Deerling [QC(1/3)]

[Overview]
*Is one of the only few Pokemon in the metagame that can viably use Sap Sipper.
*Niche of being an offensive wall for many Grass-type Pokemon, notably its ability to check Snivy.
*Blessed with a based Speed stat that hits 18 speed, outspeeding a majority of the unboosted metagame.
*Unique STAB combination has excellent offensive coverage, as the only resistance are Steel-types.
*Defensive typing leaves it weak against common coverage moves used by Pokemon that Deerling wishes to check such as Ice beam from the likes of Staryu and Chinchou or Hidden Power Fighting from Cottonee.
*Bad matchup against common Pokemon in the metagame such as Vullaby, Mienfoo, or Ponyta and is weak against priority moves such as Mach Punch, Vacuum Wave, or in some cases Sucker Punch.
*Lacks Coverage moves, making it vulnerable against most Ghost-Types.
*Easily inflicted by status from the likes of Chinchou’s Scald and Snivy’s Glare, which are ones that Deerling aims to check.
*Attack stats and Bulk are slightly subpar, meaning it is easily pressured by faster or bulky Pokemon and has limited durability.

[Set]
Name: Life Orb
Move 1: Return
Move 2: Seed Bomb
Move 3: Jump Kick
Move 4: Substitute / Feint Attack / Baton Pass
Item: Life Orb
Ability: Sap Sipper
Nature: Jolly
EVs: 36 HP / 196 Atk / 36 SpD / 236 Spe

[Set Comments]
Moves
========

*Return and Seed Bomb are Deerling’s main two STABS which have great offensive pressure. Both hit considerably hard with Life Orb, especially after a Sap Sipper boost.
*Jump Kick lets it able to check Steel-types, the only resistance against Deerling’s STAB combination, dishing out an OHKO on Pawniard, 2HKO on Ferroseed, and OHKO on non-Sturdy Magnemite variants
*Substitute allows it to avoid status moves from the likes of Snivy, Ferroseed, Chinchou, in an 1v1 scenario and lets it take advantage of the forced switch outs that Deerling easily creates. It can also be handy when Deerling is at pinch to dodge Sucker Punch.
*Feint Attack is the only move that gives Deerling the ability to deal significant damage to Ghost Type Pokemon. For example, 2HKOing Honedge and OHKOing Gastly.
*Baton Pass is an option that allows Deerling to maintain momentum and provide a possible attack boost to another teammate.
*Wild Charge lets Deerling to lure in and remove Archen, but cannot OHKO it on 1v1 scenarios and has limited use otherwise.

Set Details
========

*Sap Sipper provides Deerling immunity to Grass-type moves, allowing it to semi – wall many Grass-type Pokemon such as Snivy and Ferroseed, taking advantage of the Attack boost.
*The given Attack EVs along with Life Orb allows Deerling to hit as hard as possible and make the most use of Attack boosts from Sap Sipper, 2HKOing most Pokemon that do not resist Deerling’s STABs such as Ponyta or Vullaby after rocks and OHKOing important Pokemon like Snivy.
*Maximizing speed is mandatory since outspeeding the 17 speed tier is extremely important, notably because of Snivy, Mienfoo, Archen and speed tying with Doduo and Gastly.
*Remaining EVs go to HP and Special Defense to let it take special hits from Chinchou and Snivy better. The Special Defense investment can go to Defense if the ability to take Earthquakes better is preferred.
*Although bulk rarely makes a difference, investment into Special Defense gives a small chance to take two Hidden Power Flyings from Snivy while Defense allows Deerling to always take two Earthquakes from defensive Mudbray.

Usage Tips
========

*The Sap Sipper set works best by capitalizing on forced switch outs against Grass, Electric, Ground, and Water type Pokemon and wearing down the opposing team, making it easier for another teammate to clean up.
*Deerling should be brought into predicted Grass type moves for a Sap Sipper boost or into moves that Deerling can resist such as Earthquake and Scald.
*However, switching in should be considered carefully as Deerling is not bulky enough to take even resisted hits multiple times, and since status can seriously hinder Deerling’s capabilities later on. Mind games against Foongus’ Spore should be especially cautious since a predicted Sludge Bomb will OHKO Deerling.
*Thanks to its fast speed, Deerling can also be used as a revenge killer to finish off weakened Pokemon that are slower.

Team Options
========

*Because of the switches that Deerling forces, entry hazards can quickly wear down the opposing team. Therefore Pokemon that can set up entry hazards such as Pawniard, Dwebble or Mareanie are effective.
*Ground, Water, and Rock type Partners that are weak to Grass-type moves such as Tirtouga, or Mudbray all appreciate Deerling’s immunity against Grass-type moves and the pressure that it applies to the opponent. These Pokemon can cover up Deerling’s Poison and Flying-type weaknesses in return.
*Since Deerling itself switches in and out often and is quite frail, entry hazard removal is helpful. Pokemon that can easily remove hazards such as Drilbur, Staryu, or Vullaby are appreciated. Drilbur and Staryu in particular appreciate Deerling’s ability to check Grass-types and can check Poison and Fire-type weaknesses in return.
*Teammates that can switch into Fighting-types are needed as Deerling often cannot break though most Fighting-types early game. Fairy-types like Snubbull and Spritzee or Poison-types like Foongus are suited for this job.
*Vullaby checks are absolutely essential, since Deerling cannot easily break through and can easily become set up bait. Pokemon that can handle most Vullaby sets while maintaining good synergy with Deerling such as Spritzee, Onix, or Chinchou are all excellent partners.

[Set]
Name: Choice Scarf
Move 1: Double Edge / Return
Move 2: Seed Bomb
Move 3: Jump Kick
Move 4: Feint Attack / Wild Charge / Baton Pass
Item: Choice Scarf
Ability: Sap Sipper
Nature: Jolly
EVs: 36 HP / 196 Atk / 36 Def / 236 Spe

[Set Comments]
Moves
========

*Double Edge lets Deerling hit harder than Return and fills up the damage loss from not using Life Orb, notably luring and dishing out the guaranteed 2HKO on Weak armor Vullaby. However, Return is still a decent option if recoil damage is not wanted.
*Seed Bomb is Deerling’s secondary STAB move. While its damage may not be so threatening without Life Orb, it still deals respectable damage to foes that are hit super effectively, mainly Water-types and Ground-types, or after a Sap Sipper Boost.
*Jump Kick is Deerling’s main solution for hitting predicted Steel-types that switch in and can be easily used to OHKO Pawniard.
*Feint Attack has a chance of OHKOing Gastly while Wild Charge can take down Flying-types with less recoil than Double Edge and has a chance to OHKO Archen and 2HKO Vullaby after Stealth Rocks. However, they are moves that Deerling does not prefer to be locked into, and both have very limited uses.
*Baton Pass is an option that can be considered in order to grab momentum, but is generally not recommended due the low possibility of getting an actual Sap Sipper Boost and the lack of move slots for coverage moves.

Set Details
========

*Maximized Speed along with Choice Scarf allows Deerling to outspeed almost all of the metagame except the speed ties against the rare scarf Gastly and scarf Doduo.
*Sap Sipper provides Deerling a pseudo immunity to Grass type moves, allowing it to switch into Grass-type moves from Pokemon such as Snivy and Ferroseed for an Attack boost.
*Full Attack investment is needed in order to let Deerling hit as hard as possible and maximize Deerling’s revenge killing potential. Any less investment would seriously hold back Deerling’s damage input.
*The remaining EVs go to HP and Defense in order to take on priority moves better. However, points that are invested into Defense can be moved to Special Defense if being able to switch into Snivy or Chinchou is more important.

Usage Tips
========

*This set aims to work as a super speed revenge killer, as a solution against faster Pokemon or an opposing Pokemon that has managed to set up successfully. These include sweepers such as Bulbasaur under sun or Omanyte after a Shell Smash if they are Modest.
*Getting a Sap Sipper boost from a predicted Grass type move is beneficial, as it immediately turns Deerling from a revenge killer into a huge threat as a sweeper. With both boosts on Attack and Speed, Deerling can easily create havoc on the opposing team by rampaging with strong Double Edges.
*Switching in should not be done hastily as it might become worn down, making it susceptible to priority attacks in the future or even disabling it from using Double Edge continuously. It is advised to bring Deerling in only on safe enough scenarios, such as when a teammate has gone down or through slow Volt Switches or U-turns, for its longevity.
*Deerling prefers not to be locked into coverage moves in most cases, especially because it can easily become an opportunity for opposing Pokemon to capitalize on. Therefore, it is best to use coverage moves only on predicted switches to remove Pokemon that come into take on Deerling’s STAB combination such as Pawniard, Gastly or Archen, then directly switch out after the kill.
*Deerling greatly dislikes priority moves such Mach Punch, Vacuum Wave, Sucker Punch should be avoided if possible as they will easily finish off Deerling if it is worn down due to its low bulk.

Team Options
========

*Pursuit trappers are Deerling’s best friends as they can eliminate Ghost-type Pokemon and break Focus Sashes, letting Deerling able to spam Double Edge and Jump Kick without worrying. Good examples would be Alolan Grimer, Pawniard, and Munchlax.
*Knock Off support from teammates in order to remove Eviolites is extremely important as it allows Deerling to deal heavier damage, making it easier to break through and apply more pressure on the opposing team. Pokemon that can use Knock Off frequently such as Mienfoo, Alolan Grimer, and Pawniard are all excellent options.
*Pokemon that are weak to Grass-type moves such as Tirtouga, or Onix appreciate Deerling’s ability to switch in. In return, these Pokemon check the Fire, Flying, and Poison-types that make Deerling’s life hard.
*Slow U – turn and Volt Switch users such as Mienfoo, Chinchou, or Vullaby can bring Deerling in safely and the chip damage helps Deerling to finish off worn down foes.
*Pokemon that can switch into Fighting-type moves are necessary, as Deerling does not have enough power to break through most Fighting type Pokemon. Spritzee and Snubbull get a special mention as they can provide flexible cleric support as well.
*Pokemon that have access to hazard control such as Drilbur, Staryu or Vullaby helps Deerling by reducing the damage that it receives when switching in, and by wearing down opposing Pokemon to let Deerling finish them off easily. Deerling can check Grass-types that Drilbur and Staryu dislike in return.

[Strategy Comments]
Other Options
========

*Bulkier variants with Eviolite or Berry Juice that support the team by crippling opposing Pokemon with Thunder Wave or by working as a cleric with Aromatherapy are possible. However, it suffers from a dilemma of needing to choose in between Attack and Speed. Investing in Speed loses out too much on damage while Attack investment takes away Deerling’s Speed, which is one of its only few niches. When choosing both, there is no longer reason to run Support.
*A dedicated Baton Pass set with Substitute and a possible Work Up is an option, but the fact that Deerling’s bulk and defensive typing isn’t reliable enough for setting up, and the fact that Sap Sipper boosts do not occur as often, questions its realistic viability.
*Bounce can be used for a higher probability to OHKO Mienfoo and to hit other Grass types harder, but the 1 turn delay and the low accuracy stops it from achieving its original goal.
*Facade is an interesting filler move that can be chosen in cases where Deerling becomes crippled by status, notably burns from Scald, letting Deerling hit harder with no need of cleric support. However, Facade is utterly outclassed by Return or Double Edge in normal scenarios and Deerling usually doesn’t have enough move slots for it.
*Chlorophyll allows Deerling to outspeed absolutely every single Pokemon in the metagame, even smashers after one Shell Smash. However, this means that it cannot fulfill its original role as a grass type wall and more importantly setting up sun just for Deerling is rather too much effort.

Checks and Counters
========

**Ghost-Types**: Ghost types such as Gastly, Honedge, and Pumpkaboo are generally hard counters to Deerling, and all of them can capitalize on it. However, they must be wary of a predicted Feint Attack.
**Bulky Fighting, Fire, Poison, and Flying-types**: Bulky Pokemon of these types can easily tank a hit from Deerling and OHKO back with their STABs. Notable examples would be Timburr, Ponyta, Foongus, and Vullaby.
**Revenge Killers**: The Life Orb set for Deerling is often pressured by Pokemon with Choice Scarf or those that belong to the 19 Speed tier. Strong priority attacks from the likes of Pawniard, Timburr or Croagunk can deal fatal damage to Deerling. However, all of them do not OHKO Deerling at full health.
**Status**: Status significantly hinders Deerling’s potential, especially burns and paralysis, turning it into dead weight for the remainder of the match unless there is cleric support.
 
Last edited:

Conni

katharsis
Hi!

Just wanted to point out that there are no spaces in between the sets,so please get the formatting correctly, you can find an example in the reservation thread, also its (eg.) Ghost-types, not just Ghost types, although for the rest I'll leave it for the GPers but make sure to read the standards.

hope I helped and have a good day!
 
Talk about Grimer-Alola and Mareanie being the free switches for deerling's weakness and also putting Stunky to remove ghost-types that trouble deerling and weakening Pawniard and appreciates Deerling's resistance to its ground weakness.
Don't slash chlorophyll because its already fast without chlorophyll.
In c&c put bulky pokemons in different categories.
In [Set Comments] move section remove chinchou using twave as it is hardly used by anyone. Add that Berry Juice gives Deerling the ability to create more substitutes over a course of a match.
In usage tips add that Deerling shouldn't take repeated hits due to its mediocre defenses and lack of recovery.

Once these are fixed, I'll add more.
 

Xayah

San Bwanna
is a Community Contributoris a Forum Moderator Alumnusis a Contributor Alumnus
First off, throughout the entire analyses, fix the formatting so there are empty lines in betwee bullet points or in the set.

[Overview]
  • Don't mention the nerf to Gale Wings or Fletchling: previous generations are not relevant.
  • Mention weakness to common Pokemon such as Vullaby, Doduo, Rufflet, Mienfoo, and Timburr.
  • Mention weakness to priority moves such as Mach Punch and Vacuum Wave.
  • Mention that its weakness to Ice means it is vulnerable to common coverage moves on Water-types such as Staryu and Chinchou which it would otherwise be able to check.
  • Mention that, even though it is immune to Grass, many Grass-types carry coverage to hit it, such as Fire Blast on Pumpkaboo-XL and HP Fighting on Cottonee

[Set]
Name: Life Orb
Move 1: Return
Move 2: Seed Bomb
Move 3: Jump Kick
Move 4: Substitute / Baton Pass / Feint Attack
Item: Life Orb
Ability: Sap Sipper
Nature: Jolly
EVs: 36 HP / 196 Atk / 36 SpD / 236 Spe

  • Weird names are not allowed, as they are a distraction.
  • Wild Charge shouldn't be slashed, as it's very niche. Keep its mention though. Baton Pass is a great way for Deerling to grab momentum.
  • Chlorophyll should only be in Other Options, as Deerling's main niche is being an offensive Grass-type check.

[Set Comments]
Moves
========
  • Add a Baton Pass explanation.
  • Mention some calcs for Jump Kick: OHKOes Pawniard, 2HKOes Ferroseed, OHKOes Magnemite (though Sturdy prevents this)
  • Feint Attack does not 2HKO standard Pumpkaboo-XL, which is the most common. Remove its mention.
  • Keep the Wild Charge explanation, even though it is no longer slashed.

Set Details
========
  • Mention examples of Grass-types it walls (Snivy, Ferroseed)
  • Remove Chlorophyll mention
  • Mention examples of Pokemon that are 2HKOed (Rufflet, Vullaby after rocks, Ponyta nearly always)
  • Doduo almost always runs Jolly, remove its mention. Deerling also always speed ties with Gastly, not just in some cases
  • Mention that the HP and SpD EVs rarely come into play, but do give Deerling a small chance to take two HP Fires from Snivy, while 36 Def EVs allow Deerling to always take two Earthquakes from defensive Mudbray.

Usage Tips
========
  • Remove Chlorophyll mentions
  • Mention examples of Pokemon it can revenge kill (Drilbur, Pawniard, Chinchou)

Team Options

========
  • Explain that entry hazards quickly wear down the opponent's team because of the switches Deerling forces (just a bit of clarity)
  • Don't mention Archen as a Defogger, mention Vullaby instead. It is much more common and relevant, and is also much better as a Defogger. Also mention that Staryu appreciates Deerling checking Grass-types and can check Fire-types in return
  • Don't mention Skrelp as a Poison-type, it does not appreciate having to switch in often. Foongus and Mareanie are better examples here. Also mention Spritzee as a Fairy-type
  • Remove the Vulpix mention
  • Mention Flying-type checks like Tirtouga, Magnemite, and Chinchou seperately, as Deerling can't deal with them at all

[Set]
Name: Choice Scarf
Move 1: Double Edge / Return
Move 2: Seed Bomb
Move 3: Jump Kick
Move 4: Feint Attack / Wild Charge / Baton Pass
Item: Choice Scarf
Ability: Sap Sipper
Nature: Jolly
EVs: 36 HP / 196 Atk / 36 Def / 236 Spe
  • Weird names are not allowed
  • Baton Pass is a great way to grab momentum, especially for a Choice Scarf set

[Set Comments]
Moves
========
  • Don't say 'super effective foes', say 'foes that are hit super effectively, such as...' and give examples. Mainly Water-types such as Slowpoke and Chinchou and Rock-types like Onix and Tirtouga.
  • Add a Baton Pass explanation
  • Also mention that Wild Charge 2HKOes Rufflet and Vullaby after rocks

Set Details
========
  • There are other scarfers that outspeed Deerling (mainly Doduo) , so just say it outspeeds almost the entire metagame.
  • Mention examples of Grass-types it can switch into (Snivy, Ferroseed)
  • Mention that maximum Attack invested maximizes Deerlings revenge killing potential.
  • Mention examples of priority moves (Mach Punch, Aqua Jet)

Usage Tips
========
  • Deerling can only revenge kill Sprout and Omanyte if they are Modest, as they will outspeed otherwise
  • Mention the same examples of Grass-types it can switch into to get an Attack boost as above (Snivy, Ferroseed)
  • Mention examples of safe switches Deerling can get (slow Volt Switches/U-turns, after a teammate has gone down)

Team Options
========
  • Mention that Knock Off removes Eviolites, as that is the reason it allows Deerling to deal more damage. Also mention that it can remove Choice Scarves, allowing Deerling to be certain it outspeeds.
  • Mention other examples of Fighting-checks, like Snubbull, Foongus, and Mareanie.
  • Mention that Vullaby can also bring Deerling in with a slow U-turn. Also mention Staryu in the hazard remover section and that it appreciates Deerling checking Grass-types.
  • Mention Flying-type checks like Tirtouga and Chinchou. Also mention that they appreciate Deerling checking Grass-types.

[Strategy Comments]
Other Options
========
  • Chlorophyll goes here
  • Also mention that bulkier sets are done better by other Grass-types like Foongus and Pumpkaboo-XL

Checks and Counters
========
  • Remove the super effective moves section. No Pokemon like super effective moves, so this is obvious.
  • Split the 'Bulky Fire, Poison, and Flying-types' section up into three different ones 'Fire-types', 'Poison-types', and 'Flying-types'. Mention examples in each of these (Ponyta and Larvesta for Fire, Foongus and Croagunk for Poison, Vullaby, Rufflet, and Doduo for Flying) and that they can threaten Deerling with a super effective STAB moves.
  • Merge the 'Priority users' and 'Faster Pokemon' section into one 'Revenge killers' section.
Implement all this and then QC 1/3
QC Stamp final.gif
 
amcheck

Overview
Combine first 2 bullets
Include that it has good coverage and can use Jump Kick to hit Steel-types

Life Orb set
[Set]
Name: Life Orb
Move 1: Return
Move 2: Seed Bomb
Move 3: Jump Kick
Move 4: Substitute / Feint Attack / Baton Pass / Wild Charge
Item: Life Orb
Ability: Sap Sipper
Nature: Jolly
EVs: 36 HP / 196 Atk / 36 SpD / 236 Spe

Wild Charge hits Vullaby, Archen, Rufflet and any other Flying-type that wants to switch in. I strongly believe this deserves a mention as it has come in handy in my extensive play with Deerling.

196 Atk Life Orb Deerling Wild Charge vs. 116 HP / 0 Def Eviolite Vullaby: 13-18 (52 - 72%) -- guaranteed 2HKO
(13, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 18)
196 Atk Life Orb Deerling Wild Charge vs. 0 HP / 36 Def Rufflet: 23-29 (100 - 126%) -- guaranteed OHKO
(23, 23, 23, 23, 23, 23, 26, 26, 26, 26, 26, 26, 26, 26, 26, 29)
196 Atk Life Orb Deerling Wild Charge vs. 116 HP / 116+ Def Eviolite Rufflet: 13-18 (52 - 72%) -- guaranteed 2HKO
(13, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 18)

Moves
Wild Charge also hits Vullaby and Rufflet.
include Snubbull instead of Chinchou as a status user

Set Details
good

Usage Tips
Include something like "If using Baton Pass, you should almost always use Baton Pass to switch out, in case your opponent switches out against you, as you can bring in a counter" That's really poorly worded, but something like that works.
include that deerling isn't a great switch in to anything but Grass-type move users.

Team Options
Include Ferroseed as an entry hazard setter
The second point is worded really weirdly so maybe rewrite it
Include Flying-type checks
For the last bullet, include that Spritzee can also cure status

Choice Scarf set
good

Moves
good

Set Details
good

Usage Tips
lol Bulbasaur under sun (remove this as sun sucks now)
Include using Baton Pass for a good offensive double that preserves momentum and covers your opponent switching

Team Options
hazard setters to break Sturdy

Other Options
good

Checks 'n counters
change revenge killers to faster Pokemon as it is more all encompassing
add Flying-types, as Wild Charge isn't run very often
put a space in between each section of checks and counters please!

overall good job!
 
I talked to Levi a bit about the sets. We think that the Scarf set isn't worth including because it's so weak and there are better options if you need a very fast scarfer to revenge sweepers. Baton Pass is also quite a bit worse than sub/feint attack for the Life Orb set and should be kept in Other Options.

Go ahead and implement Drew's check but with a few changes. I put a strikethrough anything you shouldn't include and added comments in bold.
amcheck

Overview
Combine first 2 bullets
Include that it has good coverage and can use Jump Kick to hit Steel-types

Life Orb set
[Set]
Name: Life Orb
Move 1: Return
Move 2: Seed Bomb
Move 3: Jump Kick
Move 4: Substitute / Feint Attack / Baton Pass / Wild Charge It doesn't get many particularly good KOes, the other moves are often much better, and the coverage it provides is a bit redundant.
Item: Life Orb
Ability: Sap Sipper
Nature: Jolly
EVs: 36 HP / 196 Atk / 36 SpD / 236 Spe

Wild Charge hits Vullaby, Archen, Rufflet and any other Flying-type that wants to switch in. I strongly believe this deserves a mention as it has come in handy in my extensive play with Deerling.

196 Atk Life Orb Deerling Wild Charge vs. 116 HP / 0 Def Eviolite Vullaby: 13-18 (52 - 72%) -- guaranteed 2HKO
(13, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 18)
196 Atk Life Orb Deerling Wild Charge vs. 0 HP / 36 Def Rufflet: 23-29 (100 - 126%) -- guaranteed OHKO
(23, 23, 23, 23, 23, 23, 26, 26, 26, 26, 26, 26, 26, 26, 26, 29)
196 Atk Life Orb Deerling Wild Charge vs. 116 HP / 116+ Def Eviolite Rufflet: 13-18 (52 - 72%) -- guaranteed 2HKO
(13, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 18)

Moves
Wild Charge also hits Vullaby and Rufflet.
include Snubbull instead of Chinchou as a status user

Set Details
good

Usage Tips
Include something like "If using Baton Pass, you should almost always use Baton Pass to switch out, in case your opponent switches out against you, as you can bring in a counter" That's really poorly worded, but something like that works.
include that deerling isn't a great switch in to anything but Grass-type move users. It's not really a good switchin to Grass-types. Foongus Sludge Bombs, Pumpkaboo WoWs or Fire Blasts it, Snivy can Glare it, etc. The second point is actually great and covers this idea well enough.

Team Options
Include Ferroseed as an entry hazard setter There are already enough examples and Ferroseed doesn't fit very well on teams with Deerling because they stack so many weaknesses. I would replace Mareanie with Onix, however, because it covers a lot of Deerling's weaknesses and appreciates Deerling's resistances to water and grass.
The second point is worded really weirdly so maybe rewrite it It is worded a little oddly, but this is more of a GP thing again. They also cover the Fire weakness.
Include Flying-type checks
For the last bullet, include that Spritzee can also cure status Snubbull can as well

Choice Scarf set
good

Moves
good

Set Details
good

Usage Tips
lol Bulbasaur under sun (remove this as sun sucks now)
Include using Baton Pass for a good offensive double that preserves momentum and covers your opponent switching

Team Options
hazard setters to break Sturdy


Other Options
good

Checks 'n counters
change revenge killers to faster Pokemon as it is more all encompassing Revenge killers is actually a lot more encompassing because it includes faster pokemon as well as priority users. Keep it as is
add Flying-types, as Wild Charge isn't run very often Flying-types are already included
put a space in between each section of checks and counters please!

overall good job!
I didn't really read this beyond the sets and Drew's comments. Tag me after you implement the changes and I'll give you a full check!
 

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