LC Wingull

[OVERVIEW]

Wingull's great Speed tier, nearly unresisted STAB combination, and decent Special Attack make it a great anti-meta Pokemon. Nearly every single viable Pokemon in Little Cup is at least 2HKOed by either Hurricane or Scald. The incredibly common Fighting-types that litter Little Cup, namely Mienfoo, Timburr, Croagunk, and even Pancham, are easily forced out by Wingull, as it OHKOes most common sets. However, Wingull is extremely frail, making it hard to switch in and vulnerable to OHKOs from even neutral hits. This frailty, in tandem with Hurricane's chance to miss, makes Wingull quite inconsistent. Wingull also suffers greatly from its weakness to Stealth Rock, which, accompanied by it taking residual damage from Life Orb, can quickly lower Wingull's HP.

[SET]
name: Offensive
move 1: Hurricane
move 2: Scald
move 3: Knock Off
move 4: U-turn
item: Life Orb / Flyinium Z
ability: Rain Dish
nature: Timid
evs: 36 Def / 236 SpA / 236 Spe
ivs: 0 HP

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

Hurricane is Wingull's most powerful STAB move, dealing extremely heavy damage to even Pokemon that resist it. Supersonic Skystrike is an even more powerful attack than Hurricane, dealing a large amount of damage to Ferroseed, Spritzee, and Choice Scarf Chinchou, as well as being a guaranteed hit. Air Slash can be used as a safer alternative to Hurricane due to its lower chance to miss, but it lacks the raw power Wingull likes to have. Scald is Wingull's Water-type STAB move, hitting nearly all Pokemon that resist Hurricane bar Chinchou and the incredibly uncommon Helioptile. Knock Off can cripple bulkier threats to Wingull upon switching in, removing Berry Juice from Munchlax and Chinchou and Eviolite from Ferroseed and Spritzee. U-turn can help Wingull pivot out of large threats, letting it bring one of its teammates in to check them.

Set Details
========

Wingull's ability doesn't really matter, as Pokemon almost never use accuracy-lowering moves, making Keen Eye obsolete, and rain is incredibly rare, making its other two abilities near useless. However, in the off chance that your opponent brings rain, Rain Dish can help keep Wingull's HP up. Using Life Orb or Flyinium Z is mostly up to preference, with the former making all of Wingull's attacks very powerful and the latter making one of its attacks essentially a nuke, dealing massive damage to a lot of bulkier threats such as Spritzee and Munchlax with the added bonus of not taking away any of Wingull's HP. It is notable that Supersonic Skystrike is a guaranteed hit. A Timid nature and 236 Speed EVs put Wingull at an amazing Speed tier of 19, outspeeding every unboosted Pokemon in Little Cup bar Elekid, Diglett, and the rare Voltorb. The rest of its EVs go into Special Attack and Defense to maximize Wingull's power and slightly boost its Defense to help it survive more attacks. If using Life Orb, Wingull's HP IVs should be set to 0 to let it take the least amount of possible damage from Life Orb. However, if using Flyinium Z, its HP IVs should be set to 31, and the 36 EVs put into Defense should be moved to its HP stat.

Usage Tips
========

Hurricane should be used often, as it deals an incredibly large amount of damage. If bulky Pokemon are predicted to switch in, Knock Off should be used to severely weaken them. Conversely, if a faster Pokemon is predicted to switch in, Choice Scarf Chinchou being the best example, then U-turn should be used to get Wingull out as soon as possible. Due to its frailty, it should almost never be switched in on direct attacks, as this would severely weaken it. Instead, it should be brought in by a slow pivot or as a revenge killer. Similarly, Stealth Rock should usually be removed before it switches in. Since Wingull is incredibly fast, it is best to use Supersonic Skystrike after a Pokemon has already switched in, rather than attempting to predict a switch.

Team Options
========

Entry hazard removers like Staryu, Drilbur, Vullaby, and Kabuto can remove Stealth Rock for Wingull. Drilbur and Kabuto as well as Onix, Pawniard, and Dwebble can all set hazards up to break Sturdy and generally weaken switch-ins. Pokemon that bait in Fighting-types, such as Pawniard, Munchlax, and Ferroseed, can allow Wingull to double switch in on predicted Fighting-types. Diglett can make a wonderful partner, as if played right, it can remove troublesome Electric-types like Chinchou. Slow U-turn and Volt Switch users like Chinchou, Mienfoo, and Vullaby can bring Wingull in without taking damage from anything bar hazards. Pokemon immune to Electric-type attacks, such as Chinchou, Onix, Drilbur, and Diglett, can switch in on the Electric-type attacks that threaten Wingull.

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

Roost is a good option to help Wingull heal off damage, but Wingull's low defenses make this hard to pull off if not on a predicted switch, and it isn't as useful as any of Wingull's other moves. A Choice Scarf set can be used to help Wingull outspeed even boosted threats, but this role is fulfilled better by Gastly and Doduo, as they are more powerful and have better coverage. Hidden Power Fire can break through Ferroseed, which is otherwise a good check to Wingull. Hidden Power Ground can surprise Chinchou and other Electric-types on the switch, but Wingull can usually break through Electric-types with Knock Off and team support. Wingull can take advantage of rain pretty well, but it is outclassed as both a setter and user by Mantyke, and rain is generally underwhelming due to the bulky Pokemon that dominate Little Cup.

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

**Electric-types**: Chinchou and Helioptile resist both of Wingull's STAB attacks and are only hit hard by Hidden Power Ground. Elekid can easily revenge kill Wingull with its high Speed and Special Attack. Magnemite can also be an issue, as the Sturdy set is able to survive one hit and OHKO Wingull in return, while Choice Scarf Magnemite can easily revenge kill Wingull.

**Bulky Pokemon**: Specially bulky Pokemon like Ferroseed, Spritzee, Slowpoke, and most of all Munchlax can all switch in on Wingull, and many can heal off the damage.

**Faster Pokemon**: Most Choice Scarf users have the power to easily revenge kill Wingull. Some Pokemon that Speed tie with it like Abra and Thunderbolt Staryu can also be issues. Sucker Punch and Fake Out from Pawniard and Aipom, respectively, can also wear down Wingull.
 
Last edited:
This was really fun to write. I implemented my check (duh) and Zeb's and basically rewrote everything in my own style. I'd appreciate this getting through QC quickly as this a very important in the current meta. Since Coco stamped it, I'll start it at 1/3, but if there's any objection just post. READY FOR QC
 

Hilomilo

High-low My-low
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Overview
* Give some examples of the Fighting-types that you say Wingull forces out in your 3rd line.
* I'd change 'just generally vulnerable to attacks' to something like 'vulnerable to OHKOs from even neutral hits' in your 4th line - it sounds a little better this way.
* I don't know that mentioning Wingull's abilities is exactly necessary. While sure, they aren't particularly useful, this isn't by any means a detriment to Wingull, so I don't think it's worth mentioning.
* You should mention here that Hurricane's poor accuracy can really hinder Wingull at times, as in tandem with its frailty, it can leave Wingull KOed in the event of a Hurricane miss.

Set
name: Offensive
move 1: Hurricane
move 2: Scald
move 3: Knock Off / HP Ground
move 4: U-turn
item: Life Orb / Flyinium Z
ability: Rain Dish
nature: Timid
evs: 36 Def / 236 SpA / 236 Spe
ivs: 0 HP

HP Ground isn't really necessary. Talked this over with some of qc on discord if you didn't see it, and the general consensus was that Knock Off + U-turn adequately chips Chinchou on the switch already. Any Hidden Power is also hard to find room for in the first place.

Moves
* You need to mention Supersonic Skystrike here. Mention it in your Hurricane line, and give examples of Pokemon that it adequately breaks past that a regular Hurricane wouldn't.
* Why exactly is Air Slash a safer alternative to Hurricane? Explain.
* Remove your Helioptile mention in the Scald line. It may be one of the only mons to resist Wingull's STAB combination, but even then it's just nowhere near relevant enough to warrant a mention at all.
* Remove HP Ground from this section. In its place, mention HP Grass. Don't give it a slash, but at the bottom of the section mention it as a way of hitting Chinchou super effectively while also hitting Omanyte and Tirtouga hard.

Set Details
* Don't mention Voltorb, as it isn't relevant at all.

Usage Tips
* Give examples of bulky Pokemon in your second line.
* Don't use Choice Scarf Chinchou as your example of faster pokemon that switch in. Wingull would use Knock Off to remove Chinchou's Scarf on the switch, then U-turn away. Instead say Elekid.

Team Options
* Replace Munchlax with Dwebble in your line about Pokemon that bait in Fighting-types, since Dwebble's more relevant.
* More examples of Electric-types in your Diglett line please.
* Remove the Knock Off users line, since Wingull will almost always run Knock Off (U-turn is generally the move it uses another move to replace with)

Other Options
* Move Rain Dance to the bottom of this section, it's the worst option here.
* Why is Wingull outclassed as a scarfer by Gastly and Doduo? Explain.
* Add HP Fire here, and say that it gives Wingull a way of hitting Ferroseed super effectively. Mention the drawback which is that Ferroseed's already adequately crippled by either Knock Off or Supersonic Skystrike, so the move ends up sacrificing coverage.

Checks and Counters
* Remove Helioptile and Voltorb from the Electric-type section, those things are way too niche and not relevant at all to warrant being mentioned here.
* Don't mention Mantyke, it's not relevant.
* "I will also mention Sucker Punch and Fake Out here as they can take out large chunks of Wingull's HP." - uhhhh, what? This is a super weird way of wording this sentence lol, so please find a better way to articulate it.

Make sure all of this is implemented, then give yourself 2/3. Good work, but easy on the irrelevant mons next time lol.
 
Overview
* Give some examples of the Fighting-types that you say Wingull forces out in your 3rd line.
* I'd change 'just generally vulnerable to attacks' to something like 'vulnerable to OHKOs from even neutral hits' in your 4th line - it sounds a little better this way.
* I don't know that mentioning Wingull's abilities is exactly necessary. While sure, they aren't particularly useful, this isn't by any means a detriment to Wingull, so I don't think it's worth mentioning.
* You should mention here that Hurricane's poor accuracy can really hinder Wingull at times, as in tandem with its frailty, it can leave Wingull KOed in the event of a Hurricane miss.

Set
name: Offensive
move 1: Hurricane
move 2: Scald
move 3: Knock Off / HP Ground
move 4: U-turn
item: Life Orb / Flyinium Z
ability: Rain Dish
nature: Timid
evs: 36 Def / 236 SpA / 236 Spe
ivs: 0 HP

HP Ground isn't really necessary. Talked this over with some of qc on discord if you didn't see it, and the general consensus was that Knock Off + U-turn adequately chips Chinchou on the switch already. Any Hidden Power is also hard to find room for in the first place.

Moves
* You need to mention Supersonic Skystrike here. Mention it in your Hurricane line, and give examples of Pokemon that it adequately breaks past that a regular Hurricane wouldn't.
* Why exactly is Air Slash a safer alternative to Hurricane? Explain.
* Remove your Helioptile mention in the Scald line. It may be one of the only mons to resist Wingull's STAB combination, but even then it's just nowhere near relevant enough to warrant a mention at all.
* Remove HP Ground from this section. In its place, mention HP Grass. Don't give it a slash, but at the bottom of the section mention it as a way of hitting Chinchou super effectively while also hitting Omanyte and Tirtouga hard.

Set Details
* Don't mention Voltorb, as it isn't relevant at all.

Usage Tips
* Give examples of bulky Pokemon in your second line.
* Don't use Choice Scarf Chinchou as your example of faster pokemon that switch in. Wingull would use Knock Off to remove Chinchou's Scarf on the switch, then U-turn away. Instead say Elekid.

Team Options
* Replace Munchlax with Dwebble in your line about Pokemon that bait in Fighting-types, since Dwebble's more relevant.
* More examples of Electric-types in your Diglett line please.
* Remove the Knock Off users line, since Wingull will almost always run Knock Off (U-turn is generally the move it uses another move to replace with)

Other Options
* Move Rain Dance to the bottom of this section, it's the worst option here.
* Why is Wingull outclassed as a scarfer by Gastly and Doduo? Explain.
* Add HP Fire here, and say that it gives Wingull a way of hitting Ferroseed super effectively. Mention the drawback which is that Ferroseed's already adequately crippled by either Knock Off or Supersonic Skystrike, so the move ends up sacrificing coverage.

Checks and Counters
* Remove Helioptile and Voltorb from the Electric-type section, those things are way too niche and not relevant at all to warrant being mentioned here.
* Don't mention Mantyke, it's not relevant.
* "I will also mention Sucker Punch and Fake Out here as they can take out large chunks of Wingull's HP." - uhhhh, what? This is a super weird way of wording this sentence lol, so please find a better way to articulate it.

Make sure all of this is implemented, then give yourself 2/3. Good work, but easy on the irrelevant mons next time lol.
implemented most of it sent you some questions on discord leaving at 1/3 for now but want to say I am working with him on it so Berks doesn't kill me ;_;
 

Berks

has a Calm Mind
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Mention in Set Details that another great reason to consider FlyZ is that you can get a guaranteed hit

In Team adoptions, move the section about hazard removal to the top, and add a section about Electric immunities to the bottom

In the Electric-type section of Checks and Counters, move the Elekid section to the second sentence (after Chinchou/Helio)

Solid work, no kills today!

QC 3/3
 
Mention in Set Details that another great reason to consider FlyZ is that you can get a guaranteed hit

In Team adoptions, move the section about hazard removal to the top, and add a section about Electric immunities to the bottom

In the Electric-type section of Checks and Counters, move the Elekid section to the second sentence (after Chinchou/Helio)

Solid work, no kills today!

QC 3/3
done, ready for GP
 
giving this an armcheck oo

add remove comment
[OVERVIEW]

Wingull's great speed tier, nearly unresisted STAB, and decent Special Attack make it a great anti-meta Pokemon. Nearly every single viable Pokemon in Little Cup is at least 2HKOed by either Hurricane or Scald. The incredibly common Fighting-types that litter Little Cup, namely, (AC)Mienfoo, Timburr, Croagunk, and even Pancham, (RC)are easily forced out by Wingull, as it OHKOes most common sets. However, Wingull is extremely frail, making it hard to switch in and vulnerable to OHKOs from even neutral hits. This frailty, in tandem with Hurricane's miss chance to miss (sentence was slightly choppy, "chance to miss flows much better) makes Wingull quite inconsistent. It also suffers greatly from its weakness to Stealth Rock, which in tandem with accompanied by (same phrase used in 2 sentences back to back) it taking residual damage from Life Orb can quickly weaken Wingull's HP very quickly.

[SET]
name: Offensive
move 1: Hurricane
move 2: Scald
move 3: Knock Off
move 4: U-turn
item: Life Orb / Flyinium Z
ability: Rain Dish
nature: Timid
evs: 36 Def / 236 SpA / 236 Spe
ivs: 0 HP

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

Hurricane is Wingull's most powerful STAB move, dealing extremely heavy damage to even Pokemon that resist it. Supersonic Skystrike is an even more powerful attack than Hurricane 2HKOing Ferroseed, Spritzee, (RC) and Choice Scarf Chinchou, as well as being a 100% accurate guaranteed hit. Air Slash can be used as a safer alternative to over Hurricane due to its lower chance to miss, but it lacks the raw powerful Wingull likes to have. Scald is Wingull's primary Water-type STAB option, hitting nearly all Pokemon that resist Hurricane, (RC) bar Chinchou and the incredibly uncommon Helioptile. Knock Off can cripple bulkier threats to Wingull upon switch-in, removing a potential Berry Juice from Munchlax or Chinchou, and removing getting rid of a possible (same phrase used in the same sentence) Eviolite from Ferroseed or Spritzee. U-turn can help Wingull pivot out of a large amount of threats, letting it bring one of its teammates in to either check or counter them.

Set Details
========

Wingull's ability doesn't really matter, as Pokemon almost never use accuracy lowering moves, making meaning Keen Eye is obsolete, and rain is incredibly rare, making its other 2 abilities near useless. However, in the off chance that your opponent brings rain, (AC) Rain Dish can help keep Wingull's HP up give Wingull constant recovery, increasing its longevity and possibly mitigating the damage from Life Orb. Using Life Orb or Flynium Flyinium Z is mostly up to preference, the former making all of Wingull's attacks very powerful giving Wingull's attacks more damage consistently (sentence structure was slightly choppy), and the latter making one of its attacks essentially a nuke, 2HKOing a lot of bulkier threats such as Spritzee and Munchlax with the added bonus of not taking away any of Wingull's HP. It is notable that Supersonic Skystrike is 100% accurate making it a guaranteed hit. A Timid nature and 252 Speed set Wingull at an amazing Speed tier of 19, outspeeding every unboosted Pokemon in Little Cup bar Elekid, Diglett, and the rare Voltorb. The rest of its EVs go into Special Attack to maximize Wingull's power, and Defense to help it survive more attacks. If using Life Orb, Wingull's IVs should be set to 0 to let it take the least amount of possible damage from Life Orb. But, if using Flynium Z its HP IV should be set to max, and the 36 EVs put into Defense should be moved to its HP stat.

Usage Tips
========

Hurricane should be used often, as it deals an incredibly high large amount of damage. If bulky Pokemon are predicted to switch in, Knock Off should be used to severely weaken or hinder them. Conversely, if a faster Pokemon is predicted to switch in, Choice Scarf Chinchou being the best example, then U-turn should be used to get Wingull out as soon as possible. Due to Wingull's it's ("Wingull" was used quite a lot) frailty, it should almost never be switched in on direct attacks, as this would severely acutely (repetition) weaken it. Instead, it should be brought in by a slow pivot or as a revenge killer. Similarly, Stealth Rocks should usually be removed before Wingull it switches in. Since Wingull is incredibly fast, it is best to use Supersonic Skystrike after a Pokemon has already switched in, rather than attempting to predict a switch.

Team Options
========

Hazard removers like Staryu, Drilbur, Vullaby, or Kabuto can remove Stealth Rock for Wingull. Drilbur and Kabuto, as well as Onix, Pawniard, and Dwebble can all set hazards up to break Sturdy and generally weaken switch ins. Pokemon that bait in Fighting-types, such as Pawniard, Munchlax, and Ferroseed can allow Wingull to double in on predicted Fighting-types. Diglett can make a wonderful partner, as if played right it can remove troublesome Electric-types like Chinchou. Slow U-turn and Volt Switch users like Chinhcou, Mienfoo, and Vullaby can bring Wingull in without taking damage from anything bar hazards. Pokemon immune to Electric-type attacks, such as Chinchou, Onix, Drilbur, and Diglett can switch in on Electric-type attacks that threaten Wingull.

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

Roost is a good option help Wingull heal off damage, but its low defenses make this hard to pull off if not on a predicted switch, and it isn't as useful as any of Wingull's other moves. A Choice Scarf set can be used to help Wingull outspeed even boosted threats, but this role is fulfilled better by Gastly or Doduo as they are more powerful and have better coverage. Hidden Power Fire can break through Ferroseed, which is otherwise a good check to Wingull. Hidden power Ground can surprise Chinchou and other Electric-types on the switch in, but it can usually break through Electric-types with Knock off and team support. Wingull can abuse rain pretty well, but it is outclassed as both a setter and and abuser by Mantyke, and rain is generally bad underwhelming do to the bulky Pokemon that dominate Little Cup.

Checks and Counters
===================
**Electric-types**: Chinchou and Helioptile both resist both of Wingull's STAB options, and are only hit hard by Hidden Power Ground. Elekid can easily revenge kill Wingull with its high Speed and Special Attack. Magnemite can also be an issue, the Sturdy set is able to survive 1 hit and respond to OHKO Wingull, while Choice Scarf Magnemite can easily revenge kill Wingull.

**Bulky Pokemon**: Specially bulky Pokemon like Ferroseed, Spritzee, Slowpoke, and most of all Munchlax can all switch in on Wingull, and many can heal off the damage.

**Faster Pokemon**: Most Choice Scarf Pokemon users have the power to easily revenge kill Wingull. Some Pokemon that Speed tie it, like Abra or Thunderbolt Staryu can also be issues. Sucker Punch and Fake Out from a Pawniard or an Aipom respectively can also wear down Wingull.

hope this helped ~
 

lotiasite

undedgy
is a Forum Moderatoris a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
stan soojung: add remove comment
lotiasite: add remove comments

[OVERVIEW]

Wingull's great Speed tier, nearly unresisted STAB combination, and decent Special Attack make it a great anti-meta Pokemon. Nearly every single viable Pokemon in Little Cup is at least 2HKOed by either (either is fine) Hurricane or Scald. The incredibly common Fighting-types that litter Little Cup, namely, (AC) (dont add this comma)Mienfoo, Timburr, Croagunk, and even Pancham, (RC) (keep comma) are easily forced out by Wingull, as it OHKOes most common sets. However, Wingull is extremely frail, making it hard to switch in and vulnerable to OHKOs from even neutral hits. This frailty, in tandem with Hurricane's miss chance to miss, (AC) (sentence was slightly choppy, "chance to miss flows much better) makes Wingull quite inconsistent. It Wingull also suffers greatly from its weakness to Stealth Rock, which in tandem with which, accompanied by (same phrase used in 2 sentences back to back) it taking residual damage from Life Orb, (AC) can quickly lower weaken Wingull's HP very quickly.

[SET]
name: Offensive
move 1: Hurricane
move 2: Scald
move 3: Knock Off
move 4: U-turn
item: Life Orb / Flyinium Z
ability: Rain Dish
nature: Timid
evs: 36 Def / 236 SpA / 236 Spe
ivs: 0 HP

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

Hurricane is Wingull's most powerful STAB move, dealing extremely heavy damage to even Pokemon that resist it. Supersonic Skystrike is an even more powerful attack than Hurricane, (AC) 2HKOing Ferroseed, Spritzee, (RC) (nonononono definitely keep this comma. smogon uses the serial comma; i.e the comma before and in a list) and Choice Scarf Chinchou, as well as being a 100% accurate (this is just redundant; also it's not 100%, it's more than 100%; i.e it cannot miss even with evasion/acc stuff) guaranteed hit. Air Slash can be used as a safer alternative to over ('to' is generally preferred) Hurricane due to its lower chance to miss, but it lacks the raw powerful Wingull likes to have. Scald is Wingull's primary (??? it's the only water stab, not primary) Water-type STAB option move, hitting nearly all Pokemon that resist Hurricane, (RC) bar Chinchou and the incredibly uncommon Helioptile. Knock Off can cripple bulkier threats to Wingull upon switch-in switching in, removing a potential Berry Juice from Munchlax or Chinchou, (RC) and removing getting rid of a possible (same phrase used in the same sentence) Eviolite from Ferroseed or Spritzee. U-turn can help Wingull pivot out of a large amount of threats (by "large threats" they mean pokemon that heavily threaten wingull, not a lot of threats; anyway, it would be "number" not "amount" here, because it's quantifiable), letting it bring one of its teammates in to either check or counter them. (eh, not necessary; writer's discretion)

Set Details
========

Wingull's ability doesn't really matter, as Pokemon almost never use accuracy-(AH)lowering (compound adjective) moves, making meaning Keen Eye is (original is fine) obsolete, and rain is incredibly rare, making its other 2 two (spell numbers out up to ten) abilities near useless. However, in the off chance that your opponent brings rain, (AC) Rain Dish can help keep Wingull's HP up give Wingull constant recovery, increasing its longevity and possibly mitigating the damage from Life Orb. (this is very subjective; the original was fine and you kinda just made it more clunky and longer; you also introduced information that wasn't there before) Using Life Orb or Flynium Flyinium Z is mostly up to preference, the former making all of Wingull's attacks very powerful giving Wingull's attacks more damage consistently (sentence structure was slightly choppy) (original is fine here too, not sure how i feel about the addition), (RC) and the latter making one of its attacks essentially a nuke, 2HKOing a lot of bulkier threats such as Spritzee and Munchlax with the added bonus of not taking away any of Wingull's HP. It is notable that Supersonic Skystrike is 100% perfectly accurate, (AC) making it a guaranteed hit. A Timid nature and 252 236 (nice 252 lol) Speed EVs put set Wingull at an amazing Speed tier of 19, outspeeding every unboosted Pokemon in Little Cup bar Elekid, Diglett, and the rare Voltorb. The rest of its EVs go into Special Attack and Defense to maximize Wingull's power, (RC) (dependent clause) and Defense to help it survive more attacks. If using Life Orb, Wingull's IVs should be set to 0 to let it take the least amount of possible damage from Life Orb. But, However, if using Flynium Flyinium Z, (AC) (conditional statement) its HP IV should be set to max 31, and the 36 EVs put into Defense should be moved to its HP stat.

Usage Tips
========

Hurricane should be used often, as it deals an incredibly high large amount of damage. If bulky Pokemon are predicted to switch in, Knock Off should be used to severely weaken or hinder (that's p much the same thing in this context) them. Conversely, if a faster Pokemon is predicted to switch in, Choice Scarf Chinchou being the best example, then U-turn should be used to get Wingull out as soon as possible. Due to Wingull's it's its ("Wingull" was used quite a lot) (you mean once?) frailty, it should almost never be switched in on direct attacks, as this would severely acutely (repetition) (severely is fine; acutely doesn't really work here that much anyway) weaken it. Instead, it should be brought in by a slow pivot or as a revenge killer. Similarly, Stealth Rocks Rock should usually be removed before Wingull it switches in. Since Wingull is incredibly fast, it is best to use Supersonic Skystrike after a Pokemon has already switched in, rather than attempting to predict a switch.

Team Options
========

Entry hazard removers like Staryu, Drilbur, Vullaby, or and Kabuto can remove Stealth Rock for Wingull. Drilbur and Kabuto, (RC) as well as Onix, Pawniard, and Dwebble can all set hazards up to break Sturdy and generally weaken switch-(AH)ins. Pokemon that bait in Fighting-types, such as Pawniard, Munchlax, and Ferroseed, (AC) can allow Wingull to double switch in on predicted Fighting-types. Diglett can make a wonderful partner, as if played right, (AC) it can remove troublesome Electric-types like Chinchou. Slow U-turn and Volt Switch users like Chinhcou Chinchou, Mienfoo, and Vullaby can bring Wingull in without taking damage from anything bar hazards. Pokemon immune to Electric-type attacks, such as Chinchou, Onix, Drilbur, and Diglett, (AC) can switch in on the Electric-type attacks that threaten Wingull.

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

Roost is a good option to help Wingull heal off damage, but its Wingull's low defenses make this hard to pull off if not on a predicted switch, and it isn't as useful as any of Wingull's other moves. A Choice Scarf set can be used to help Wingull outspeed even boosted threats, but this role is fulfilled better by Gastly or and Doduo, (AC) (comma before 'as' when it means because) as they are more powerful and have better coverage. Hidden Power Fire can break through Ferroseed, which is otherwise a good check to Wingull. Hidden Power Ground can surprise Chinchou and other Electric-types on the switch in, but it Wingull can usually break through Electric-types with Knock Off and team support. Wingull can abuse take advantage of (abuse is a banned term) rain pretty well, but it is outclassed as both a setter and and abuser by Mantyke, and rain is generally bad underwhelming do due to the bulky Pokemon that dominate Little Cup.

Checks and Counters
===================
(add line break)
**Electric-types**: Chinchou and Helioptile both resist both of Wingull's STAB options attacks, (RC) and are only hit hard by Hidden Power Ground. Elekid can easily revenge kill Wingull with its high Speed and Special Attack. Magnemite can also be an issue, as the Sturdy set is able to survive 1 one hit and respond to OHKO Wingull, while Choice Scarf Magnemite can easily revenge kill Wingull.

**Bulky Pokemon**: Specially bulky Pokemon like Ferroseed, Spritzee, Slowpoke, and most of all Munchlax can all switch in on Wingull, and many can heal off the damage.

**Faster Pokemon**: Most Choice Scarf Pokemon users have the power to easily revenge kill (nonono keep 'kill' never say revenge on its own) Wingull. Some Pokemon that Speed tie with it, (RC) like Abra or and Thunderbolt Staryu can also be issues. Sucker Punch and Fake Out from a Pawniard or an and Aipom respectively can also wear down Wingull.

Stan Soojung usually i would give tips to the amchecker after looking over their check, but i have to leave for a dentist appointment right now so i dont have time. i left comments in the check though

GP 1/2
 
stan soojung: add remove comment
lotiasite: add remove comments

[OVERVIEW]

Wingull's great Speed tier, nearly unresisted STAB combination, and decent Special Attack make it a great anti-meta Pokemon. Nearly every single viable Pokemon in Little Cup is at least 2HKOed by either (either is fine) Hurricane or Scald. The incredibly common Fighting-types that litter Little Cup, namely, (AC) (dont add this comma)Mienfoo, Timburr, Croagunk, and even Pancham, (RC) (keep comma) are easily forced out by Wingull, as it OHKOes most common sets. However, Wingull is extremely frail, making it hard to switch in and vulnerable to OHKOs from even neutral hits. This frailty, in tandem with Hurricane's miss chance to miss, (AC) (sentence was slightly choppy, "chance to miss flows much better) makes Wingull quite inconsistent. It Wingull also suffers greatly from its weakness to Stealth Rock, which in tandem with which, accompanied by (same phrase used in 2 sentences back to back) it taking residual damage from Life Orb, (AC) can quickly lower weaken Wingull's HP very quickly.

[SET]
name: Offensive
move 1: Hurricane
move 2: Scald
move 3: Knock Off
move 4: U-turn
item: Life Orb / Flyinium Z
ability: Rain Dish
nature: Timid
evs: 36 Def / 236 SpA / 236 Spe
ivs: 0 HP

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

Hurricane is Wingull's most powerful STAB move, dealing extremely heavy damage to even Pokemon that resist it. Supersonic Skystrike is an even more powerful attack than Hurricane, (AC) 2HKOing Ferroseed, Spritzee, (RC) (nonononono definitely keep this comma. smogon uses the serial comma; i.e the comma before and in a list) and Choice Scarf Chinchou, as well as being a 100% accurate (this is just redundant; also it's not 100%, it's more than 100%; i.e it cannot miss even with evasion/acc stuff) guaranteed hit. Air Slash can be used as a safer alternative to over ('to' is generally preferred) Hurricane due to its lower chance to miss, but it lacks the raw powerful Wingull likes to have. Scald is Wingull's primary (??? it's the only water stab, not primary) Water-type STAB option move, hitting nearly all Pokemon that resist Hurricane, (RC) bar Chinchou and the incredibly uncommon Helioptile. Knock Off can cripple bulkier threats to Wingull upon switch-in switching in, removing a potential Berry Juice from Munchlax or Chinchou, (RC) and removing getting rid of a possible (same phrase used in the same sentence) Eviolite from Ferroseed or Spritzee. U-turn can help Wingull pivot out of a large amount of threats (by "large threats" they mean pokemon that heavily threaten wingull, not a lot of threats; anyway, it would be "number" not "amount" here, because it's quantifiable), letting it bring one of its teammates in to either check or counter them. (eh, not necessary; writer's discretion)

Set Details
========

Wingull's ability doesn't really matter, as Pokemon almost never use accuracy-(AH)lowering (compound adjective) moves, making meaning Keen Eye is (original is fine) obsolete, and rain is incredibly rare, making its other 2 two (spell numbers out up to ten) abilities near useless. However, in the off chance that your opponent brings rain, (AC) Rain Dish can help keep Wingull's HP up give Wingull constant recovery, increasing its longevity and possibly mitigating the damage from Life Orb. (this is very subjective; the original was fine and you kinda just made it more clunky and longer; you also introduced information that wasn't there before) Using Life Orb or Flynium Flyinium Z is mostly up to preference, the former making all of Wingull's attacks very powerful giving Wingull's attacks more damage consistently (sentence structure was slightly choppy) (original is fine here too, not sure how i feel about the addition), (RC) and the latter making one of its attacks essentially a nuke, 2HKOing a lot of bulkier threats such as Spritzee and Munchlax with the added bonus of not taking away any of Wingull's HP. It is notable that Supersonic Skystrike is 100% perfectly accurate, (AC) making it a guaranteed hit. A Timid nature and 252 236 (nice 252 lol) Speed EVs put set Wingull at an amazing Speed tier of 19, outspeeding every unboosted Pokemon in Little Cup bar Elekid, Diglett, and the rare Voltorb. The rest of its EVs go into Special Attack and Defense to maximize Wingull's power, (RC) (dependent clause) and Defense to help it survive more attacks. If using Life Orb, Wingull's IVs should be set to 0 to let it take the least amount of possible damage from Life Orb. But, However, if using Flynium Flyinium Z, (AC) (conditional statement) its HP IV should be set to max 31, and the 36 EVs put into Defense should be moved to its HP stat.

Usage Tips
========

Hurricane should be used often, as it deals an incredibly high large amount of damage. If bulky Pokemon are predicted to switch in, Knock Off should be used to severely weaken or hinder (that's p much the same thing in this context) them. Conversely, if a faster Pokemon is predicted to switch in, Choice Scarf Chinchou being the best example, then U-turn should be used to get Wingull out as soon as possible. Due to Wingull's it's its ("Wingull" was used quite a lot) (you mean once?) frailty, it should almost never be switched in on direct attacks, as this would severely acutely (repetition) (severely is fine; acutely doesn't really work here that much anyway) weaken it. Instead, it should be brought in by a slow pivot or as a revenge killer. Similarly, Stealth Rocks Rock should usually be removed before Wingull it switches in. Since Wingull is incredibly fast, it is best to use Supersonic Skystrike after a Pokemon has already switched in, rather than attempting to predict a switch.

Team Options
========

Entry hazard removers like Staryu, Drilbur, Vullaby, or and Kabuto can remove Stealth Rock for Wingull. Drilbur and Kabuto, (RC) as well as Onix, Pawniard, and Dwebble can all set hazards up to break Sturdy and generally weaken switch-(AH)ins. Pokemon that bait in Fighting-types, such as Pawniard, Munchlax, and Ferroseed, (AC) can allow Wingull to double switch in on predicted Fighting-types. Diglett can make a wonderful partner, as if played right, (AC) it can remove troublesome Electric-types like Chinchou. Slow U-turn and Volt Switch users like Chinhcou Chinchou, Mienfoo, and Vullaby can bring Wingull in without taking damage from anything bar hazards. Pokemon immune to Electric-type attacks, such as Chinchou, Onix, Drilbur, and Diglett, (AC) can switch in on the Electric-type attacks that threaten Wingull.

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

Roost is a good option to help Wingull heal off damage, but its Wingull's low defenses make this hard to pull off if not on a predicted switch, and it isn't as useful as any of Wingull's other moves. A Choice Scarf set can be used to help Wingull outspeed even boosted threats, but this role is fulfilled better by Gastly or and Doduo, (AC) (comma before 'as' when it means because) as they are more powerful and have better coverage. Hidden Power Fire can break through Ferroseed, which is otherwise a good check to Wingull. Hidden Power Ground can surprise Chinchou and other Electric-types on the switch in, but it Wingull can usually break through Electric-types with Knock Off and team support. Wingull can abuse take advantage of (abuse is a banned term) rain pretty well, but it is outclassed as both a setter and and abuser by Mantyke, and rain is generally bad underwhelming do due to the bulky Pokemon that dominate Little Cup.

Checks and Counters
===================
(add line break)
**Electric-types**: Chinchou and Helioptile both resist both of Wingull's STAB options attacks, (RC) and are only hit hard by Hidden Power Ground. Elekid can easily revenge kill Wingull with its high Speed and Special Attack. Magnemite can also be an issue, as the Sturdy set is able to survive 1 one hit and respond to OHKO Wingull, while Choice Scarf Magnemite can easily revenge kill Wingull.

**Bulky Pokemon**: Specially bulky Pokemon like Ferroseed, Spritzee, Slowpoke, and most of all Munchlax can all switch in on Wingull, and many can heal off the damage.

**Faster Pokemon**: Most Choice Scarf Pokemon users have the power to easily revenge kill (nonono keep 'kill' never say revenge on its own) Wingull. Some Pokemon that Speed tie with it, (RC) like Abra or and Thunderbolt Staryu can also be issues. Sucker Punch and Fake Out from a Pawniard or an and Aipom respectively can also wear down Wingull.

Stan Soojung usually i would give tips to the amchecker after looking over their check, but i have to leave for a dentist appointment right now so i dont have time. i left comments in the check though

GP 1/2
it's way to hard to try and implement a check with 6 different conflicting colors but I did it >_>
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
It's way too hard to try and implement a check with 6 different conflicting colors :P

Remove
Add
Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

Wingull's great Speed tier, nearly unresisted STAB combination, and decent Special Attack make it a great anti-meta Pokemon. Nearly every single viable Pokemon in Little Cup is at least 2HKOed by either Hurricane or Scald. The incredibly common Fighting-types that litter Little Cup, namely,(RC) Mienfoo, Timburr, Croagunk, and even Pancham, are easily forced out by Wingull, as it OHKOes most common sets. However, Wingull is extremely frail, making it hard to switch in and vulnerable to OHKOs from even neutral hits. This frailty, in tandem with Hurricane's chance to miss, makes Wingull quite inconsistent. Wingull also suffers greatly from its weakness to Stealth Rock, which, accompanied by it taking residual damage from Life Orb, can quickly lower Wingull's HP.

[SET]
name: Offensive
move 1: Hurricane
move 2: Scald
move 3: Knock Off
move 4: U-turn
item: Life Orb / Flyinium Z
ability: Rain Dish
nature: Timid
evs: 36 Def / 236 SpA / 236 Spe
ivs: 0 HP

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

Hurricane is Wingull's most powerful STAB move, dealing extremely heavy damage to even Pokemon that resist it. Supersonic Skystrike is an even more powerful attack than Hurricane, 2HKOing Ferroseed, Spritzee, and Choice Scarf Chinchou, (you can only use Supersonic Skystrike once, so it can't realistically 2HKO something. I would rephrase this) as well as being a guaranteed hit. Air Slash can be used as a safer alternative to Hurricane due to its lower chance to miss, but it lacks the raw power Wingull likes to have. Scald is Wingull's Water-type STAB move, hitting nearly all Pokemon that resist Hurricane bar Chinchou and the incredibly uncommon Helioptile. Knock Off can cripple bulkier threats to Wingull upon switching in, removing Berry Juice from Munchlax or and Chinchou and Eviolite from Ferroseed or and Spritzee. U-turn can help Wingull pivot out of large threats, letting it bring one of its teammates in to check them.

Set Details
========

Wingull's ability doesn't really matter, as Pokemon almost never use accuracy-lowering moves, making Keen Eye obsolete, and rain is incredibly rare, making its other two abilities near useless. However, in the off chance that your opponent brings rain, Rain Dish can help keep Wingull's HP up. Using Life Orb or Flyinium Z is mostly up to preference, with the former making all of Wingull's attacks very powerful and the latter making one of its attacks essentially a nuke, 2HKOing (again, it can't realistically 2HKO something) a lot of bulkier threats such as Spritzee and Munchlax with the added bonus of not taking away any of Wingull's HP. It is notable that Supersonic Skystrike is perfectly accurate,(RC) making it a guaranteed hit. A Timid nature and 236 Speed EVs put Wingull at an amazing Speed tier of 19, outspeeding every unboosted Pokemon in Little Cup bar Elekid, Diglett, and the rare Voltorb. The rest of its EVs go into Special Attack and Defense to maximize Wingull's power and slightly boost its Defense (you didn't maximize its Defense) to help it survive more attacks. If using Life Orb, Wingull's HP IVs should be set to 0 to let it take the least amount of possible damage from Life Orb. However, if using Flyinium Z, its HP IVs should be set to 31, and the 36 EVs put into Defense should be moved to its HP stat.

Usage Tips
========

Hurricane should be used often, as it deals an incredibly large amount of damage. If bulky Pokemon are predicted to switch in, Knock Off should be used to severely weaken them. Conversely, if a faster Pokemon is predicted to switch in, Choice Scarf Chinchou being the best example, then U-turn should be used to get Wingull out as soon as possible. Due to its frailty, it should almost never be switched in on direct attacks, as this would severely weaken it. Instead, it should be brought in by a slow pivot or as a revenge killer. Similarly, Stealth Rock should usually be removed before it switches in. Since Wingull is incredibly fast, it is best to use Supersonic Skystrike after a Pokemon has already switched in, rather than attempting to predict a switch.

Team Options
========

Entry hazard removers like Staryu, Drilbur, Vullaby, and Kabuto can remove Stealth Rock for Wingull. Drilbur and Kabuto as well as Onix, Pawniard, and Dwebble can all set hazards up to break Sturdy and generally weaken switch-ins. Pokemon that bait in Fighting-types, such as Pawniard, Munchlax, and Ferroseed, can allow Wingull to double switch in on predicted Fighting-types. Diglett can make a wonderful partner, as if played right, it can remove troublesome Electric-types like Chinchou. Slow U-turn and Volt Switch users like Chinchou, Mienfoo, and Vullaby can bring Wingull in without taking damage from anything bar hazards. Pokemon immune to Electric-type attacks, such as Chinchou, Onix, Drilbur, and Diglett, can switch in on the Electric-type attacks that threaten Wingull.

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

Roost is a good option to help Wingull heal off damage, but Wingull's low defenses make this hard to pull off if not on a predicted switch, and it isn't as useful as any of Wingull's other moves. A Choice Scarf set can be used to help Wingull outspeed even boosted threats, but this role is fulfilled better by Gastly and Doduo, as they are more powerful and have better coverage. Hidden Power Fire can break through Ferroseed, which is otherwise a good check to Wingull. Hidden Power Ground can surprise Chinchou and other Electric-types on the switch, but Wingull can usually break through Electric-types with Knock Off and team support. Wingull can take advantage of rain pretty well, but it is outclassed as both a setter and user by Mantyke, and rain is generally underwhelming due to the bulky Pokemon that dominate Little Cup.

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

**Electric-types**: Chinchou and Helioptile resist both of Wingull's STAB options attacks and are only hit hard by Hidden Power Ground. Elekid can easily revenge kill Wingull with its high Speed and Special Attack. Magnemite can also be an issue, as the Sturdy set is able to survive one hit and respond to OHKO Wingull in return, while Choice Scarf Magnemite can easily revenge kill Wingull.

**Bulky Pokemon**: Specially bulky Pokemon like Ferroseed, Spritzee, Slowpoke, and most of all Munchlax can all switch in on Wingull, and many can heal off the damage.

**Faster Pokemon**: Most Choice Scarf users have the power to easily revenge kill Wingull. Some Pokemon that Speed tie with it like Abra and Thunderbolt Staryu can also be issues. Sucker Punch and Fake Out from Pawniard and Aipom,(AC) respectively,(AC) can also wear down Wingull.
GP 2/2
 
It's way too hard to try and implement a check with 6 different conflicting colors :P
Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

Wingull's great Speed tier, nearly unresisted STAB combination, and decent Special Attack make it a great anti-meta Pokemon. Nearly every single viable Pokemon in Little Cup is at least 2HKOed by either Hurricane or Scald. The incredibly common Fighting-types that litter Little Cup, namely,(RC) Mienfoo, Timburr, Croagunk, and even Pancham, are easily forced out by Wingull, as it OHKOes most common sets. However, Wingull is extremely frail, making it hard to switch in and vulnerable to OHKOs from even neutral hits. This frailty, in tandem with Hurricane's chance to miss, makes Wingull quite inconsistent. Wingull also suffers greatly from its weakness to Stealth Rock, which, accompanied by it taking residual damage from Life Orb, can quickly lower Wingull's HP.

[SET]
name: Offensive
move 1: Hurricane
move 2: Scald
move 3: Knock Off
move 4: U-turn
item: Life Orb / Flyinium Z
ability: Rain Dish
nature: Timid
evs: 36 Def / 236 SpA / 236 Spe
ivs: 0 HP

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

Hurricane is Wingull's most powerful STAB move, dealing extremely heavy damage to even Pokemon that resist it. Supersonic Skystrike is an even more powerful attack than Hurricane, 2HKOing Ferroseed, Spritzee, and Choice Scarf Chinchou, (you can only use Supersonic Skystrike once, so it can't realistically 2HKO something. I would rephrase this) as well as being a guaranteed hit. Air Slash can be used as a safer alternative to Hurricane due to its lower chance to miss, but it lacks the raw power Wingull likes to have. Scald is Wingull's Water-type STAB move, hitting nearly all Pokemon that resist Hurricane bar Chinchou and the incredibly uncommon Helioptile. Knock Off can cripple bulkier threats to Wingull upon switching in, removing Berry Juice from Munchlax or and Chinchou and Eviolite from Ferroseed or and Spritzee. U-turn can help Wingull pivot out of large threats, letting it bring one of its teammates in to check them.

Set Details
========

Wingull's ability doesn't really matter, as Pokemon almost never use accuracy-lowering moves, making Keen Eye obsolete, and rain is incredibly rare, making its other two abilities near useless. However, in the off chance that your opponent brings rain, Rain Dish can help keep Wingull's HP up. Using Life Orb or Flyinium Z is mostly up to preference, with the former making all of Wingull's attacks very powerful and the latter making one of its attacks essentially a nuke, 2HKOing (again, it can't realistically 2HKO something) a lot of bulkier threats such as Spritzee and Munchlax with the added bonus of not taking away any of Wingull's HP. It is notable that Supersonic Skystrike is perfectly accurate,(RC) making it a guaranteed hit. A Timid nature and 236 Speed EVs put Wingull at an amazing Speed tier of 19, outspeeding every unboosted Pokemon in Little Cup bar Elekid, Diglett, and the rare Voltorb. The rest of its EVs go into Special Attack and Defense to maximize Wingull's power and slightly boost its Defense (you didn't maximize its Defense) to help it survive more attacks. If using Life Orb, Wingull's HP IVs should be set to 0 to let it take the least amount of possible damage from Life Orb. However, if using Flyinium Z, its HP IVs should be set to 31, and the 36 EVs put into Defense should be moved to its HP stat.

Usage Tips
========

Hurricane should be used often, as it deals an incredibly large amount of damage. If bulky Pokemon are predicted to switch in, Knock Off should be used to severely weaken them. Conversely, if a faster Pokemon is predicted to switch in, Choice Scarf Chinchou being the best example, then U-turn should be used to get Wingull out as soon as possible. Due to its frailty, it should almost never be switched in on direct attacks, as this would severely weaken it. Instead, it should be brought in by a slow pivot or as a revenge killer. Similarly, Stealth Rock should usually be removed before it switches in. Since Wingull is incredibly fast, it is best to use Supersonic Skystrike after a Pokemon has already switched in, rather than attempting to predict a switch.

Team Options
========

Entry hazard removers like Staryu, Drilbur, Vullaby, and Kabuto can remove Stealth Rock for Wingull. Drilbur and Kabuto as well as Onix, Pawniard, and Dwebble can all set hazards up to break Sturdy and generally weaken switch-ins. Pokemon that bait in Fighting-types, such as Pawniard, Munchlax, and Ferroseed, can allow Wingull to double switch in on predicted Fighting-types. Diglett can make a wonderful partner, as if played right, it can remove troublesome Electric-types like Chinchou. Slow U-turn and Volt Switch users like Chinchou, Mienfoo, and Vullaby can bring Wingull in without taking damage from anything bar hazards. Pokemon immune to Electric-type attacks, such as Chinchou, Onix, Drilbur, and Diglett, can switch in on the Electric-type attacks that threaten Wingull.

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

Roost is a good option to help Wingull heal off damage, but Wingull's low defenses make this hard to pull off if not on a predicted switch, and it isn't as useful as any of Wingull's other moves. A Choice Scarf set can be used to help Wingull outspeed even boosted threats, but this role is fulfilled better by Gastly and Doduo, as they are more powerful and have better coverage. Hidden Power Fire can break through Ferroseed, which is otherwise a good check to Wingull. Hidden Power Ground can surprise Chinchou and other Electric-types on the switch, but Wingull can usually break through Electric-types with Knock Off and team support. Wingull can take advantage of rain pretty well, but it is outclassed as both a setter and user by Mantyke, and rain is generally underwhelming due to the bulky Pokemon that dominate Little Cup.

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

**Electric-types**: Chinchou and Helioptile resist both of Wingull's STAB options attacks and are only hit hard by Hidden Power Ground. Elekid can easily revenge kill Wingull with its high Speed and Special Attack. Magnemite can also be an issue, as the Sturdy set is able to survive one hit and respond to OHKO Wingull in return, while Choice Scarf Magnemite can easily revenge kill Wingull.

**Bulky Pokemon**: Specially bulky Pokemon like Ferroseed, Spritzee, Slowpoke, and most of all Munchlax can all switch in on Wingull, and many can heal off the damage.

**Faster Pokemon**: Most Choice Scarf users have the power to easily revenge kill Wingull. Some Pokemon that Speed tie with it like Abra and Thunderbolt Staryu can also be issues. Sucker Punch and Fake Out from Pawniard and Aipom,(AC) respectively,(AC) can also wear down Wingull.
GP 2/2
I implemented this to! (Fite me Fire)
 

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