansey.
The Earthquake spam is easy and powerful but be careful if something has a ground immunity (Flying-type, Levitate, Air Balloon).
It is the best way (with Landorus) to deal with M-Venusaur, one of the main threat of Ground-type and break most walls in Monotype (Except Porygon2, Suicune, Slowbro (according they are max HP)).
Concerning Water-Type, Excadrill is your last chance to beat M-Gyarados with a Dragon Dance in Sandstorm, you've to keep in your mind this information to not being sweeped by M-Gyarados.

#Team options
- Hippowdon is its first teammates because of its ability Sand Stream and because it can tanks fighting priority moves, it's really THE Pokemon to go with Excadrill on Ground type.
- Gastrodon/Seismitoad are both the answer to Aqua-Jet or when Excadrill isn't able to 0HKO its water opponent (Slowbro, Manaphy, Swampert, Rotom-Wash,...)
- Landorus is a very good teammate because it learns Gravity (During 5 turns, Ground immunity are canceled). And it helps Excadrill against M-Venusaur who is one of the most threat for Ground with Slowbro and Suicune.
- M-Garchomp is really helpful for Excadrill: It helps Ground-Type against Slowbro (Mixed M-Chomp) and against Skarmory who is the best counter for Excadrill.
 

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Waiting for a second QC.

Togekiss (Fairy) Overview
Togekiss possesses great bulk, decent typing and a variety of offensive and utility moves. It's the only Fairy type Pokemon who can use Defog and it can support it's team with moves like Heal Bell and Thunder Wave. It's access to Air Slash, combined with the Serene Grace ability it possesses give it a 60% chance to flinch slower opponents which makes it an excellent stallbreaker and Choice Scarf user. It's access to offensive moves such as Fire Blast, Aura Sphere and Nasty Plot allow it to deal with Steel types that threaten Fairy such as Heatran, Empoleon, Ferrothorn, even an unboosted Mega Scizor. Togekiss' Flying typing give Fairy a Ground switch-in and a check, something Fairy would normally struggle with. Being able to check Garchomp, Diggersby, Choice Band Dragonite and even Landorus depending on the set is important and helps out it's team. Despite the many things it has going for it, Togekiss is weak to many common types including Stealth Rock and has a mediocre Speed stat leaving it outsped by many other Pokemon and faster Choice Scarf users.


Togekiss (Fairy) Choice Scarf
Togekiss (F) @ Choice Scarf
Ability: Serene Grace
EVs: / 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Flamethrower / Fire Blast
- Dazzling Gleam / Aura Sphere / Heal Bell
- Trick
#Moves
Air Slash is the move that Choice Scarf Togekiss is gonna lock itself into most of the time because of it being a STAB attack with a 60% chance to flinch thanks to Togekiss' Serene Grace ability and hardly any drawbacks other than being 95% accurate. Flamethrower or Fire Blast deals with Steel type Pokemon like Mega Scizor, Ferrothorn, Magnezone, Doublade which are big threats to Fairy. Dazzling Gleam can be used as a secondary STAB move against Pokemon that resist Air Slash, however Togekiss doesn't usually need Fairy STAB as Aura Sphere is more useful for hitting Steel types that Fire Blast won't be that effective against such as Heatran and Empoleon. Aura Sphere also does hits Tyranitar much harder than Dazzling Gleam due to Tyranitar's amazing bulk on the special side and it's also a more reliable way of taking out Bisharp as anything that wants to switch out expecting a Fire move such as Heatran, Empoleon and Tyranitar gets hit by Aura Sphere. Heal Bell is another option to cure other Pokemon from crippling status such as paralysis and burn and works well with the last move which is Trick, allowing Togekiss to give it's Choice Scarf to another Pokemon, potentially locking them into a non-attacking move. Trick is especially useful for breaking the Eviolite Core of Chansey and Porygon2 on Normal and crippling other Pokemon that are annoying to Fairy such as Mew and Gastrodon.

#Set Details
Maximum speed investment helps Togekiss be as fast as possible since it's running a Choice Scarf set. The rest of the EVs go into Special Attack because an offensive Togekiss doesn't need it in anything else, and it allows it to deal as much damage as possible on a Choice Scarf set.

#Usage Tips
Since it outspeeds most Pokemon due to it's Choice Scarf and having the 60% chance to flinch with Serene Grace Air Slash, that's Togekiss' primary strategy in dealing with other Pokemon. It's decent bulk allow it to comfortably switch in to resisted attacks, but due to it's weakness to Stealth Rock and offensive spread it shouldn't be brought in recklessly to take a neutral hit.

#Team Options
Togekiss has a weakness to Stealth Rock which means it appreciates Pokemon that can prevent hazards such as Mega Diancie which has the Magic Bounce ability. Another good partner for Togekiss is Klefki because it can switch into many of Togekiss' weakness such as Rock and Ice, which it resists, Poison which it has an immunity to and Steel which it takes neutral from. Klefki is also able to spread paralysis which Togekiss appreciates since it has a better chance to outspeed the opponent if it was a faster Choice Scarf user and flinch them down. Azumarill is also an Ice resist that Togekiss appreciates because it's physical wallbreaking capabilities allow it to take out or weaken Pokemon that Togekiss has a hard team dealing with if they're healthy such as Heatran and Empoleon.
Overview:
- It doesn't really check Diggersby, I would remove that
- Mention how it's a good revenge killer with a Choice Scarf, since most Fairy-type Pokemon are slow
- "weak to many common types including Stealth Rock".. this sounds weird, say "weak to many common types like Ice, Electric, and Rock, the latter of which gives it a Stealth Rock weakness, which hurts its defensive capabilities."
- This looks very good! Nice job.

Choice Scarf:
- Change it so third moveslot is Aura Sphere / Dazzling Gleam (in that order) and fourth moveslot is Trick / Heal Bell .. this is more organized and Trick + Heal Bell doesn't really make sense for Fairy since it needs the coverage.. it would work for Flying though.
- Edit the part in Moves once you do this, as saying "Trick works well with Heal Bell" won't make sense after
- Since this would make a lot of slashes and Flamethrower is usually inferior, remove Flamethrower slash and keep Fire Blast only in that slot. Mention in Moves that Fire Blast OHKOs bulky Mega Scizor and Magnezone after Stealth Rock, so it is preferred, but Flamethrower is an option for accuracy.
- Fairy doesn't really care about Gastrodon at all since it has Clefable, I would mention Lanturn instead of Gastrodon at the end (Lanturn's really annoying because it walls Togekiss and always switches into Klefki and it hates being Tricked -- don't mention this in moves, it's just my reasoning)
- Mention how it should be used to Revenge Kill in Usage Tips


Your writing is pretty good, good job! :)
 
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thanks ugly god
is a Tiering Contributor Alumnus
Ready for QC
0/2 or 1/2
(Counting scpinion's Like?)

Mega Medicham (Fighting) Overview
Mega Medicham stars as one of the two viable Mega Evolutions of Fighting due to its monstrous Attack doubled by Pure Power. Its Psychic sub-typing grants it the all important ability to take out Mega Venusaur, which plagues Fighting teams in general. Its coveted double priority helps patch up its lesser Speed and allows it to clean up weakened foes. Mega Medicham does fight for the Mega Evolution spot with Mega Gallade, which has the dual function of both wallbreaking and sweeping. Mega Medicham is also utterly walled Mega Sableye and Slowbro. Even with priority, its relatively low Speed stat combined with its almost nonexistent bulk make Mega Medicham almost a liability against faster teams. That being said, Mega Medicham fills the role of dedicated wallbreaking and will find its way onto many Fighting teams.


Mega Medicham (Fighting) Wallbreaker
[SET]
Medicham @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- Fake Out
- High Jump Kick
- Zen Headbutt / Psycho Cut
- Bullet Punch

#Moves
As Medicham is quite slow before Mega Evolving, Fake Out is an important tool to do so safely. It also provides a way of easily chipping down foes and stalling out weather conditions. High Jump Kick is the most powerful move Mega Medicham has, able to at least 2HKO almost the entire metagame. Zen Headbutt provides a way for Mega Medicham to hit Ghost-types and importantly also hits Mega Venusaur and Clefable, both of which would otherwise wall it. Psycho Cut can be used over Zen Headbutt for accuracy and the avoidance of Rough Skin, Rocky Helmet, and Iron Barbs, but it cannot guarantee a 2HKO on Clefable like Zen Headbutt can. Bullet Punch is the mandatory final move as it lets Mega Medicham OHKO Mega Diancie and serves as helpful priority in other cases.

#Set Details
Pure Power is the ability that makes Mega Medicham into the colossal threat that it is. Adamant is the preferred nature to allow Mega Medicham to 2HKO Clefable with Zen Headbutt, but Jolly can be used to Speed tie with opposing base 100 Speed threats such as Mega Charizard Y. 16 HP EVs allows Mega Medicham to live a Mega Pinsir Quick Attack at full health. Speed is maximized over Attack in order to at least Speed tie with other neutral natured base 100s. The rest of the EVs are put into Attack to maximize Mega Medicham's damage.

#Usage Tips
Mega Medicham should usually use Fake Out to safely Mega Evolve, but against slower foes or Pokemon likely to switch out, using an appropriate STAB move is recommended. Use Mega Medicham liberally throughout the match to break walls for its team. High Jump Kick should be used frequently, although be careful of Ghost-types and Protect users. Don't be afraid to just use High Jump Kick even against Flying-teams, as only a few Pokemon, such as Gyarados and Landorus-T, can take more than one hit. Mega Medicham should look to take out Mega Venusaur with Zen Headbutt and Mega Diancie with Bullet Punch to relieve its team of these otherwise almost untouchable threats. Mega Medicham should almost never be switched into attacks, as it has very poor bulk.

#Team Options
Mega Medicham greatly appreciates the help of Stealth Rock, as many foes will be put into range of Bullet Punch after Stealth Rock damage and just one hit. Cobalion is a particularly good teammate for Mega Medicham, as it can set up Stealth Rock, run Volt Switch to safely bring Mega Medicham in, and handle many Fairy-type foes with its STAB Iron Head. A way to handle Mega Sableye is necessary, as it completely walls Mega Medicham, so Keldeo and Guts Heracross do very well. Heracross is especially good as it can also deal with Slowbro, which also easily walls Mega Medicham. Keldeo is almost the perfect pair for Mega Medicham, as the two can break almost any wall in the metagame together, being two of the most powerful wallbreakers specially and physically. Setup sweepers such as Hawlucha make for perfect teammates, as Mega Medicham breaks the walls that hold them back. Choice Scarf Terrakion is a nice revenge killer that helps Mega Medicham with the threats that are faster than it.
Overview:
- Mega Heracross is a viable Mega Evolution. Change the first sentence to say three and mention specifically the other two, or remove the sentence entirely
- You seem to be underselling Medicham by not mentioning how powerful it is. Perhaps mention its strong STABs in High Jump Kick and Zen Headbutt somewhere in the beginning
- Continue and extend the comparison to Gallade, something like this: "Mega Medicham faces competition from Mega Gallade, which has the dual function of both wallbreaking and sweeping, but Mega Medicham provides immediate power with a much higher attack stat"

Wallbreaker:
- Slashed moveslots are supposed to go at the bottom, so move Zen Headbutt / Psycho Cut to the fourth slot.
- Mention Thunder Punch in Moves as a way to 2HKO Slowbro on the switch (don't put a slash, just mention it in the paragraph)
- Nothing else, Mega Medicham is pretty straightforward.

Good job as always
 

Confluxx [Old]

Banned deucer.
Overview:
- It doesn't really check Diggersby, I would remove that
- Mention how it's a good revenge killer with a Choice Scarf, since most Fairy-type Pokemon are slow
- "weak to many common types including Stealth Rock".. this sounds weird, say "weak to many common types like Ice, Electric, and Rock, the latter of which gives it a Stealth Rock weakness, which hurts its defensive capabilities."
- This looks very good! Nice job.

Choice Scarf:
- Change it so third moveslot is Aura Sphere / Dazzling Gleam (in that order) and fourth moveslot is Trick / Heal Bell .. this is more organized and Trick + Heal Bell doesn't really make sense for Fairy since it needs the coverage.. it would work for Flying though.
- Edit the part in Moves once you do this, as saying "Trick works well with Heal Bell" won't make sense after
- Since this would make a lot of slashes and Flamethrower is usually inferior, remove Flamethrower slash and keep Fire Blast only in that slot. Mention in Moves that Fire Blast OHKOs bulky Mega Scizor and Magnezone after Stealth Rock, so it is preferred, but Flamethrower is an option for accuracy.
- Fairy doesn't really care about Gastrodon at all since it has Clefable, I would mention Lanturn instead of Gastrodon at the end (Lanturn's really annoying because it walls Togekiss and always switches into Klefki and it hates being Tricked -- don't mention this in moves, it's just my reasoning)
- Mention how it should be used to Revenge Kill in Usage Tips


Your writing is pretty good, good job! :)
Wanka suggested Diggersby and Gastrodon in his QC which is why I added them. You're right about Gastrodon but in my opinion it does check Diggersby because there aren't many things on Fairy that outspeed Diggersby or appreciate taking a hit from it. Togekiss is not a switch-in but it does check it to an extent. I'll remove it though if you insist.

Thanks for the QC and the comment about my writing, the suggestions should be implemented in a minute. :]

edit: Implemented.
 
Last edited:
Overview:
- Mega Heracross is a viable Mega Evolution. Change the first sentence to say three and mention specifically the other two, or remove the sentence entirely
- You seem to be underselling Medicham by not mentioning how powerful it is. Perhaps mention its strong STABs in High Jump Kick and Zen Headbutt somewhere in the beginning
- Continue and extend the comparison to Gallade, something like this: "Mega Medicham faces competition from Mega Gallade, which has the dual function of both wallbreaking and sweeping, but Mega Medicham provides immediate power with a much higher attack stat"

Wallbreaker:
- Slashed moveslots are supposed to go at the bottom, so move Zen Headbutt / Psycho Cut to the fourth slot.
- Mention Thunder Punch in Moves as a way to 2HKO Slowbro on the switch (don't put a slash, just mention it in the paragraph)
- Nothing else, Mega Medicham is pretty straightforward.

Good job as always
Implemented. Thanks!

Just to be safe, as Mega Medicham is one of the most important Pokemon of the type, one more QC would be great to make sure everything is fine before moving it to GP.
 

Confluxx [Old]

Banned deucer.
Ready for QC
1/2
QC 1: all falls down


Mega Medicham (Fighting) Overview
Mega Medicham stars as the strongest wallbreaker on Fighting due to its monstrous Attack doubled by Pure Power. Backed by two high Base Power STAB attacks in High Jump Kick and Zen Headbutt, Mega Medicham is capable of breaking through even the most defensive of teams. Its Psychic sub-typing grants it the all important ability to take out Mega Venusaur, which plagues Fighting teams in general. Its coveted double priority helps patch up its lesser Speed and allows it to clean up weakened foes. Mega Medicham does fight for the Mega Evolution spot with Mega Gallade, which has the dual function of both wallbreaking, albeit not nearly as well as Mega Medicham can, and sweeping, but Mega Medicham provides immediate power with its much higher Attack stat. Mega Medicham is also utterly walled Mega Sableye and Slowbro. Even with priority, its relatively low Speed stat combined with its almost nonexistent bulk make Mega Medicham almost a liability against faster teams. That being said, Mega Medicham fills the role of dedicated wallbreaking and will find its way onto many Fighting teams.


Mega Medicham (Fighting) Wallbreaker
[SET]
Medicham @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- Fake Out
- High Jump Kick
- Bullet Punch
- Zen Headbutt / Psycho Cut

#Moves
As Medicham is quite slow before Mega Evolving, Fake Out is an important tool to do so safely. It also provides a way of easily chipping down foes and stalling out weather conditions. High Jump Kick is the most powerful move Mega Medicham has, able to at least 2HKO almost the entire metagame. Zen Headbutt provides a way for Mega Medicham to hit Ghost-types and importantly also hits Mega Venusaur and Clefable, both of which would otherwise wall it. Psycho Cut can be used over Zen Headbutt for accuracy and the avoidance of Rough Skin, Rocky Helmet, and Iron Barbs, but it cannot guarantee a 2HKO on Clefable like Zen Headbutt can. Bullet Punch is the mandatory final move as it lets Mega Medicham OHKO Mega Diancie and serves as helpful priority in other cases. If the team has an alternative way to handle Mega Diancie, which may sometimes have Sticky Web support, and doesn't need the extra priority Bullet Punch offers, Thunder Punch may be used instead to 2HKO Slowbro when it tries to switch in.

#Set Details
Pure Power is the ability that makes Mega Medicham into the colossal threat that it is. Adamant is the preferred nature to allow Mega Medicham to 2HKO Clefable with Zen Headbutt, but Jolly can be used to Speed tie with opposing base 100 Speed threats such as Mega Charizard Y. 16 HP EVs allows Mega Medicham to live a Mega Pinsir Quick Attack at full health. Speed is maximized over Attack in order to at least Speed tie with other neutral natured base 100s. The rest of the EVs are put into Attack to maximize Mega Medicham's damage.

#Usage Tips
Mega Medicham should usually use Fake Out to safely Mega Evolve, but against slower foes or Pokemon likely to switch out, using an appropriate STAB move is recommended. Use Mega Medicham liberally throughout the match to break walls for its team. High Jump Kick should be used frequently, although be careful of Ghost-types and Protect users. Don't be afraid to just use High Jump Kick even against Flying-teams, as only a few Pokemon, such as Gyarados and Landorus-T, can take more than one hit. Mega Medicham should look to take out Mega Venusaur with Zen Headbutt and Mega Diancie with Bullet Punch to relieve its team of these otherwise almost untouchable threats. If running Thunder Punch, be careful not to reveal it too early, as Slowbro must be hit on the switch in, because otherwise Thunder Wave will allow Slowbro to outspeed Mega Medicham and repeatedly Slack Off the damage. Mega Medicham should almost never be switched into attacks, as it has very poor bulk.

#Team Options
Mega Medicham greatly appreciates the help of Stealth Rock, as many foes will be put into range of Bullet Punch after Stealth Rock damage and just one hit. Cobalion is a particularly good teammate for Mega Medicham, as it can set up Stealth Rock, run Volt Switch to safely bring Mega Medicham in, and handle many Fairy-type foes with its STAB Iron Head. A way to handle Mega Sableye is necessary, as it completely walls Mega Medicham, so Keldeo and Guts Heracross do very well. Heracross is especially good as it can also deal with Slowbro, which also easily walls Mega Medicham. Keldeo is almost the perfect pair for Mega Medicham, as the two can break almost any wall in the metagame together, being two of the most powerful wallbreakers specially and physically. Setup sweepers such as Hawlucha make for perfect teammates, as Mega Medicham breaks the walls that hold them back. Choice Scarf Terrakion is a nice revenge killer that helps Mega Medicham with the threats that are faster than it.
QC:
  • Mention in the overview how that due to Mega Medicham's massive Attack, even Pokemon that resist it's two STAB moves will take a lot of damage and maybe even get 2HKO'd unless facing a Pokemon that's very bulky on top of resisting it's STAB moves.
  • I don't think it's Speed stat is that low, it's actually pretty decent for a wallbreaker so you might want to phrase that differently in my opinion.
  • "Mega Medicham is also utterly walled by Mega Sableye and Slowbro." and "As Mega Medicham is quite slow before Mega Evolving". Pretty sure these were accidents as your writing is usually great, but just wanted to point it out so you can edit it.
Nothing else I have to say about this, great job!
 

Funbot28

Banned deucer.
Done (Ready for QC)



Dark

[Overview]
Mega Sableye is a staple wall in the Monotype metagame. Its secondary Ghost typing allows it to be immune from Fighting-type attacks which is a invaluable to Dark-type teams. It has amazing defenses coupled with a fantastic ability to bounce back status moves and hazards that couple cripple offensive wallbreakers such as Hoopa-U and Weavile, which turns it into wonderful bulky pivot. Mega Sableye also contains an amazing support movepool with moves such as Taunt and Will-O-Wisp that allows it to cripple most physically attacking Fighting-types, and possess a setup move in Calm Mind that can transform it into a deadly win condition. However, Mega Sableye is often worn down quite easily due to its abysmal HP, and its low Speed that lets it be outspeed by most wallbreakers. It can also be severly crippled from moves such as Scald and Lava Plume from hazards setters on the switchin.


[Set]
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Will-O-Wisp
- Shadow Ball
- Recover

#Moves
Calm Mind allows Mega Sableye to become a deadly setup sweeper, as KO'ing it can be very difficult after a couple of boosts. Will-O-Wisp is a great utility move that can halve the attack of your opponent, which in conjunction with the Calm Mind boosts can be very frightening towards your opponent. Shadow Ball is the main STAB move of choice that allows Mega Sableye to hit most targets neutrally. However, Dark Pulse can be used instead, but Mege Sableye can stall out most Normal-types through its typing, Magic Bounce, and moves such as Will-O-Wisp and Recover. Snarl is another Dark-type STAB option that lowers your opponents Special Attack by 1 stage, although it is quite weak in power compared to the other two moves. Recover
is a useful move that replenishes half the HP of Mega Sableye, which allows it to increase its longevity in order to stall out most threats.

#Set Details
EV's were maxed out in HP and Defense with the Bold nature in order for Mega Sableye to counter physical attackers who try to face Mega Sableye after a couple of Calm Mind boosts. Prankster is an amazing ability pre-mega evolution that gives priority to all of Sableye's status moves, which means it can effectively cripple physical attackers or recover half its HP on the turn it mega evolves.

#Usage Tips
Mega Sableye can be used predominantly later throughout the match when more bulky walls have been taken down, or it can act as a lead to counter hazard setters as well. Mega Sableye can also be used as a bulky pivot to counteract opposing status moves as well, although your opponent may predict these switchins and use powerful attacks instead. Also try to avoid moves with secondary effects such as Scald and Sludge Bomb, as these moves can cripple and severely weaken Mega Sableye's walling capabilities. Mega Sableye is a perfect switchin however to Fighting-type physical attackers, as the lack of holding a removable item decreases the power of Knock Off significantly. It can also preserve its mega evolution to fire off priority Will-O-Wisps to cripple physical attackers.

#Team options
Mega Sableye is only weak to Fairy-type Pokemon, so Steel- and Poison-type partners such as Bisharp and Drapion can be a great addition to the team. Priority users like Crawdaunt and Weavile may also be useful to take out fast powerful offensive Pokemon that can threaten Mega Sableye. Defog Mandibuzz is a great utility partner that can ease the burden of a hazard remover that Mega Sableye is often forced to be, and can help Mega Sableye switch in more safely on enemy attacks. Tyranitar is also a great teammate that deals with powerful special attackers, which can help Mega Sableye sweep more easily later on. Choice Scarf Hoopa-U can also be used to weaken down the opposing team in order for Mega Sableye to revenge kill more often later on.
all falls down ok implemented, however can someone help with the hide tags? I cant seem to fix them and I have been trying countless times all ready.
 

Wanka

is a Community Leader Alumnusis a Tiering Contributor Alumnus
UUPL Champion
Yeah guys one thing, if someone that does your second QC debunks some of the things from your first QC, go with what the second QC tells you unless someone says otherwise. The second QC check will generally have better judgement over the first one which gives it in a sense a final say.

It really only just came up with confluxx but in the future, apply that thought process when you implement your changes.
 

Confluxx [Old]

Banned deucer.
Ready for QC

Gothitelle Overwiew

Gothitelle is one of the few trappers allowed in the monotype metagame, and its ability Shadow Tag is its main selling point. This Pokemon, although looking weak on paper, can break defensive cores by eliminating key pokemon from strong defensive cores from types like Normal, Psychic, Ground, Water, Steel, Dark and Flying or just easily crippling a wall by tricking a choice item, opening up sweeps for powerful teammates like Victini, Hoopa-U, Starmie and Mega-Gallade.


Gothitelle Scarf

Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Trick
- Psyshock
- Hidden Power [Ground]/Thunderbolt
- Energy Ball/Thunderbolt

#Moves
Trick is the main move of the set, which allows Gothitelle to trap and hardly cripple walls like Chansey, Mandibuzz, Ferrothorn, Gastrodon, Mew, Zapdos and Slowbro. Psyshock is the main STAB move and makes Gothitelle not a sitting duck after it takes down the main target, while also getting a 3HKO on Chansey after you trick the Eviolite from it. Hidden Power Ground 3HKOes any variant of Heatran, while Energy Ball takes care of the Water/Grounds like Gastrodon, Swampert and Seismitoad, while at least 3HKOing every Slowbro variant. Thunderbolt is an option if you want to get rid of Skarmory and Mandibuzz. Res is an option if you want to keep Gothitelle healthy and want to target mainly status spreaders like Chansey and Mandibuzz.

#Set Details
A Modest nature is preferred to guarantee the 2HKO on defensive Slowbro and the 3HKO on Chansey, although, a timid nature can be used to outspeed unboosted base 115's, while missing on those KOs. The IVs are for Hidden Power Ground, but can be fixed if a different move is picked. Lastly, a Choice Specs set can be used with a timid nature, 2HKOing Heatran and with a high chance of OHKOing most Water/Grounds, although it lacks on speed.

#Usage Tips
Gothitelle is really frail and weak offensivelly. Said that, it usually needs to be at full health to take out the foe it's meant to, so pivoting support and good predicting are crucial while using it. If the mon you're going to try to take out is a wall that'll probably try to status Gothitelle or place hazards on the field, use Trick as your first move, since this incapacitates the wall until it's taken out. Otherwise, against more offensivelly inclined threats, like Heatran and Seismitoad, go straight for the super-effective move.

#Team Options
Victini is the #1 teammate for Gothitelle, considering crucial checks to it like Gastrodon, Slowbro, Hippowdon and Heatran can all be removed by Gothitelle. Starmie is another mon that benefits a lot from Gothitelle's capability of removing Water/Grounds, while also removing hazards to guaranteeing Gothitelle a free switch-in. Other sweepers like Mega-Medicham, Mega-Gallade, Latios, Hoopa-U and Mega-Gardevoir all also apreciatte Gothitelle's support. Saying that, Gothitelle is better utilized in Hyper-Offensive teams, mainly because of its ability to open up sweeps for its teammates. Lastly, Gothitelle also likes hazard control from the likes of Mew and Deoxys-S.
QC:

#Overview
  • The only Pokemon with a trapping ability that's not allowed in Monotype is Mega Gengar so I'd remove the part about it being one of the few trappers allowed. Also saying Shadow Tag is it's selling point right after stating it's a trapper sounds a bit weird. Instead, start off the overview by stating that Gothitelle is a Pokemon that possesses the Shadow Tag ability making it very useful for removing Pokemon that could cause trouble for the rest of your team.
  • Don't list so many types that Gothitelle's Shadow Tag ability works well against, instead just mention Normal and maybe trapping Heatran on Steel and removing its Fire immunity, as for the rest you could just say something like "and other types".
  • Don't mention team options in the overview, save it for the Team Options part.
  • Other than just trapping Pokemon and crippling them by giving them a Choice Scarf, say how it can also find an opportunity to set up with Calm Mind if it traps a passive Pokemon. That is of course if you decide to change the set, you'll see what I'm talking about in the other part of the QC.
#Set
  • I'm gonna agree with Eien here and say that the set given doesn't go well with a Choice Scarf. It's an all-out offensive set which works only with Choice Specs because Gothitelle has base speed of 65 which isn't very impressive and you don't really have a reason to run a Choice Scarf on that set. Definitely change it to Choice Specs. If you insist on making this a Choice Scarf Gothitelle analysis though, then change it to Trick/Calm Mind/Rest/Psyshock in which case you would have to change the entire analysis, so I wouldn't suggest doing that.
  • Remove the Thunderbolt slash in the third slot as Hidden Power Ground is important for Heatran, running both Energy Ball and Thunderbolt isn't needed.
  • You give a Modest Nature for the Choice Scarf set and Timid for Choice Specs. It's actually the opposite. A Choice Specs set should run Modest with maximum investment in HP instead of Speed and a Choice Scarf set should run a Timid nature to maximize its Speed.
  • In Team Options, you say Starmie is a good partner to Gothitelle because it gets rid of Water/Ground types. Gothitelle is only capable of getting rid of Water/Ground types if it's running Energy Ball which isn't always the case, so I'd remove this or phrase it differently. Hazards being gone doesn't mean Gothitelle has a free switch, you should also phrase that differently.
  • Mega Medicham, Latios, Hoopa-U and Mega Gardevoir are all wallbreakers, not sweepers.
  • Gothitelle doesn't really care if hazards are up on the opposing team because it's main use is to trap and cripple the opponent, and if it's job is to take out a Pokemon it's usually gonna carry a move to OHKO it such as Energy Ball for Water/Grounds, Hidden Power Ground for Heatran which is gonna be a 2HKO no matter what etc.
  • Gothitelle can be used effectively on all playstyles, it's not limited to Hyper Offense.
I noticed a few spelling/grammar mistakes but the GP will take care of that since I'm not on the GP team.

Hope I helped!

QC 1/2.
 
Last edited:
Added!

Ready for QC (1/2)

• Excadrill (Ground).
With a great base attack and a wonderful ability for Ground-type, Excadrill is one the best physical sweeper in Ground-type.
Sand Rush ability will be the most used ability due to its combination with Hippowdon ability (Sand Stream) and helps Ground-type a lot ,as speed average isn't high, against fast types.
Excadrill is certainly the best answer Ground-type has against Ice-Type with neutral damage and Iron Head as STAB move, which hurts a lot Ice-Type (especially under Sandstorm).
Excadrill is also the one viable spinner in this type and helps against hazards. Its main issue is to be weak to priority moves as Mach Punch, Aqua-Jet and Vacuum Wave who force you to switch your Excadrill.


[SET]
Excadrill @ Choice Band/Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- X-Scissor/Rapid Spin/Swords Dance

#Moves
3 moves will be always played on Excadrill: Iron Head and Earthquake as STAB moves and Rock Slide to deal with some Flying-Pokemon who resist to Iron Head ( Zapdos, Gyarados, Thundurus(-T)).
Last move depends of your item: If Choice Band is privileged, X-Scissor (To hurt at the same time Grass type and Psychic Pokemon with Levitate (Latias, Latios, Slowbro,...) and Rapid Spin are the best option.
If Life Orb is privileged, you can opt to Swords Dance to inflict considerable damage on your opponent. However, it's harder to use as Sandstorm only dures 5 turns, so, most of time you only have 2-3 turns to use offensive moves next a Swords Dance. Unfortunately, only a few types will give you the opportunity to use Swords Dance like Electric, Ice, Bug, Grass, Poison.

#Set Details
Maximum Speed and Attack investment with an Adamant nature is enough to oustpeed under the Sandstorm every Pokemon (including Scarfs) in Monotype Metagame (except unburden Pokemon like Hawlucha).
Without Sandstorm, Excadrill is able to outspeed all Pokemon with a base speed inferior or equal to 75.
The difference between Life Orb and Choice band is with Choice Band Excadrill is able to 0HKO Keldeo, M-Lopunny, Serperior, Gallade-M, Goodra, Gyarados (without Intimidate atk drop), Heracross, Meloetta (Specs).

#Usage Tips
Excadrill should be used mostly in the Sandstorm to give to it the ability to outspeed everything and balance the lack of speed in Ground type.
To switch safely on Excadrill, many way possible: Hippowdon (Eject Button) is the safest way, others way are predicts or send it in front of passive Pokemon like Chansey.
The Earthquake spam is easy and powerful but be careful if something has a ground immunity (Flying-type, Levitate, Air Balloon).
It is the best way (with Landorus) to deal with M-Venusaur, one of the main threat of Ground-type and break most walls in Monotype (Except Porygon2, Suicune, Slowbro (according they are max HP)).
Concerning Water-Type, Excadrill is your last chance to beat M-Gyarados with a Dragon Dance in Sandstorm, you've to keep in your mind this information to not being sweeped by M-Gyarados.

#Team options
- Hippowdon is its first teammates because of its ability Sand Stream and because it can tanks fighting priority moves, it's really THE Pokemon to go with Excadrill on Ground type.
- Gastrodon/Seismitoad are both the answer to Aqua-Jet or when Excadrill isn't able to 0HKO its water opponent (Slowbro, Manaphy, Swampert, Rotom-Wash,...)
- Landorus is a very good teammate because it learns Gravity (During 5 turns, Ground immunity are canceled). And it helps Excadrill against M-Venusaur who is one of the most threat for Ground with Slowbro and Suicune.
- M-Garchomp is really helpful for Excadrill: It helps Ground-Type against Slowbro (Mixed M-Chomp) and against Skarmory who is the best counter for Excadrill.
General notes (do GP a favor):
Please write in paragraph form, analyses are not lists.
Don't say "if X is privileged", just say "if X is used" because privileged doesn't work in that usage.
Do not use parenthetical remarks. Anything in parentheses should be rewritten properly.
It's always "Mega X" never "M-X" or "X-M". Mega Gyarados, Mega Garchomp, Mega Lopunny, Mega Gallade. Like that.

Overview
Anttya said to remove "(especially under sandstorm)" please do so unless you're implying Excadrill should use the Sand Force ability, which it should not.
Excadrill is not that bulky, even with a decent HP stat, so mention that.
Mention that when sand isn't up, Excadrill is very slow, making it very reliant on sand and weak to opposing weather.


Sand Rush Sweeper
Moves:
Rock Slide also hits Pokemon with Levitate, such as Rotom-W.
You say X-Scissor and Rapid Spin are your best options as Choice Band. Rapid Spin has no explanation for being on the Choice Band set, it's a pretty big momentum drop, after all and Ground is not particularly troubled by Stealth Rock. Talk about when you would run Rapid Spin over X-Scissor, and what you lose for running it. X-Scissor was the first in the list after all.
Also, you mention X-Scissor is for Psychic-types with Levitate, and your examples were Latias, Latios, and Slowbro. Slowbro doesn't have Levitate. And further, why mention Levitate at all, when X-Scissor outdamages Earthquake against all Psychic-types that don't resist it? Don't mention Levitate here.
On the Swords Dance part, you pretty much only list negatives for using it. So are X-Scissor and Rapid Spin better, even on a Life Orb set? This is confusing. If X-Scissor and Rapid Spin are better, even on a Life Orb set, you shouldn't mention that for specifically Choice Band, X-Scissor and Rapid Spin are better. If Swords Dance IS the best option, then make it clear because this section is very negative about Swords Dance. Make it more clear that Swords Dance enables Excadrill to land important KOs, such as on Mega Venusaur or Ferrothorn.
Also, I'd really like to see more explanation for Earthquake and Iron Head. Iron Head is the primary move that hits Pokemon that are immune to Earthquake, but there's no mention of this. Earthquake is the strongest move Excadrill has to offer.

Set Details:
"Maximum Speed and Attack investment with an Adamant nature is enough to oustpeed under the Sandstorm" should not reference anything to do with Attack investment or the Adamant nature, as neither of those help it outspeed anything under sand. Also, Jolly would help it outspeed +2 Gyarados, which if it somehow happens, would sweep a team with Adamant Excadrill. Just a small note is enough, no need for a slash.
Maximum Attack investment with an Adamant nature is used to do as much damage as possible. List a few examples of KOs that Adamant gets that Jolly does not. Here is a good time to list Mega Lopunny or Serperior, for example.
What kind of 75? You need to specify it's base 75 Speed, and importantly positive nature base 75 Speed. Neutral nature goes up to 85.
Why use Life Orb at all if Choice Band is so good according to this? You need to explain why Life Orb is good enough to be slashed, and not just a mention in Set Details. Life Orb also lets you use Swords Dance, so talk about Life Orb, not just Choice Band. It doesn't look moves, so Excadrill doesn't get easily as easily walled, but does give you recoil.
By the way, a lot of your examples are actually rolls. Keldeo, Heracross, Goodra, Meloetta. You can't say OHKO if these are rolls. By the way, why are you specifying Choice Specs Meloetta, as opposed to AV or Choice Scarf? Just say Meloetta without defensive investment.

Usage Tips:
Why is there a "with Landorus" in dealing with Mega Venusaur? Make it clear that Mega Venusaur loses to Excadrill assuming sand is there to halve its recovery. Is this all assuming the Choice Band set? You have to say that. If Excadrill has Swords Dance, it can beat those walls. Also Suicune is not common at all, mention Skarmory instead, which walls Excadrill hard and is far more common.
Mention that Excadrill relies heavily on sand, so keeping its sand setter, Hippowdon, healthy is very important.
Excadrill also is amazing against Fairy, as nothing except for Klefki can really switch into an Iron Head, and Klefki really doesn't like taking it anyway.
How should Excadrill be used? Should we be saving it for late-game sweep, or should we be using it as an early-game wallbreaker? Or maybe it's just both right?
How does the LO set differ from the Choice Band set in usage? When do we Swords Dance? Swords Dance can be used early-game to catch walls trying to switch into it. It can also be used late-game to potentially clean up a weakened team.

Team Options:
Give general descriptions of teammates and then use specific examples for most cases. Don't use a list.
I would mention that a SD Mega Garchomp can seriously help break down Excadrill's checks.
Mamoswine is a great teammate too right? Knock Off helps cripple Eviolite walls, Icicle Crash and Ice Shard help it beat Grass-types. It's also a decent wallbreaker with a Choice Band, which helps set up the SD set especially.
Talk more about Gastrodon being able to Toxic and cripple the walls that try to block Excadrill. That is a huge help towards letting Excadrill sweep.
Is Landorus only useful for its Gravity and Mega Venusaur help? And I thought Excadrill checked Mega Venusaur anyway, so why is this mentioned? Is Gravity Landorus used to allow Excadrill to hit Flying-types or so that Landorus can beat Flying-types? It's not clear. Excadrill cannot take advantage of Gravity well when Gravity only has 5 turns, sand only lasts 5 turns, one of them will probably only have 3 turns left after the other is set up. And then Excadrill has to come in on another turn, and basically there's no way to do make this work.
Mention that Landorus is a great wallbreaker that pairs perfectly with Excadrill. Landorus is special, while Excadrill is physical, so they can help break each the other's checks.


QC 2/2

If I'm allowed to ask for this, I'd really like a 3rd QC to just make sure everything is there. If everything is good to go, just a simple "Looks good 3/3" is enough.
 

Confluxx [Old]

Banned deucer.
Staraptor (Normal) Overview

Staraptor is a huge staple on Normal-type teams, as can be used offensively in running items such as Choice Scarf and Choice Band, or it can also be very useful defensively. Staraptor can act as a very powerful wallbreaker or revenge killer, having an excellent base Attack stat coupled with an impressive base 100 Speed. With access in to the ability in Reckless, Staraptor can puncture holes in the opposing team with its dual STAB moves such as Brave Bird and Double Edge. Staraptor is able to provide team support by lowering the foe's Attack stat, thanks to its ability, Intimidate, which allows it to survive another hit from physically offensive Pokemon. Staraptor is able to provide Defog support, as it's the only viable user of entry hazard removal. With its Flying typing, Staraptor is able to check types such as Bug, Fighting, and Grass, along with being a good switch-in to Ground-type attacks, especially against Choice Pokemon locked into a Ground-type attack such as Landorus-T, Excadrill, Mamoswine, and Diggersby.

Unfortunately, Staraptor cannot afford to take several hits, especially from special attackers due to its subpar bulk. Defensive variants of Staraptor are quite passive due to special sweepers being able to easily switch-in and get a free boost such as Mega Latias and Mega Sableye. Staraptor is also hindered by Stealth Rock, which gives it limited opportunities to switch-in. Despite Staraptor being a very offensive Pokemon, it has trouble breaking through certain defensive Pokemon such as Skarmory and Hippowdon. Staraptor is also vulnerable to status moves, which hinders its effectiveness. Even though Staraptor has Reckless, it relies too much on its recoil moves to deal a lot of damage, which wears its longevity quickly. Both Defog and Feather Dance have a much lower PP than Stealth Rock and Swords Dance, respectively so it's not good at preventing Stealth Rock to be set up or a Pokemon to set up Swords Dance.


Staraptor (Normal) Defensive | Choice Scarf
[SET]
Staraptor @ Leftovers
Ability: Intimidate
EVs: 228 HP / 252 Def / 12 SpD / 16 Spe
Impish Nature
- Brave Bird
- Roost
- Defog
- Feather Dance / Whirlwind

#Moves
Brave Bird is Staraptor's main STAB and damaging move for Pokemon that don't resist the attack. Roost gives Staraptor reliable recovery, replenishing its health to prolong its stay on the field throughout the match to continuously switch into physical attackers to wall them. Defog gives Staraptor utility to act as a reliable entry hazard remover for its team. Feather Dance is a great supporting move, which cripples physical attackers. U-turn can also be used instead of Feather Dance in order to provide more momentum for the team in addition to scouting the opponent's team. Whirlwind is another alternative to Feather Dance to phaze out Swords Dance sweepers such as Mega Scizor and Bisharp. Close Combat and Toxic are also alternatives in allowing Staraptor to hit Rock- and Steel-types such as Tyranitar and Bisharp, while Toxic is used to stall and wear down bulky walls.

#Set Details
228 HP gives Staraptor a Stealth Rock number in being able to switch-in four times along with a Leftovers number. 252 Defense with an Impish nature allow for Staraptor to take physical attacks much more effectively. 12 Special Defense EVs are to increase Staraptor's special bulk a little. The remaining 16 EVs are used in Speed for Staraptor to outspeed neutral base 70s Speed Pokemon such as Bisharp and Breloom. Intimidate provides Staraptor and its team support in softening attacks from physical attackers. Leftovers give Staraptor passive recovery every turn in conjunction with Roost.

#Usage Tips
Staraptor should mainly be used as a switch-in to physical attackers because of Intimidate. Staraptor should never be used as a switch-in for special attackers because of its low Special Defense, which makes it vulnerable to take a hit. Despite having Defog, try not to have Staraptor continuously switch-in on Stealth Rock without using Roost in between turns to keep its health high. Make sure you keep Staraptor away from status moves such as poison, paralysis, and burns. This would greatly hinder its longevity. If there's a Pokemon that can't do much do it such as Choice Scarf Heracross after an Intimidate, it's safe to go for either a Brave Bird, Roost up, or Defog any entry hazards from your field. Feather Dance compounds the Attack drop from Intimidate to make physical attackers almost useless against Staraptor and its teammates. Be wary that due to its low PP Feather Dance cannot be Swords Dance users. Whirlwind should mainly be used to keep sweepers from setting up on Staraptor. It's also great for shuffling around foes for Stealth Rock damage once it's set up on the opposing side. U-turn also helps Staraptor escape switch-ins and bring its teammate in safely.

#Team Options
Chansey is an excellent partner for Staraptor, as it makes a great status absorber due to its ability in Natural Cure. Chansey can also be a great help in switching into Special Attacks that Staraptor won't be able to handle. Chansey also has access to Stealth Rock, which provides great utility. Mega Lopunny can assist in removing types that threaten Staraptor with its powerful High Jump Kick such as Dark, Ice, Normal, Rock, and Steel-types. Staraptor also appreciates a Pokemon that has an Electric immunity such as Diggersby. Additionally, Diggersby can break through walls with its outstanding attacks from Huge Power. Porygon2 can wear down defensive Pokemon with Toxic or Thunder Wave. Also, it helps deal with pestering Flying-types that can easily handle Staraptor such as Zapdos and Skarmory. Foul Play Porygon2 also works nicely as a check against Mega Scizor. Setup sweepers and special attackers will be very troublesome for Staraptor, so Choice Scarf Ditto can be very helpful in getting rid of these Pokemon due to having Imposter and copying the threat's stat changes. Other special attacker such as Mega Pidgeot, Porygon-Z, and Meloetta are also wonderful partners in dealing a lot of damage to the opposing team for Staraptor. Mega Pidgeot and Meloetta deserves a special mention because they both can defeat Steel-types that Staraptor struggles against with Heat Wave and Focus Blast.

[SET] (Choiced)
Staraptor @ Choice Scarf
Ability: Intimidate /Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double Edge
- Close Combat
- U-turn

#Moves
Brave Bird and Double Edge are Staraptor's main STAB move of choice. Dealing enormous damage to opposing teams that don't resist them. Additionally, both attacks get a power boost from Reckless. Close Combat gives Staraptor coverage in checking Pokemon such as Tyranitar, Kyurem-B, Omastar, and Heatran. U-turn provides more momentum for Staraptor and its team along with scouting the foe.

#Set Details
Maximum Speed investment with a Jolly nature and Choice Scarf allow for Staraptor to be an effective revenge killer while outspeeding faster Pokemon. 252 Attack EVs increases Staraptor's damage output. Intimidate is the preferred ability, as it's a great way to bluff the opponent, thinking that Staraptor is defensive. Also, it's good when utilizing U-turn to pivot in and off the field. Reckless boosts the power of Brave Bird and Double Edge. An Adamant nature with a Choice Band can be used instead of Jolly for more power and a way to get potential KOs; however, Staraptor will lose the extra Speed from Choice Scarf.

#Usage Tips
Choice Scarf Staraptor is used to take out offensive threats. Some examples include Azumarill, Keldeo, Landorus, and Gengar. With Choice Scarf, Staraptor can also act as a pseudo wallbreaker given that it's running Reckless. Staraptor can also be used early- or mid-game to help break walls for its teammates. It's better to have Staraptor come in after a fallen teammate or a predicted switch so it doesn't have to risk taking any damage on the switch due to its bulk. U-turn is great way to scout and get any chip damage and get a much better matchup. Don't have Staraptor continuously switch-in while Stealth Rock is on the field because this hinders its switch-in opportunities. Also, Staraptor can be used effectively as a late-game cleaner once all its checks are gone. Close Combat should be used when necessary. It should mainly be used to hit Normal-, Rock-, and Steel-types. But Staraptor should avoid using Close Combat on Skarmory because it's able to tank it very well and Staraptor would take Rocky Helmet damage.

#Team Options
This set works best with entry hazard support to apply more offensive pressure on the opposing team. Additionally, breaking Focus Sash Pokemon. Great examples are Pokemon such as Smeargle or Chansey, allowing Staraptor to wallbreak more easily and acquire KOs. Smeargle is also able to set up Sticky Web, providing Staraptor and its team with speed control. Chansey can continue to sponge special attacks for Staraptor. It also has access to Thunder Wave, which helps provide speed control and a chance for Staraptor get free turns upon attacking. Because Staraptor won't be able to handle Doublade, as it resists both its STAB moves, immune to Close Combat, and use it as setup fodder with Swords Dance, Pokemon such as Diggersby, Mega Lopunny, and Ditto are excellent checks in removing it off the field along with other threats that opposes Staraptor. Lastly, special attackers such as Mega Pidgeot, Porygon-Z, and Meloetta help against physical walls that Staraptor struggles with such as Hippowdon, Skarmory, and Mandibuzz. Despite having two Flying-types, Mega Pidgeot and Staraptor can both wear down Flying checks due to hitting opposite defenses. For example, Mega Pidgeot can hit Skarmory with a Heat Wave, while Staraptor can hit Togekiss with its powerful STAB moves.


DONE

GP Time.
QC:

Do 12 EVs in SpD allow Staraptor to live a hit from anything? If it's not anything specific you should probably add them to HP and leave 4 in SpD if max EVs in HP make it an even number.

Usage Options explains how Staraptor should be used, so I'd remove the stuff in the end where you go in detail on how to use Whirlwind, Feather Dance etc.


I'd remove the slash in the ability and only keep Reckless as an offensive Staraptor with two STAB moves boosted by Reckless appreciated that ability more.

Any variant of Staraptor outspeeds Azumarill, so you shouldn't list it as one of the Pokemon a Choice Scarf Staraptor is useful for.


Pretty minor changes but I felt they should be included. Everything else is pretty solid though, nice work.

For everyone else reading, this QC is a bit late but it was actually requested which is why I did it.
 
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QC:

Do 12 EVs in SpD allow Staraptor to live a hit from anything? If it's not anything specific you should probably add them to HP and leave 4 in SpD if max EVs in HP make it an even number.

Usage Options explains how Staraptor should be used, so I'd remove the stuff in the end where you go in detail on how to use Whirlwind, Feather Dance etc.


I'd remove the slash in the ability and only keep Reckless as an offensive Staraptor with two STAB moves boosted by Reckless appreciated that ability more.

Any variant of Staraptor outspeeds Azumarill, so you shouldn't list it as one of the Pokemon a Choice Scarf Staraptor is useful for.


Pretty minor changes but I felt they should be included. Everything else is pretty solid though, nice work.

For everyone else reading, this QC is a bit late but it was actually requested which is why I did it.
12 EVs in Special Defense actually helps Staraptor barely avoid an OHKO from Choice Scarf Draco Meteor Hydreigon.

Made the above changes!

Thank you Flux, I greatly appreciate it!
 

scpinion

Life > Monotype... unfortunately :)
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Staraptor (Normal) Overview

Staraptor is a huge staple on Normal-type teams, as can be used offensively in running items such as Choice Scarf and Choice Band, or it can also be very useful defensively. Staraptor can act as a very powerful wallbreaker or revenge killer, having an excellent base Attack stat coupled with an impressive base 100 Speed. With access in to the ability in Reckless, Staraptor can puncture holes in the opposing team with its dual STAB moves such as Brave Bird and Double Edge. Staraptor is able to provide team support by lowering the foe's Attack stat, thanks to its ability, Intimidate, which allows it to survive another hit from physically offensive Pokemon. Staraptor is able to provide Defog support, as it's the only viable user of entry hazard removal. With its Flying typing, Staraptor is able to check types such as Bug, Fighting, and Grass, along with being a good switch-in to Ground-type attacks, especially against Choice Pokemon locked into a Ground-type attack such as Landorus-T, Excadrill, Mamoswine, and Diggersby.

Unfortunately, Staraptor cannot afford to take several hits, especially from special attackers due to its subpar bulk. Defensive variants of Staraptor are quite passive due to special sweepers being able to easily switch-in and get a free boost such as Mega Latias and Mega Sableye. Staraptor is also hindered by Stealth Rock, which gives it limited opportunities to switch-in. Despite Staraptor being a very offensive Pokemon, it has trouble breaking through certain defensive Pokemon such as Skarmory and Hippowdon. Staraptor is also vulnerable to status moves, which hinders its effectiveness. Even though Staraptor has Reckless, it relies too much on its recoil moves to deal a lot of damage, which wears its longevity quickly. Both Defog and Feather Dance have a much lower PP than Stealth Rock and Swords Dance, respectively so it's not good at preventing Stealth Rock to be set up or a Pokemon to set up Swords Dance.


Staraptor (Normal) Defensive | Choice Scarf
[SET]
Staraptor @ Leftovers
Ability: Intimidate
EVs: 228 HP / 252 Def / 12 SpD / 16 Spe
Impish Nature
- Brave Bird
- Roost
- Defog
- Feather Dance / Whirlwind

#Moves
Brave Bird is Staraptor's main STAB and damaging move for Pokemon that don't resist the attack. Roost gives Staraptor reliable recovery, replenishing its health to prolong its stay on the field throughout the match to continuously switch into physical attackers to wall them. Defog gives Staraptor utility to act as a reliable entry hazard remover for its team. Feather Dance is a great supporting move, which cripples physical attackers. U-turn can also be used instead of Feather Dance in order to provide more momentum for the team in addition to scouting the opponent's team. Whirlwind is another alternative to Feather Dance to phaze out Swords Dance sweepers such as Mega Scizor and Bisharp. Close Combat and Toxic are also alternatives in allowing Staraptor to hit Rock- and Steel-types such as Tyranitar and Bisharp, while Toxic is used to stall and wear down bulky walls.

#Set Details
228 HP gives Staraptor a Stealth Rock number in being able to switch-in four times along with a Leftovers number. 252 Defense with an Impish nature allow for Staraptor to take physical attacks much more effectively. 12 Special Defense EVs are to increase Staraptor's special bulk a little and survive a Draco Meteor from Choice Scarf Hydreigon. The remaining 16 EVs are used in Speed for Staraptor to outspeed neutral base 70s Speed Pokemon such as Bisharp and Breloom. Intimidate provides Staraptor and its team support in softening attacks from physical attackers. Leftovers give Staraptor passive recovery every turn in conjunction with Roost.

#Usage Tips
Staraptor should mainly be used as a switch-in to physical attackers because of Intimidate. Staraptor should never be used as a switch-in for special attackers because of its low Special Defense, which makes it vulnerable to take a hit. Despite having Defog, try not to have Staraptor continuously switch-in on Stealth Rock without using Roost in between turns to keep its health high. Make sure you keep Staraptor away from status moves such as poison, paralysis, and burns. This would greatly hinder its longevity. If there's a Pokemon that can't do much do it such as Choice Scarf Heracross after an Intimidate, it's safe to go for either a Brave Bird, Roost up, or Defog any entry hazards from your field. Feather Dance compounds the Attack drop from Intimidate to make physical attackers almost useless against Staraptor and its teammates. Be wary that due to its low PP Feather Dance cannot be Swords Dance users. Whirlwind should mainly be used to keep sweepers from setting up on Staraptor such as Mega Scizor. It's also great for shuffling around foes for Stealth Rock damage once it's set up on the opposing side. U-turn also helps Staraptor escape switch-ins and bring its teammate in safely.

#Team Options
Chansey is an excellent partner for Staraptor, as it makes a great status absorber due to its ability in Natural Cure. Chansey can also be a great help in switching into Special Attacks that Staraptor won't be able to handle. Chansey also has access to Stealth Rock, which provides great utility. Mega Lopunny can assist in removing types that threaten Staraptor with its powerful High Jump Kick such as Dark, Ice, Normal, Rock, and Steel-types. Staraptor also appreciates a Pokemon that has an Electric immunity such as Diggersby. Additionally, Diggersby can break through walls with its outstanding attacks from Huge Power. Porygon2 can wear down defensive Pokemon with Toxic or Thunder Wave. Also, it helps deal with pestering Flying-types that can easily handle Staraptor such as Zapdos and Skarmory. Foul Play Porygon2 also works nicely as a check against Mega Scizor. Setup sweepers and special attackers will be very troublesome for Staraptor, so Choice Scarf Ditto can be very helpful in getting rid of these Pokemon due to having Imposter and copying the threat's stat changes. Other special attacker such as Mega Pidgeot, Porygon-Z, and Meloetta are also wonderful partners in dealing a lot of damage to the opposing team for Staraptor. Mega Pidgeot and Meloetta deserves a special mention because they both can defeat Steel-types that Staraptor struggles against with Heat Wave and Focus Blast.

[SET] (Choiced)
Staraptor @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double Edge
- Close Combat
- U-turn

#Moves
Brave Bird and Double Edge are Staraptor's main STAB move of choice. Dealing enormous damage to opposing teams that don't resist them. Additionally, both attacks get a power boost from Reckless. Close Combat gives Staraptor coverage in checking Pokemon such as Tyranitar, Kyurem-B, Omastar, and Heatran. U-turn provides more momentum for Staraptor and its team along with scouting the foe.

#Set Details
Maximum Speed investment with a Jolly nature and Choice Scarf allow for Staraptor to be an effective revenge killer while outspeeding faster Pokemon. 252 Attack EVs increases Staraptor's damage output. Intimidate is the preferred ability, as it's a great way to bluff the opponent, thinking that Staraptor is defensive. Also, it's good when utilizing U-turn to pivot in and off the field. Reckless boosts the power of Brave Bird and Double Edge. An Adamant nature with a Choice Band can be used instead of Jolly for more power and a way to get potential KOs; however, Staraptor will lose the extra Speed from Choice Scarf.

#Usage Tips
Choice Scarf Staraptor is used to take out offensive threats. Some examples include Keldeo, Landorus, and Gengar. With Choice Scarf, Staraptor can also act as a pseudo wallbreaker given that it's running Reckless. Staraptor can also be used early- or mid-game to help break walls for its teammates. It's better to have Staraptor come in after a fallen teammate or a predicted switch so it doesn't have to risk taking any damage on the switch due to its bulk. U-turn is great way to scout and get any chip damage and get a much better matchup. Don't have Staraptor continuously switch-in while Stealth Rock is on the field because this hinders its switch-in opportunities. Also, Staraptor can be used effectively as a late-game cleaner once all its checks are gone. Close Combat should be used when necessary. It should mainly be used to hit Normal-, Rock-, and Steel-types. But Staraptor should avoid using Close Combat on Skarmory because it's able to tank it very well and Staraptor would take Rocky Helmet damage.

#Team Options
This set works best with entry hazard support to apply more offensive pressure on the opposing team. Additionally, breaking Focus Sash Pokemon. Great examples are Pokemon such as Smeargle or Chansey, allowing Staraptor to wallbreak more easily and acquire KOs. Smeargle is also able to set up Sticky Web, providing Staraptor and its team with speed control. Chansey can continue to sponge special attacks for Staraptor. It also has access to Thunder Wave, which helps provide speed control and a chance for Staraptor get free turns upon attacking. Because Staraptor won't be able to handle Doublade, as it resists both its STAB moves, immune to Close Combat, and use it as setup fodder with Swords Dance, Pokemon such as Diggersby, Mega Lopunny, and Ditto are excellent checks in removing it off the field along with other threats that opposes Staraptor. Lastly, special attackers such as Mega Pidgeot, Porygon-Z, and Meloetta help against physical walls that Staraptor struggles with such as Hippowdon, Skarmory, and Mandibuzz. Despite having two Flying-types, Mega Pidgeot and Staraptor can both wear down Flying checks due to hitting opposite defenses. For example, Mega Pidgeot can hit Skarmory with a Heat Wave, while Staraptor can hit Togekiss with its powerful STAB moves.


DONE

GP Time.
Just got around to reading this one, but it is one I wanted to chime in on.

In set details on the defensive set mention Safety Goggles as an option. This lets Staraptor switch in on Breloom, a major threat to Normal teams, without worrying about Spore. Lefties is generally preferred though.

I disagree with the moves you've slashed in that final slot (idk if other QC members said those should be there x_x). Close combat should definitely be slashed and it should be first imo. Bisharp is a major threat to the type and can come in unpunished w/o CC. There isn't another pokemon on Normal teams that can switch in once it is at +2 and it will always get a KO. Feather Dance and Whirlwind don't actually do anything to help in this (very common) scenario.

As for what to slash with CC, I think Feather Dance and U-turn have equal viability (but I personally dislike using Feather Dance). Whirlwind and Toxic are things to mention in Set Details, but mention how weak that leaves a Normal team to Bisharp. Toxic is typically better suited to Pory2 or Chansey imo.

I'm not a fan of those 12 EVs in SpD when you'll have a Chansey to switch in 100% of the time on a Hydreigon, but it isn't that big of a deal.
 
QC:

#Overview
  • The only Pokemon with a trapping ability that's not allowed in Monotype is Mega Gengar so I'd remove the part about it being one of the few trappers allowed. Also saying Shadow Tag is it's selling point right after stating it's a trapper sounds a bit weird. Instead, start off the overview by stating that Gothitelle is a Pokemon that possesses the Shadow Tag ability making it very useful for removing Pokemon that could cause trouble for the rest of your team.
  • Don't list so many types that Gothitelle's Shadow Tag ability works well against, instead just mention Normal and maybe trapping Heatran on Steel and removing its Fire immunity, as for the rest you could just say something like "and other types".
  • Don't mention team options in the overview, save it for the Team Options part.
  • Other than just trapping Pokemon and crippling them by giving them a Choice Scarf, say how it can also find an opportunity to set up with Calm Mind if it traps a passive Pokemon. That is of course if you decide to change the set, you'll see what I'm talking about in the other part of the QC.
#Set
  • I'm gonna agree with Eien here and say that the set given doesn't go well with a Choice Scarf. It's an all-out offensive set which works only with Choice Specs because Gothitelle has base speed of 65 which isn't very impressive and you don't really have a reason to run a Choice Scarf on that set. Definitely change it to Choice Specs. If you insist on making this a Choice Scarf Gothitelle analysis though, then change it to Trick/Calm Mind/Rest/Psyshock in which case you would have to change the entire analysis, so I wouldn't suggest doing that.
  • Remove the Thunderbolt slash in the third slot as Hidden Power Ground is important for Heatran, running both Energy Ball and Thunderbolt isn't needed.
  • You give a Modest Nature for the Choice Scarf set and Timid for Choice Specs. It's actually the opposite. A Choice Specs set should run Modest with maximum investment in HP instead of Speed and a Choice Scarf set should run a Timid nature to maximize its Speed.
  • In Team Options, you say Starmie is a good partner to Gothitelle because it gets rid of Water/Ground types. Gothitelle is only capable of getting rid of Water/Ground types if it's running Energy Ball which isn't always the case, so I'd remove this or phrase it differently. Hazards being gone doesn't mean Gothitelle has a free switch, you should also phrase that differently.
  • Mega Medicham, Latios, Hoopa-U and Mega Gardevoir are all wallbreakers, not sweepers.
  • Gothitelle doesn't really care if hazards are up on the opposing team because it's main use is to trap and cripple the opponent, and if it's job is to take out a Pokemon it's usually gonna carry a move to OHKO it such as Energy Ball for Water/Grounds, Hidden Power Ground for Heatran which is gonna be a 2HKO no matter what etc.
  • Gothitelle can be used effectively on all playstyles, it's not limited to Hyper Offense.
I noticed a few spelling/grammar mistakes but the GP will take care of that since I'm not on the GP team.

Hope I helped!

QC 1/2.
Oh well, ok you guys win
I honestly don't know if you ever ran it, but Modest Scarf worked so much better for me overall, being able not only to do what it was meant to, while also reliably revenge killing weakened mons that can't switch out. Saying a scarf set can only be used with the gimmick trick restcm set is just underrating it. So i'm not fixing that, feel free to use my review in any way you guys want it though.
For the rest, yes, I do agree with it, will be implemented, thanks for the feedback
 
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Ferrothorn (Steel) Overview
With a solid mixed bulk and unique typing, Ferrothorn differentiates itself from the rest making itself a spot on many Steel-type teams. It has a wide variety of support options to choose from, most notably Stealth Rock, Spikes, Thunder Wave and Leech Seed. Due to its offensive presence, Ferrothorn can severely damage Pokemon in front of it making it hard to switch into for many teams weak to one of its STABs such as Water-, and Ground-type teams. Its great typing gives it neutrality to Ground-type moves permitting it take the hits aimed at its teammates, who are usually weak Ground-type and, in addition to that, it grants a lot of resistances allowing it to wall a lot of Pokemon, however, Ferrothorn does have its drawbacks. It has got an exploitable 4x weakness to Fire, limiting its walling capabilities as any pokemon with a Fire-type move forces it out. Also, it doesn't have reliable recovery moves as Rest and Leech Seed aren't exactly what reliable means and lastly, its low speed stat means it will move last most of the time.

Ferrothorn (Steel) Utility Set
[SET]
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 148 Def / 108 SpD
Relaxed Nature
- Stealth Rock / Spikes
- Leech Seed
- Power Whip
- Gyro Ball / Protect / Thunder Wave

#Moves
Stealth Rock and Spikes are a must on this set due to Ferrothorn's consistency to set up hazards thanks to its ability to beat some common spinners in Monotype such as Starmie, Armaldo, Forretress and Excadrill to an extent. Spikes is a great move to put pressure on bulkier cores while Stealth Rock does an excellent job against teams that are weak to them. Leech Seed is Ferrothorn's only form of recovery besides Rest. It lets Ferrothorn deal constant damage every turn while healing itself. Power Whip is Ferrothorn's main STAB move as it hits two types that threaten Steel-type teams; Water-, and Ground-types. Gyro Ball is Ferrothorn's secondary STAB that allows it to hit pokemon that resist Power Whip like Dragon-type Pokemon. Protect lets Ferrothorn scout moves, most notably Fire-, and Fighting-type moves. Protect also makes a good combination with leech seed as it gives Ferrothorn a free turn to heal up. If you want to cripple common switch ins for Ferrothorn Thunder Wave and Toxic are good options for the last slot. Thunder Wave is for offensive orientated switch ins that threaten Ferrothorn such as Fire-type Pokemon. Toxic lets Ferrothorn put a timer on walls that don't mind its hits and usually come in to clear the hazards such as Zapdos , Mandibuzz and Mew.

#Set Details
Ferrothorn can be EVed in many different ways depending on how physically or specially defensive you want him to be. The given EV spread gives Ferrothorn a good mixed bulk, allowing it to check most Water-, and Ground-type Pokemon. It can safely check Landorus-Therian, Manaphy if it lacks Hidden power Fire, Azumarill and Mega Gyarados. 148 EVs in Defense with a Relaxed nature allows Ferrothorn to counter Mega-Gyarados as it is 3HKOd by Crunch after a Dragon Dance even if Adamant and can easily kill it with Power Whip or cripple it with Thunder Wave, it allows Ferrothorn to avoid the 3HKO from Landorus-Therian's Earthquake and the 2HKO from Choice Band Mamoswine's Earthquake. Leftovers is the prefered item as Ferrothorn appreciates the recovery leftovers provides. Rocky Helmet is a viable option too; it helps to wears down physical Pokemon with weaker attacks faster, however, sometimes the loss of recovery is not worth it.

#Usage Tips
Bring Ferrothorn against Pokemon that don't threaten it such as Hippowdon, Chansey, Armaldo and opposing Ferrothorns to set-up hazards quickly. Leech Seed is a very spammable move, use it constantly during the battle in order to keep Ferrothorn healthy. Be careful when trying to wall a pokemon if there is a chance they can have a Fire-type coverage move. Protect allows it to gain health in a pinch and scout moves from Pokemon who could potentially have coverage moves for Ferrothorn, however, don't play with protect recklessly as it becomes predictable and your opponent can take advantage of it.
#Team Options
Heatran is the best partner Ferrothorn can have, it can absorb Fire-type moves taking advantage of them due to Flash Fire while Ferrothorn threatens troublesome Ground-, and Water-Type Pokemon. Skarmory is another good defensive partner as it alliviates the pressure on Ferrothorn to take Ground-type moves and it is also a good answer for Fighting-type moves which Ferrothorn is weak to, Ferrothorn in return, thanks to its typing can switch into Electric-type moves aimed at Skarmory and can proceed to set up Hazards. Offensively, Doublade-Bisharp core does a nice job preventing the removal of the hazards put by Ferrothorn. Bisharp thanks to defiant can put pressure on the enemie's team preventing defog while Doublade, with its Ghost typing, it can be an effective Spin-Blocker.
 
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Seo.

Nice guys always finish last...
Lava Plume, Toxic, and Earth Power are necessary IMO, as without Earth Power Heatran can't check Fire types like its supposed to and you're probably going to get 6-0d by another Heatran lol. Toxic is pretty much necessary on SpDef tran since you're really weak and without it you can't even beat Zard-Y or Volcarona, one of the biggest things heatran's supposed to do. (mention what these moves do in moves paragraph)

This makes the set Lava Plume | Earth Power | Toxic | [Stealth Rock / Protect / Roar]

Change the order in the moves paragraph as necessary, mention that Heatran is a good user of Stealth Rock, but if Skarmory or Ferrothorn sets Stealth Rock then Heatran appreciates the freed up moveslot. Also mention Taunt in the moves paragraph as a way to stop Pokemon like Mandibuzz and Venusaur from healing up, or Zapdos from defogging. Mention Stone Edge to ohko zard y and volcarona.

Don't say "Lava Plume... has a burn damage" say "Lava Plume also has a chance to burn"
Don't say "Stealth Rock is to make Steel's life easier sweeping" say "Stealth Rock helps other Steel-type Pokemon sweep easier. Heatran is particularly a good user of Stealth Rock as it can force out Mega Sableye."

Try to avoid using all these short sentence fragments, it makes it seem like the paragraph is all over the place. Something like "Also able to scout what your opponent uses" needs more integration into the paragraph.

Now, Heatran probably has the freedom to use whatever EV spread it wants on this spread with however much speed creeping it needs, but quite honestly it doesn't need any speed at all if it doesnt use taunt. I would make the only listed spread 248 HP / 8 Def / 252 SpD with a calm nature. 248 hp is an odd number for stealth rock.

Mention in set details that you should use more speed if using taunt, in particular 44 speed for 16 speed Mandibuzz (not 80) and 16 speed Mega Venusaur and 204 speed for 16 speed Zapdos and adamant Bisharp. Get rid of the specific usage mention in set details, that % changes every month and is guaranteed to be outdated.

Sorry but if you're going to be writing a lot of these you need to go over your writing and make sure it makes sense first. Reword the set details at the end, try saying stuff like "Air Balloon can be used to deal with opposing Heatran better and to give another immunity to Ground-type moves" instead of "yet people tend to use air balloon"

Remove mentions of good teammates in usage tips. In usage tips, mention how Heatran is a good pivot into most special moves, like Mega Manectric's Thunderbolt.

Mention Ferrothorn as a good partner to take on water moves in team options, and mention that it can also set up spikes in combination with heatran's stealth rock

EDIT: also didnt notice this but remove the air balloon slash. keep it in set details only, since the spdef set appreciates leftovers way too much to use balloon
Thanks! will implement changes as soon as i get on my laptop, and ya ill read over my post before posting next time
 
QC (1/2)


Whimsicott (Grass):

Whimsicott acts as an amazing support on Grass teams. It has the ability to check most setup sweepers with Encore in the metagame, and it fits in both offensive (emphasizing attacking options) and defensive playstyles (SubSeed). Furthermore, its secondary Fairy type makes it able to beat common issues (most notably Mega-Sableye), as well as acting as a great check for other Dark, Fighting and Dragon pokémon. It also hits an amazing speed tier of 116, effectively outspeeding most of the metagame and making it able to check faster Pokémon with ease. However, Whimsicott's subpar special attack and coverage means it is not dealing much damage most of the time, making boosting items necessary on offensive sets. Its poor bulk often leaves it vulnerable to common priorities in the tier (Ice Shard, Bullet Punch and even Extremespeed), especially on sets with uninvested defenses. Still, the support Whimsicott provides is strongly appreciated by most of its teammates, and it is an option that definitely should not be left unnoticed.


[set]
Whimsicott @ Life Orb / Pixie Plate
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Stun Spore
- Encore
- Psychic /Giga Drain / U-turn / Nature Power

#Moves:
Moonblast is its primary choice of STAB, and for a obvious reason: It makes it actually able to handle Mega-Sableye, Mega-Medicham/Gallade, Garchomp and so many other Dragon, Fighting and Dark Pokemons which can turn out to be very annoying for most Grass teams. Encore and Stun Spore are also very important and allows Whimsicott to check a fair amount of threats in a pinch and can prevent further setups from several Pokemons. The choice of last move really depends on what you want to cover, or the extra utility you want: Psychic can hit Poison types that are often lured in for considerable damage (especially Mega-Venusaur), as well as nabbing important KOs on Gengar and Toxicroak. Giga Drain is your secondary STAB and should be used mostly if your team is lacking Grass STABs or if you need an extra power against Ground teams, and also pairs well with Life Orb because of its secondary effect. U-turn helps you keeping up momentum, and easens prediction, especially against Pokemons who are Encored or can be threatened with Moonblast. Substitute shields from status as well as granting the utility of scouting moves.

#Set Details:
Max Special Attack and Speed gives Whimsicott the highest damage output as possible while still being able to outspeed 115 base speed invested pokemon, as well as checking fast setup threats with Priority, which includes Mega-Pinsir, Mega-Gallade and max speed Mega-Scizor. Prankster is the mandatory choice of ability for checking said threats, and giving it the ability to cripple faster threats with Stun Spore more reliably. The choice between Life Orb and Pixie Plate depends on your last moveslot: Life Orb should be used mostly with offensive coverage moves (allows Psychic to nab a OHKO on Gengar damage and a 2HKO on most Mega-Venusaur variants after stealth rocks damage) whereas Pixie Plate suits better U-turn, Substitute and other support options because of the lack of recoil.

#Usage Tips:
Whimsicott's main job is to stop setup sweepers in their tracks. That being said, it should be brought safely into predictable setup moves (Gyarados Dragon Dance is a good example). It is also essential to preserve Whimsicott on Dark, Fighting and Dragon matchups, since Moonblast puts a dent and those types have nearly zero switchins at all. Use Stun Spore on opposing pokemons which you feel that are massive threats (Mega-Pinsir) or are their win conditions vs Grass teams (notably Hawlucha and Togekiss) so your teammates will have an easier time revenge killing them.

#Team Options:
Most Pokemons on Grass Type Teams appreciate a lot the support that Whimsicott gives: Mega-Venusaur, Ferrothorn and Cradily can take most moves that hit it super effectively, and Whimsicott, in return, deals with Mega-Medicham, Mega-Gallade and Mega-Sableye, all of which are great threats to the core. Whimsicott likes the hazard stacking that Cradily and Ferrothorn provides, bringing most Dark, Dragon and Fighting Pokemons, as well as Gengar and uninvested special defense Mega-Venusaur variants, in the KO range. Celebi and Breloom also make up for great partners, since they are able to handle the Poison and Steel pokemons, respectively, that Whimsicott often struggles handling.
This seems really well thought out to me.
Seems like Scpinion did a well enough job with the first review as well, so i feel like anything else I could say would just be too nit picky or would be going a little too in depth on what options are available.

But I guess a few things I did notice would be, under moves, you could mention how not only does u-turn provide pivot and momentum, but a good check for hoopa-u considering it's still possible to OHKO w/ a minus atk nature.
Maybe include Shadow Ball? Psychic has proven to be one of Grass's hardest match ups and having fast super effective damage could prove useful for grass. Especially since it provides another check to Victini considering that after 1 of v-create's stat drops and stealth rock damage, Shadow Ball can OHKO and same for Gengar after stealth rock.
Maybe also mention Choice Specs + Switcheroo? Choice specs make's it so Whimsicott can one-shot certain 'mons that it would previously need additional damage from hazards or something first in order to do so and Switcheroo as a way to cripple opposing supporting 'mons permanently. I feel like it kind of loses out to the other options a lot of the time so idk if it's necessary to include, but it's an option.

And yeah, that's all really. Like I said, I think Juleo did a good job already covering most everything.
 

Confluxx [Old]

Banned deucer.
Oh well, ok you guys win
I honestly don't know if you ever ran it, but Modest Scarf worked so much better for me overall, being able not only to do what it was meant to, while also reliably revenge killing weakened mons that can't switch out. Saying a scarf set can only be used with the gimmick trick restcm set is just underrating it. So i'm not fixing that, feel free to use my review in any way you guys want it though.
For the rest, yes, I do agree with it, will be implemented, thanks for the feedback
Thing is, you have no reason to run a Choice Scarf on a set with 3 attacks, it shouldn't even be a question whether you should put Choice Specs on it or not. Also you made your Overview really short, try adding some more stuff to it or wait for someone to give you a second QC.
 
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