UU Dhelmise [QC 3/3 GP 2/2]

[OVERVIEW]
Dhelmise has a unique niche as reliable spinblocker against Excadrill while providing entry hazard removal for its team with Rapid Spin of its own. Its Grass typing allows it to absorb Thousand Arrows from Zygarde-10%, which otherwise heavily threatens the Spikes stacking teams Dhelmise finds itself on. Dhelmise possesses semi-reliable recovery via Synthesis, letting it keep itself healthy to spinblock and better check common threats like Keldeo, Primarina, and Thundurus-T throughout a game. Dhelmise has respectable offensive presence while spinblocking thanks to its naturally high Attack stat and good STAB combination. However, Dhelmise is very slow and can be worn down quickly, forcing it to recover with Synthesis often, thus providing the opposing team with many free turns. Dhelmise is additionally threatened by common Pokemon like Hydreigon and Salamence, limiting its switch-in opportunities. Synthesis recovery is also hindered by the presence of sand from the extremely splashable Hippowdon, reducing Dhelmise's longevity. Dhelmise faces stiff competition from Amoonguss and Tangrowth as a defensive Grass-type; these two have greater physical bulk, are able to keep themselves healthy with Regenerator, and possess additional utility in the form of Spore from Amoonguss and coverage options like Sludge Bomb and Focus Blast from Tangrowth. Amoonguss's Poison typing also lets it check threats like Primarina and Zarude better than Dhelmise.

[SET]
name: Spinblocker
move 1: Power Whip
move 2: Poltergeist
move 3: Rapid Spin
move 4: Synthesis
item: Heavy-Duty Boots
ability: Steelworker
nature: Careful
evs: 252 HP / 12 Atk / 136 SpD / 108 Spe

[SET COMMENTS]

Power Whip threatens Excadrill and Rotom-W, two common entry hazard removers, as well as common entry hazard setters like Hippowdon and Swampert. Poltergeist provides strong neutral coverage on many Pokemon that resist Power Whip, such as Salamence, Scizor, Moltres, and Crobat. Synthesis provides reliable recovery to keep Dhelmise healthy and check Thundurus-T, Keldeo, and Primarina long-term. The given bulk avoids the 2HKO from maximum Special Attack Primarina's Moonblast and the 3HKO from Thundurus-T's Psychic, while the Speed investment outspeeds defensive Celesteela. Heavy-Duty Boots allows Dhelmise to avoid chip damage from the entry hazards it is tasked with removing. Alternatively, Colbur Berry can be used to allow Dhelmise to absorb Knock Off from Pokemon like Mandibuzz, Scizor, and Krookodile and take one Dark-type attack to remove entry hazards in an emergency, such as Dark Pulse from Hydreigon or Darkest Lariat from Zarude. Dhelmise can make use of a more physically defensive EV spread to better facilitate this scenario.

Dhelmise is most commonly found on Spikes stacking teams, pairing well with Spikes setters and their beneficiaries. Skarmory excels as a teammate, as it is an excellent Spikes setter that can also absorb Knock Off aimed at Dhelmise. It also takes on dangerous offensive threats that Dhelmise cannot handle, such as Mamoswine, Zarude, and Scizor. Stealth Rock setters like Nihilego and Chansey help to further accentuate entry hazard damage and appreciate Dhelmise taking on Excadrill. Nihilego also provides Knock Off to force more Pokemon to take damage from entry hazards and can take on Flying-types like Moltres, Togekiss, and Salamence for Dhelmise. Chansey takes on dangerous special attackers like Hydreigon, Chandelure, and Nidoqueen. Togekiss and the aforementioned Chansey can provide cleric support through Heal Bell and Aromatherapy, respectively, to rid Dhelmise of status and improve its longevity. Togekiss is notable for also being able to switch into and pressure Dark-types like Zarude and Hydreigon. Fast Electric-types like Raikou and Thundurus-T take advantage of Spikes well thanks to Volt Switch maintaining momentum and forcing Spikes damage on switch-ins, naturally pressuring Flying-types like Togekiss and Celesteela for Dhelmise. Other offensive partners like Zygarde-10%, Lycanroc-D, Mamoswine, and Azelf also pair well with Dhelmise, since it is able to maintain the Spikes that make wallbreakers even harder to pivot into. They can wipe out threats like Amoonguss, Salamence, and Skarmory for Dhelmise in return. Slowking can pivot into Fire-type attacks from Pokemon like Moltres, Nidoqueen, and Celesteela. Primarina can comfortably sponge any attack from Hydreigon, which Spikes teams often have difficulty switching into if they lack Chansey. Rotom-W can take on offensive variants of Celesteela and helps exert damage through Volt Switch. Dhelmise's teammates should be mindful of their Knock Off use, as Dhelmise will be unable to use Poltergeist against Pokemon that have had their items removed.

[STRATEGY COMMENTS]
Other Options
=============
Knock Off punishes switch-ins that resist Dhelmise's STAB moves, like Mandibuzz, Zarude, and Hydreigon. Since Poltergeist cannot be used against Pokemon that have had their item removed, it may be prudent to run Knock Off instead of Poltergeist rather than alongside it. However, this reduces Dhelmise's overall damage output. Body Press can hit Dark-types like Zarude and Hydreigon for super effective damage, but is generally not worth running over its STAB moves. Rest is an option to alleviate status from foes like Hippowdon, letting Dhelmise fear nothing from them, but Rest is more exploitable compared to Synthesis. A trapping set of Anchor Shot, Swords Dance, Rapid Spin, and Rest with Leftovers or Chesto Berry can be used to lure walls like Skarmory and Tangrowth and use them as setup fodder, but this set falls flat into Scizor and generally has poor coverage.

Checks and Counters
===================
**Dark-types and Dark-type Coverage**: While a Colbur Berry can help to absorb one Dark-type attack in a pinch, Dark-types like Zarude, Hydreigon, and Mandibuzz resist both of Dhelmise's STAB attacks and threaten super effective damage with their own STAB attacks. Umbreon does not resist Power Whip, but has access to Wish and enough bulk to take repeated hits, along with Toxic and Foul Play to threaten Dhelmise. Knock Off from Pokemon like Scizor, Azumarill, and Conkeldurr also threatens Dhelmise, especially if it is not holding a Colbur Berry, since it reduces Dhelmise's effectiveness as an entry hazard remover and spinblocker.

**Flying-types**: Flying-types like Crobat, Moltres, Salamence, and Togekiss threaten heavy damage or OHKOs on Dhelmise with their Flying-type STAB attacks. Celesteela threatens Dhelmise with Flamethrower on defensive sets and Air Slash and Fire Blast on offensive sets and has the bulk repeatedly take Poltergeist from Dhelmise.

**Fire-types and Fire-type Coverage**: Moltres, Chandelure, and Rotom-H all threaten massive damage on Dhelmise with their STAB attacks. Several Pokemon like Nidoqueen, Azelf, and Diggersby commonly run Fire-type coverage, which prevents Dhelmise from reliably checking them.

**Status**: Scald burns from Pokemon like Slowking, Primarina, and Tentacruel as well as Will-O-Wisp from Rotom-W reduce Dhelmise's damage output and force it to use Synthesis more often, reducing its effectiveness as a spinblocker and providing free turns for switching or set up when Dhelmise is forced to recover. Toxic from Pokemon like Hippowdon, Chansey, and Swampert forces it to recover even more frequently than burns do.

**Residual Damage**: Rocky Helmet users like Amoonguss, Cobalion, and Skarmory punish Dhelmise for using Rapid Spin and have high enough Defense to take Poltergeist and Power Whip from Dhelmise many times if needed. Skarmory and Synthesis Amoonguss may also be able to PP stall Poltergeist due to its low PP, despite it not making contact, leaving Dhelmise unable to meaningfully damage them. Hippowdon's Sand Stream hampers Dhelmise's longevity by reducing the healing of Synthesis. Hippowdon fears Power Whip from Dhelmise, but is bulky enough to take one if needed, and can recover HP back throughout a game with Slack Off, plaguing Dhelmise.

[CREDITS]
- Written by: [[Celebiii, 476515]]
- Quality checked by: [[Monky25, 515132], [pokemonisfun, 56643], [avarice, 346653]]
- Grammar checked by: [[UT, 523866], [Sulo, 528036]], [Band, 301217]]
 
Last edited:
[OVERVIEW]
  • Dhelmise has the unique niche of reliably blocking attempts to remove hazards using Rapid Spin from Excadrill
  • Rapid Spin allows Dhelmise to keep its own side of the field free of hazards merge this point with the above one, can just be like "...Rapid Spin from Excadrill while also keeping its own side of the field free of entry hazards thanks to Rapid Spin"
  • Dhelmise's Grass typing allows it to absorb Thousand Arrows from Zygarde-10%, which otherwise heavily threatens the Spikes teams Dhelmise finds itself on
  • Dhelmise possesses manual recovery via Synthesis, allowing it to keep itself healthy to spinblock throughout a game I would expand to say it allows it to check threats like Keldeo, Primarina, and Thundurus-T throughout a game
  • Dhelmise is very slow and can be worn down while absorbing repeated hits, forcing it to recover with Synthesis often, and providing the opposing team with many free turns
  • Dhelmise is weak to many common attacking types like Flying and Dark, including the ubiquitous Knock Off, making it difficult to switch in and keep in
  • Synthesis recovery can be hindered by the presence of sandstorm from Hippowdon
  • add how amoonguss and tangrowth are usually the better defensive grass-type because of Regenerator and additional utility like Spore and Poison-typing for Amoonguss and good offensive presence for Tangrowth.
[SET]
name: Spinblocker
move 1: Power Whip
move 2: Poltergeist
move 3: Rapid Spin
move 4: Synthesis
item: Heavy-Duty Boots / Colbur Berry
ability: Steelworker
nature: Careful
evs: 252 HP / 12 Atk / 136 SpD / 108 Spe

[SET COMMENTS]

Paragraph 1
  • Power Whip threatens Excadrill and Rotom-W two common hazard removers. add how it threatens entry hazard setters like Swampert and Hippowdon as well
  • Poltergeist provides a strong neutral hit on many Pokemon that resist Power Whip. (like? Give some examples)
  • Rapid Spin keeps hazards off Dhelmise's side of the field. general info
  • Synthesis provides manual recovery to keep Dhelmise healthy and check Thundurus-T and Primarina throughout a game
  • The given bulk survives 2 Moonblasts from max Special Attack Primarina and 3 Psychic from Thundurus-T.
  • The Speed investment outspeeds defensive Celesteela.
  • say why you run each item, like heavy-duty boots to not get worn down in spikes mirrors while colbur to be able to absorb knock off and take on conkeldurr
Paragraph 2
  • Dhelmise is most commonly found on Spikes teams, and pairs well with Spikes setters and Spikes abusers.
  • Skarmory is an excellent Spikes setter that can also absorb Knock Offs aimed at Dhelmise. expand on this, say how it can take on threatens to Dhelmise like Mamoswine, Scizor, and Zarude.
  • Stealth Rock setters like Nihilego and Chansey help to further accentuate Spikes damage and appreciate Dhelmise taking on Excadrill. Nihilego also provides Knock Off to force more Pokemon to take damage from entry hazards, while Chansey can additonally absorb strong special attacks that Dhelmise cannot take. expand on this point. Nihilego should be about threatening flying-types like Togekiss and Moltres for Dhelmise. As for Chansey, be specific in which special attackers it handles
  • Fast Electric-types like Raikou and Thundurus-Therian abuse Spikes well thanks to their access to Volt Switch to maintain offensive momentum and force Spikes damage on switch-ins, as well as their ability to naturally pressure Flying-types and Levitate users that are immune to Spikes.
  • Other Spikes abusers like Zygarde-10%, Mamoswine, and Azelf also pair well with Dhelmise, since Spikes damage makes their already dangerous attacks even harder to pivot into.
  • my issue with these two sections is that they're more about the Pokemon that benefit from Dhelmise rather than dhelmise benefitting from them. aim to answer "what do these Pokemon do for dhelmise" rather than "what does spikes do for them?" You're on the right track but clear it up and establish offensive threats who like spikes being up and can deal with checks and counters to dhelmise
  • Slowking can pivot into Fire-type attacks from Pokemon like Moltres, Nidoqueen, and Celesteela for Dhelmise. Darmanitan that Spikes teams otherwise have trouble absorbing. Slowking can also provide safe pivoting for its team with Teleport, helping to get in frail Spikes abusers safely.
  • bring up cleric support from heal bell users like Togekiss that can remove status from dhelmise. add how it also checks dark-types like Zarude and Hydreigon.
[STRATEGY COMMENTS]
Other Options
=============
  • Knock Off punishes switch-ins like Mandibuzz, Zarude, and Hydreigon that resist Dhelmise's STABs
  • Body Press can hit Dark-types like Zarude and Hydreigon for super effective damage
  • A trapping set of Anchor Shot, Swords Dance, Rapid Spin, and Rest can be used to lure passive walls like Skarmory and allow Dhelmise to boost into a dangerous sweeper, but this set falls flat into Scizor.
Checks and Counters
===================

**Dark-types**: While a Colbur Berry can help to absorb one Dark-type attack in a pinch, Dark-types like Zarude, Hydreigon, and Mandibuzz resist both of Dhelmise's STAB attacks and threaten super effective damage or KOs on it with their own STAB Dark attacks. Other Dark-types like Crawdaunt and Krookodile fear Power Whip but still scare Dhelmise in return with their Dark STAB attacks. not really relevant and kinda long so remove this. Umbreon does not resist Power Whip but has the bulk to take repeated hits, Wish recovery to offset any damage, Toxic to wear Dhelmise down, and Foul Play to hit Dhelmise super effectively.

**Flying-types**: Flying-types like Crobat, Gyarados, Mandibuzz, Moltres, Noivern, Salamence, and Togekiss threaten heavy damage or OHKOs on Dhelmise with their Flying-type STAB attacks. these do not run flying type attacks often and should not be mentioned. Most of these, except for Mandibuzz and Intimidate Salamence, do not enjoy switching into Poltergeist, however. unnecessary info Skarmory usually does not carry a Flying-type attack, but does not fear Dhelmise thanks to its high Defense, Roost, and Iron Defense to boost its defense further. It can be stalled out by Rapid Spin from Dhelmise if it lacks a Rocky Helmet, Brave Bird, or Toxic, however. Celesteela threatens Dhelmise with Flamethrower on defensive sets and Air Slash & Fire Blast on offensive sets, and has the bulk to take repeated Poltergeists from Dhelmise.

**Fire-types and Fire-type Coverage**: Moltres and Rotom-Heat threaten 2HKOs on Dhelmise with their Fire-type STAB attacks. Darmanitan, Chandelure, and Alolan Marowak threaten OHKOs on Dhelmise with Flare Blitz, Flamethrower/Fire Blast, and Flare Blitz, respectively. Moltres, Chandelure, and Alolan Marowak threaten heavy damage or OHKOs with their secondary STAB attacks as well. None of these take Poltergeist well, however, with Chandelure and Alolan Marowak even being outright OHKO'd by it.

reword this section a bit. Say how Moltres, Rotom-H, and Chandelure all do massive damage with their Fire-type STAB attacks. Then, say how Fire-type coverage from Pokemon like Nidoqueen, Azelf, and Diggersby keep Dhelmise from reliably taking them on. Darm and alola wak are too niche to mention

**Ice-types**: Cloyster, Mamoswine, and Vanilluxe are all able to OHKO Dhelmise with their Ice STAB attacks. None are safe switch-ins, however; Mamoswine is OHKO'd by Power Whip, and Cloysetr and Vanilluxe are 2HKO'd by Power Whip.

same here only mamo is actually common so remove it.


**Knock Off**: Dhelmise is weak to the very common Knock Off, especially if it is not using Colbur Berry. Knock Off is found on almost every team in UU, and reduce's Dhelmise's effectiveness as a hazard remover/spinblocker, since it can no longer avoid taking damage from the hazards it is tasked with removing after it loses its Heavy-Duty Boots. Colbur Berry lessens the initial damage from Knock Off, which can be helpful in surviving pariticularly strong Knock Offs from Pokemon like Choice Band Azumarill, Choice Band Scizor, Life Orb Mamoswine, and any Crawdaunt, but will only reduce the damage once, making it a limited solution to this, and forcing Dhelmise to forego the ability to ignore entry hazards upon switch-in.

**Status Burn and Toxic**: Scald from Pokemon like Slowking, Primarina, and Tentacruel as well as Will-O-Wisp from Rotom-W reduce Dhelmise's damage output and force it to use Synthesis more often, reducing its effectiveness as a spinblocker and providing free turns for switching or set up when Dhelmise is forced to recover. Toxic from Pokemon like Hippowdon and Swampert , Umbreon, and Amoonguss you are not taking on umbreon and amoonguss doesn't run toxic so cut them. does not reduce Dhelmise's damage output, but forces it to recover even more frequently than burns do.

**Strong Special Attackers**: Despite the Special Defense investment of this Dhelmise set, it still does not take repeated strong special attacks well. For example, Nasty Plot Azelf, Choice Specs Hydreigon, and Chlorophyll-boosted Venusaur all threaten heavy damage or OHKOs on Dhelmise.

Hydreigon is already with dark-types while azelf with fire-types and fire-type coverage, so just remove it.


**Rocky Helmet users**: Rocky Helmet users like Amoonguss, Cobalion, and Skarmory punish Dhelmise for using Rapid Spin and have sturdy enough physical defenses to take multiple Poltergeists and Power Whips from Dhelmise if needed.

**Sandstorm**: Hippowdon's Sand Stream hampers Dhelmise's longevity by reducing the healing power of Synthesis from 1/2 HP recovery to 1/4 HP recovery. Hippowdon fears Power Whip from Dhelmise, but is bulky enough to take one if needed, and can recovery HP back throughout a game with Slack Off, plaguing Dhelmise with reduced recovery repeatedly.

[CREDITS]
- Written by: [[Celebiii, 476515]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
Nice work with this Cel! I'm gonna have you implement this and take a second look before giving you 1/3. Feel free to ask me about anything you are unsure of.
add remove comment
 
[OVERVIEW]
  • Dhelmise has the unique niche of reliably blocking attempts to remove hazards using Rapid Spin from Excadrill, while providing hazard removal for its team with Rapid Spin of its own.
  • Dhelmise's Grass typing allows it to absorb Thousand Arrows from Zygarde-10%, which otherwise heavily threatens the Spikes teams Dhelmise finds itself on.
  • Dhelmise possesses manual recovery via Synthesis, allowing it to keep itself healthy to spinblock and better check threats like Keldeo, Primarina, and Thundurus-T throughout a game.
  • Dhelmise is very slow and can be worn down while absorbing repeated hits, forcing it to recover with Synthesis often, and providing the opposing team with many free turns.
  • Dhelmise is weak to many common attacking types like Flying and Dark, including the ubiquitous Knock Off, making it difficult to switch in and keep in.
  • Synthesis recovery can be hindered by the presence of sandstorm from Hippowdon.
  • Dhelmise faces stiff competition from Amoonguss and Tangrowth as defensive Grass-types, since these two are able to keep themselves healthy with Regenerator, and possess additional utility in the form of Spore from Amoonguss and Knock Off from Tangrowth. Amoonguss' partial Poison typing also lets it check threats like Primarina and Zarude better than Dhelmise, while Tangrowth has a more varied and adaptable offensive presence than Dhelmise due to easily being able to run a variety of coverage moves like Sludge Bomb, Earthquake, and Focus Blast, and Sleep Powder.
[SET]
name: Spinblocker
move 1: Power Whip
move 2: Poltergeist
move 3: Rapid Spin
move 4: Synthesis
item: Heavy-Duty Boots / Colbur Berry
ability: Steelworker
nature: Careful
evs: 252 HP / 12 Atk / 136 SpD / 108 Spe

[SET COMMENTS]

Paragraph 1
  • Power Whip threatens Excadrill and Rotom-W, two common hazard removers, as well as common entry hazard setters like Hippowdon and Swampert.
  • Poltergeist provides a strong neutral hit on many Pokemon that resist Power Whip, such as Salamence, Scizor, Moltres, and Rotom-H.
  • Synthesis provides manual recovery to keep Dhelmise healthy to check Thundurus-T and Primarina throughout the game. you missed this from the last check please implement
  • The given bulk survives 2 Moonblasts from max Special Attack Primarina and 3 Psychics from Thundurus-T.
  • The Speed investment outspeeds defensive Celesteela.
  • Heavy-Duty Boots are chosen to allow Dhelmise to not be down by the hazards it is tasked with removing in conjunction with the hits it often has to take to get on the field safely. Alternatively, Colbur Berry can be used to allow Dhemise to absorb Knock Offs from Pokemon like Mandibuzz, Scizor, and Krookodile, or to allow it to take one Dark-type attack to remove hazards in an emergency, such as Dark Pulse from Hydreigon or Darkest Lariat from Zarude.
Paragraph 2
  • Dhelmise is most commonly found on Spikes teams, and pairs well with Spikes setters and Spikes abusers.
  • Skarmory is an excellent Spikes setter that can also absorb Knock Offs aimed at Dhelmise and take on dangerous offensive threats that Dhelmise cannot handle, such as Mamoswine, Zarude, and Scizor.
  • Stealth Rock setters like Nihilego and Chansey help to further accentuate Spikes damage and appreciate Dhelmise taking on Excadrill. Nihilego also provides Knock Off to force more Pokemon to take damage from entry hazards and can take on Flying-types like Moltres, Togekiss, and Mandibuzz for Dhelmise. Chansey can absorb strong special attacks like Choice Specs Hydreigon's Draco Meteor and Choice Specs Chandelure's Fire Blast that Dhelmise cannot take.
  • Fast Electric-types like Raikou and Thundurus-T abuse Spikes well thanks to their access to Volt Switch to maintain offensive momentum and force Spikes damage on switch-ins, naturally pressuring They also naturally pressure Flying-types like Togekiss and Celesteela for Dhelmise.
  • Other Spikes abusers like Zygarde-10%, Mamoswine, and Azelf also pair well with Dhelmise, since Dhelmise is able to maintain the Spikes that makes attacks from Spikes abusers even harder to pivot into. They can wipe out threats like Amoonguss, Salamence, and Skarmory for Dhelmise in return.
  • Slowking can pivot into Fire-type attacks from Pokemon like Moltres, Nidoqueen, and Celesteela for Dhelmise.
  • Dhelmise appreciates cleric support from Heal Bell and Aromatherapy users like Togekiss and Chansey to rid Dhelmise of status and improve its longevity. Togekiss is notable for also being able to switch into and pressure Dark-types like Zarude and Hydreigon for Dhelmise.
[STRATEGY COMMENTS]
Other Options
=============
  • Knock Off punishes switch-ins like Mandibuzz, Zarude, and Hydreigon that resist Dhelmise's STABs.
  • Body Press can hit Dark-types like Zarude and Hydreigon for super effective damage.
  • A trapping set of Anchor Shot, Swords Dance, Rapid Spin, and Rest can be used to lure passive walls like Skarmory and allow Dhelmise to boost into a dangerous sweeper, but this set falls flat into Scizor.
Checks and Counters
===================

**Dark-types**: While a Colbur Berry can help to absorb one Dark-type attack in a pinch, Dark-types like Zarude, Hydreigon, and Mandibuzz resist both of Dhelmise's STAB attacks and threaten super effective damage with their own STAB attacks. Umbreon does not resist Power Whip but has the bulk to take repeated hits, Wish recovery to offset any damage, Toxic to wear Dhelmise down, and Foul Play to hit Dhelmise super effectively.

**Flying-types**: Flying-types like Crobat, Moltres, Salamence, and Togekiss threaten heavy damage or OHKOs on Dhelmise with their Flying-type STAB attacks. Skarmory usually does not carry a Flying-type attack, but does not fear Dhelmise thanks to its high Defense, Roost, and Iron Defense. It can be stalled out by Rapid Spin from Dhelmise if it lacks a Rocky Helmet, Brave Bird, or Toxic, however. Celesteela threatens Dhelmise with Flamethrower on defensive sets and Air Slash & Fire Blast on offensive sets, and has the bulk to take repeated Poltergeists from Dhelmise.

**Fire-types and Fire-type coverage**: Moltres, Chandelure, and Rotom-H all threaten massive damage on Dhelmise with their STAB. As well, several Pokemon like Nidoqueen, Azelf, and Diggersby commonly run Fire-type coverage, which prevents Dhelmise from reliably checking them. None of these Pokemon barring Diggersby want to take a Poltergeist however, and Diggersby fears Power Whip, meaning they cannot switch directly into Dhelmise without risk. doesn't feel necessary imo

**Knock Off**: Dhelmise is weak to the very common Knock Off, especially if it is not using Colbur Berry, as Knock Off reduces is found on almost every team in UU, and reduce's Dhelmise's effectiveness as a hazard remover and spinblocker, since it can no longer avoid taking damage from the hazards it is tasked with removing after it loses its Heavy-Duty Boots. Colbur Berry lessens the initial damage from Knock Off, which can be helpful in surviving hits from Scizor, Azumarill, and Conkeldurr, but it only works once, pariticularly strong Knock Offs from Pokemon like Choice Band Azumarill, Choice Band Scizor, Life Orb Mamoswine, and any Crawdaunt, but will only reduce the damage once, making it a limited solution to taking on these threats this, and forcing Dhelmise to forego the ability to ignore entry hazards upon switch-in. I fixed the wording here to have it flow better

**Status**: Scald from Pokemon like Slowking, Primarina, and Tentacruel as well as Will-O-Wisp from Rotom-W reduce Dhelmise's damage output and force it to use Synthesis more often, reducing its effectiveness as a spinblocker and providing free turns for switching or set up when Dhelmise is forced to recover. Toxic from Pokemon like Hippowdon and Swampert does not reduce Dhelmise's damage output, but forces it to recover even more frequently than burns do.

**Rocky Helmet users**: Rocky Helmet users like Amoonguss, Cobalion, and Skarmory punish Dhelmise for using Rapid Spin and have sturdy enough physical defenses to take multiple Poltergeists and Power Whips from Dhelmise if needed.

**Sandstorm**: Hippowdon's Sand Stream hampers Dhelmise's longevity by reducing the healing power of Synthesis from 1/2 HP recovery to 1/4 HP recovery. Hippowdon fears Power Whip from Dhelmise, but is bulky enough to take one if needed, and can recovery HP back throughout a game with Slack Off, plaguing Dhelmise with reduced recovery repeatedly.

combine Rocky helmet users and sandstorm and rebrand to “Residual Damage”. It’s less clogged this way

[CREDITS]
- Written by: [[Celebiii, 476515]]
- Quality checked by: [[Monky25, 515132], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
QC 1/3 nice work
add remove comment
 

pokemonisfun

Banned deucer.
amateur check, Celebiii , mainly commented instead of adding/removing but they are rather substantive in making suggestions for additions,

excellent work, i couldn't "sea" or "weed" out many flaws at all.

add remove comment
[OVERVIEW] i would add a positive point about its attack being good since it is actually very high and does reasonable damage to most things like cobalion
  • Dhelmise has the unique niche of reliably blocking attempts to remove entry hazards from Excadrill using Rapid Spin while providing hazard removal for its team with Rapid Spin of its own.
  • Dhelmise's Grass typing allows it to absorb Thousand Arrows from Zygarde-10%, which otherwise heavily threatens the Spikes teams Dhelmise finds itself on. mention other benefits? like resisting electric and water (or have specific examples, hydro from keldo, volt from thundy)
  • Dhelmise possesses manual recovery via Synthesis, allowing it to keep itself healthy to spinblock and better check threats like Keldeo, Primarina, and Thundurus-T throughout a game.
  • Dhelmise is very slow and can be worn down while absorbing repeated hits, forcing it to recover with Synthesis often, and providing the opposing team with many free turns.
  • Dhelmise is weak to many common attacking types like Flying and Dark, including the ubiquitous Knock Off, making it difficult to switch in and keep in. fire might be more important than flying (fire as a type isnt that common but as an attack it is pretty common) - kind of the opposite for flying, where quite a few flying type mons dont use flying moves (thundy, some cele, mandi, skarm, etc - you dont have to mention this ofc, just a fun observation)
  • Synthesis recovery can be hindered by the presence of sandstorm from Hippowdon.
  • Dhelmise faces stiff competition from Amoonguss and Tangrowth as defensive Grass-types, since these two are able to keep themselves healthy with Regenerator, and possess additional utility in the form of Spore from Amoonguss and Knock Off from Tangrowth. Amoonguss' partial Poison typing also lets it check threats like Primarina and Zarude better than Dhelmise, while Tangrowth has a more varied and adaptable offensive presence than Dhelmise due to more easily being able to run a variety of coverage moves like Sludge Bomb, Earthquake, and Focus Blast. consider including more bc dhelmisse can run eq too, not sure if you can make clear that dhelm has knock off like tang but cant run it easily bc anti polt synergy/no room
[SET]
name: Spinblocker
move 1: Power Whip
move 2: Poltergeist
move 3: Rapid Spin
move 4: Synthesis
item: Heavy-Duty Boots / Colbur Berry
ability: Steelworker
nature: Careful
evs: 252 HP / 12 Atk / 136 SpD / 108 Spe





[SET COMMENTS]

Paragraph 1
  • Power Whip threatens Excadrill and Rotom-W, two common hazard removers, as well as common entry hazard setters like Hippowdon and Swampert.
  • Poltergeist provides a strong neutral hit on many Pokemon that resist Power Whip, such as Salamence, Scizor, Moltres, and Rotom-H.
  • Synthesis provides manual recovery to keep Dhelmise healthy to check Thundurus-T and Primarina throughout the game.
  • The given bulk survives 2 Moonblasts from max Special Attack Primarina and 3 Psychics from Thundurus-T.
  • The Speed investment outspeeds defensive Celesteela. maybe add you outspeed azu and conk after spin as well? often relevant imo. i'm not really convinced this much speed is necessary actually, feel like dumping in def or spdef is better. like why celesteela of all things, which you dont beat anyways i believe bc of polts tiny pp without good prediction on protects at least? maybe just outspeed hippo.
  • Heavy-Duty Boots allows Dhelmise to not be down by the entry hazards it is tasked with removing in conjunction with the hits it often has to take to get on the field safely. Alternatively, Colbur Berry can be used to allow Dhemise to absorb Knock Offs from Pokemon like Mandibuzz, Scizor, and Krookodile, or to allow it to take one Dark-type attack to remove hazards in an emergency, such as Dark Pulse from Hydreigon or Darkest Lariat from Zarude.
Paragraph 2 not sure how you'd fit it (and it could just be part of the pp1 bullet point on polt, but i'd mention to be wary (but not dismissive) of running knock off when you use polt dhelm bc of polt mechanics
  • Dhelmise is most commonly found on Spikes teams, pairing well with Spikes setters and Spikes benefactors.
  • Skarmory is an excellent Spikes setter that can also absorb Knock Off aimed at Dhelmise and take on dangerous offensive threats that Dhelmise cannot handle, such as Mamoswine, Zarude, and Scizor.
  • Stealth Rock setters like Nihilego and Chansey help to further accentuate Spikes damage and appreciate Dhelmise taking on Excadrill. Nihilego also provides Knock Off to force more Pokemon to take damage from entry hazards and can take on Flying-types like Moltres, Togekiss, and Mandibuzz for Dhelmise. Chansey can absorb strong special attacks like Choice Specs Hydreigon's Draco Meteor and Choice Specs Chandelure's Fire Blast that Dhelmise cannot take. maybe specify pivot chansey bc spikes offense likes her more
  • Togekiss and the aforementioned Chansey provide cleric support through Heal Bell and Aromatherapy to rid Dhelmise of status and improve its longevity. Togekiss is notable for also being able to switch into and pressure Dark-types like Zarude and Hydreigon for Dhelmise.
  • Fast Electric-types like Raikou and Thundurus-T abuse Spikes well thanks to their access to Volt Switch to maintain offensive momentum and force Spikes damage on switch-ins, naturally pressuring Flying-types like Togekiss and Celesteela for Dhelmise.
  • Other Spikes abusers like Zygarde-10%, Mamoswine, and Azelf also pair well with Dhelmise, since Dhelmise is able to maintain the Spikes that makes attacks from Spikes abusers even harder to pivot into. They can wipe out threats like Amoonguss, Salamence, and Skarmory for Dhelmise in return.
  • Slowking can pivot into Fire-type attacks from Pokemon like Moltres, Nidoqueen, and Celesteela for Dhelmise. more type synergy mons would be good here, prim also absorbs fire moves + dark moves from hydreigon, rotom wash absorbs flying moves from offensive celesteela and moltres (and maybe drop the moltres mention early on and replace it with rotom h maybe?)
[STRATEGY COMMENTS]
Other Options perhaps mention what knock and body would be used over and what the opportunity cost is, you probably do need to add a negative for them at least
=============
  • Knock Off punishes switch-ins like Mandibuzz, Zarude, and Hydreigon that resist Dhelmise's STABs. mention bad synergy with polt
  • Body Press can hit Dark-types like Zarude and Hydreigon for super effective damage. mention more physically defensive set becomes more viable and colbur
  • A trapping set of Anchor Shot, Swords Dance, Rapid Spin, and Rest can be used to lure passive walls like Skarmory and allow Dhelmise to boost into a dangerous sweeper, but this set falls flat into Scizor and generally has poor coverage. skarm often is wary of switching in since it usually cant touch you anyways, so maybe use tang as the lure example? and dont call it passive? that said, it's not that easy to beat it since knock has a shit ton of pp. not sure what you wanna do here
Checks and Counters
===================

**Dark-types**: While a Colbur Berry can help to absorb one Dark-type attack in a pinch, Dark-types like Zarude, Hydreigon, and Mandibuzz resist both of Dhelmise's STAB attacks and threaten super effective damage with their own STAB attacks. Umbreon does not resist Power Whip but has the bulk to take repeated hits, Wish recovery to offset any damage, Toxic to wear Dhelmise down, and Foul Play to hit Dhelmise super effectively. it's not a problem and i believe in writer's autonomy, but it's a bit striking you give so many words to Umbreon and much less on zarude/hydrei when umbreon is lower on VR. maybe you could switch the emphasis.

**Flying-types**: Flying-types like Crobat, Moltres, Salamence, and Togekiss threaten heavy damage or OHKOs on Dhelmise with their Flying-type STAB attacks. Skarmory usually does not carry a Flying-type attack, but does not fear Dhelmise thanks to its high Defense, Roost, and Iron Defense. It can be stalled out by Rapid Spin from Dhelmise if it lacks a Rocky Helmet, Brave Bird, or Toxic, however. Celesteela threatens Dhelmise with Flamethrower on defensive sets and Air Slash & Fire Blast on offensive sets, and has the bulk to take repeated Poltergeists from Dhelmise.

**Fire-types and Fire-type coverage**: Moltres, Chandelure, and Rotom-H all threaten massive damage on Dhelmise with their STAB. Several Pokemon like Nidoqueen, Azelf, and Diggersby commonly run Fire-type coverage, which prevents Dhelmise from reliably checking them.

**Knock Off**: Dhelmise is weak to the very common Knock Off, especially if it is not using Colbur Berry, as Knock Off reduces Dhelmise's effectiveness as a hazard remover and spinblocker, since it can no longer avoid taking damage from the hazards it is tasked with removing after it loses its Heavy-Duty Boots. Colbur Berry lessens the initial damage from Knock Off, which can be helpful in surviving hits from Scizor, Azumarill, and Conkeldurr, but it only works once, making it a limited solution to taking on these threats, and forcing Dhelmise to forego the ability to ignore entry hazards upon switch-in. maybe mention physically defensive tangrowth (if that even still will have a set kek i am aware av is far more common)

**Status**: Scald burns from Pokemon like Slowking, Primarina, and Tentacruel as well as Will-O-Wisp from Rotom-W greatly reduce Dhelmise's damage output and force it to use Synthesis more often, reducing its effectiveness as a spinblocker and providing free turns for switching or set up when Dhelmise is forced to recover. Toxic from Pokemon like Hippowdon and Swampert does not reduce Dhelmise's damage output, but forces it to recover even more frequently than burns do. maybe chansey over swamp as a toxic user since pert would be very scared to use it and is less relevant than pert i think anyways

**Residual damage**: Rocky Helmet users like Amoonguss, Cobalion, and Skarmory punish Dhelmise for using Rapid Spin and have sturdy enough physical defenses to take multiple Poltergeists and Power Whips from Dhelmise if needed. Hippowdon's Sand Stream hampers Dhelmise's longevity by reducing the healing power of Synthesis from 1/2 HP recovery to 1/4 HP recovery. Hippowdon fears Power Whip from Dhelmise, but is bulky enough to take one if needed, and can recovery HP back throughout a game with Slack Off, plaguing Dhelmise with reduced recovery repeatedly. i know that you know burn/toxic is also residual damage, idk, combining them would make a rather big amount of text, just flagging this for you and qc that substantively they probably should be combined but it might look nicer to keep separate

[CREDITS]
- Written by: [[Celebiii, 476515]]
- Quality checked by: [[Monky25, 515132], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 
Last edited:
[OVERVIEW] i would add a positive point about its attack being good since it is actually very high and does reasonable damage to most things like cobalion agree with this point
  • Dhelmise has the unique niche of reliably blocking attempts to remove entry hazards from Excadrill using Rapid Spin while providing hazard removal for its team with Rapid Spin of its own.
  • Dhelmise's Grass typing allows it to absorb Thousand Arrows from Zygarde-10%, which otherwise heavily threatens the Spikes teams Dhelmise finds itself on. mention other benefits? like resisting electric and water (or have specific examples, hydro from keldo, volt from thundy) this is sorta approached in the below point when it says how dhelmise can check keldeo, prim, and thundurus-t. you can reword to emphasize the typings more if you feel like it idk really
  • Dhelmise possesses manual recovery via Synthesis, allowing it to keep itself healthy to spinblock and better check threats like Keldeo, Primarina, and Thundurus-T throughout a game.
  • Dhelmise is very slow and can be worn down while absorbing repeated hits, forcing it to recover with Synthesis often, and providing the opposing team with many free turns.
  • Dhelmise is weak to many common attacking types like Flying and Dark, including the ubiquitous Knock Off, making it difficult to switch in and keep in. fire might be more important than flying (fire as a type isnt that common but as an attack it is pretty common) - kind of the opposite for flying, where quite a few flying type mons dont use flying moves (thundy, some cele, mandi, skarm, etc - you dont have to mention this ofc, just a fun observation) id say there's nearly as much flying attacks, keep the point the same
  • Synthesis recovery can be hindered by the presence of sandstorm from Hippowdon.
  • Dhelmise faces stiff competition from Amoonguss and Tangrowth as defensive Grass-types, since these two are able to keep themselves healthy with Regenerator, and possess additional utility in the form of Spore from Amoonguss and Knock Off from Tangrowth. Amoonguss' partial Poison typing also lets it check threats like Primarina and Zarude better than Dhelmise, while Tangrowth has a more varied and adaptable offensive presence than Dhelmise due to more easily being able to run a variety of coverage moves like Sludge Bomb, Earthquake, my own comment but eq is very rare might as well cut it and Focus Blast. consider including more bc dhelmisse can run eq too, not sure if you can make clear that dhelm has knock off like tang but cant run it easily bc anti polt synergy/no room disagree with this I think the current point is fine as is
[SET]
name: Spinblocker
move 1: Power Whip
move 2: Poltergeist
move 3: Rapid Spin
move 4: Synthesis
item: Heavy-Duty Boots / Colbur Berry tbh I would unslash colbur berry I like boots way more, keep it as a mention still here
ability: Steelworker
nature: Careful
evs: 252 HP / 12 Atk / 136 SpD / 108 Spe

[SET COMMENTS]

Paragraph 1
  • Power Whip threatens Excadrill and Rotom-W, two common hazard removers, as well as common entry hazard setters like Hippowdon and Swampert.
  • Poltergeist provides a strong neutral hit on many Pokemon that resist Power Whip, such as Salamence, Scizor, Moltres, and Rotom-H.
  • Synthesis provides manual recovery to keep Dhelmise healthy to check Thundurus-T and Primarina throughout the game.
  • The given bulk survives 2 Moonblasts from max Special Attack Primarina and 3 Psychics from Thundurus-T.
  • The Speed investment outspeeds defensive Celesteela. maybe add you outspeed azu and conk after spin as well? often relevant imo. i'm not really convinced this much speed is necessary actually, feel like dumping in def or spdef is better. like why celesteela of all things, which you dont beat anyways i believe bc of polts tiny pp without good prediction on protects at least? maybe just outspeed hippo. fine with adding outspeeding azu and conk after a spin. as for general spread it can be talked about more but I like being able to outspeed and bonk celesteela with poltergeist. will update you on final consensus but keep the evs the same for now
  • Heavy-Duty Boots allows Dhelmise to not be down by the entry hazards it is tasked with removing in conjunction with the hits it often has to take to get on the field safely. Alternatively, Colbur Berry can be used to allow Dhemise to absorb Knock Offs from Pokemon like Mandibuzz, Scizor, and Krookodile, or to allow it to take one Dark-type attack to remove hazards in an emergency, such as Dark Pulse from Hydreigon or Darkest Lariat from Zarude.
Paragraph 2 not sure how you'd fit it (and it could just be part of the pp1 bullet point on polt, but i'd mention to be wary (but not dismissive) of running knock off when you use polt dhelm bc of polt mechanics
  • Dhelmise is most commonly found on Spikes teams, pairing well with Spikes setters and Spikes benefactors.
  • Skarmory is an excellent Spikes setter that can also absorb Knock Off aimed at Dhelmise and take on dangerous offensive threats that Dhelmise cannot handle, such as Mamoswine, Zarude, and Scizor.
  • Stealth Rock setters like Nihilego and Chansey help to further accentuate Spikes damage and appreciate Dhelmise taking on Excadrill. Nihilego also provides Knock Off to force more Pokemon to take damage from entry hazards and can take on Flying-types like Moltres, Togekiss, and Mandibuzz for Dhelmise. Chansey can absorb strong special attacks like Choice Specs Hydreigon's Draco Meteor and Choice Specs Chandelure's Fire Blast that Dhelmise cannot take. maybe specify pivot chansey bc spikes offense likes her more im cool with that
  • Togekiss and the aforementioned Chansey provide cleric support through Heal Bell and Aromatherapy to rid Dhelmise of status and improve its longevity. Togekiss is notable for also being able to switch into and pressure Dark-types like Zarude and Hydreigon for Dhelmise.
  • Fast Electric-types like Raikou and Thundurus-T abuse Spikes well thanks to their access to Volt Switch to maintain offensive momentum and force Spikes damage on switch-ins, naturally pressuring Flying-types like Togekiss and Celesteela for Dhelmise.
  • Other Spikes abusers like Zygarde-10%, Mamoswine, and Azelf also pair well with Dhelmise, since Dhelmise is able to maintain the Spikes that makes attacks from Spikes abusers even harder to pivot into. They can wipe out threats like Amoonguss, Salamence, and Skarmory for Dhelmise in return. replace mamo with lycanroc-d since its more common on spikes
  • Slowking can pivot into Fire-type attacks from Pokemon like Moltres, Nidoqueen, and Celesteela for Dhelmise. more type synergy mons would be good here, prim also absorbs fire moves + dark moves from hydreigon, rotom wash absorbs flying moves from offensive celesteela and moltres (and maybe drop the moltres mention early on and replace it with rotom h maybe?) agree with this you can mentioned prim and washer as teammates, don't be so explict about types just say they can check x and y
[STRATEGY COMMENTS]
Other Options perhaps mention what knock and body would be used over and what the opportunity cost is, you probably do need to add a negative for them at least i agree with this
=============
  • Knock Off punishes switch-ins like Mandibuzz, Zarude, and Hydreigon that resist Dhelmise's STABs. mention bad synergy with polt important to note, i'd say it would be run over polt in reference to the above point
  • Body Press can hit Dark-types like Zarude and Hydreigon for super effective damage. mention more physically defensive set becomes more viable and colbur
  • A trapping set of Anchor Shot, Swords Dance, Rapid Spin, and Rest can be used to lure passive walls like Skarmory and allow Dhelmise to boost into a dangerous sweeper, but this set falls flat into Scizor and generally has poor coverage. skarm often is wary of switching in since it usually cant touch you anyways, so maybe use tang as the lure example? and dont call it passive? that said, it's not that easy to beat it since knock has a shit ton of pp. not sure what you wanna do here i think tang works here well since you can boost up to 6+ and remove it probably.
Checks and Counters
===================

**Dark-types**: While a Colbur Berry can help to absorb one Dark-type attack in a pinch, Dark-types like Zarude, Hydreigon, and Mandibuzz resist both of Dhelmise's STAB attacks and threaten super effective damage with their own STAB attacks. Umbreon does not resist Power Whip but has the bulk to take repeated hits, Wish recovery to offset any damage, Toxic to wear Dhelmise down, and Foul Play to hit Dhelmise super effectively. it's not a problem and i believe in writer's autonomy, but it's a bit striking you give so many words to Umbreon and much less on zarude/hydrei when umbreon is lower on VR. maybe you could switch the emphasis. i agree with this shorten down the umbreon part

**Flying-types**: Flying-types like Crobat, Moltres, Salamence, and Togekiss threaten heavy damage or OHKOs on Dhelmise with their Flying-type STAB attacks. Skarmory usually does not carry a Flying-type attack, but does not fear Dhelmise thanks to its high Defense, Roost, and Iron Defense. It can be stalled out by Rapid Spin from Dhelmise if it lacks a Rocky Helmet, Brave Bird, or Toxic, however. Celesteela threatens Dhelmise with Flamethrower on defensive sets and Air Slash & Fire Blast on offensive sets, and has the bulk to take repeated Poltergeists from Dhelmise.

**Fire-types and Fire-type coverage**: Moltres, Chandelure, and Rotom-H all threaten massive damage on Dhelmise with their STAB. Several Pokemon like Nidoqueen, Azelf, and Diggersby commonly run Fire-type coverage, which prevents Dhelmise from reliably checking them.

**Knock Off**: Dhelmise is weak to the very common Knock Off, especially if it is not using Colbur Berry, as Knock Off reduces Dhelmise's effectiveness as a hazard remover and spinblocker, since it can no longer avoid taking damage from the hazards it is tasked with removing after it loses its Heavy-Duty Boots. Colbur Berry lessens the initial damage from Knock Off, which can be helpful in surviving hits from Scizor, Azumarill, and Conkeldurr, but it only works once, making it a limited solution to taking on these threats, and forcing Dhelmise to forego the ability to ignore entry hazards upon switch-in. maybe mention physically defensive tangrowth (if that even still will have a set kek i am aware av is far more common) eh there's enough examples anyway

**Status**: Scald burns from Pokemon like Slowking, Primarina, and Tentacruel as well as Will-O-Wisp from Rotom-W greatly reduce Dhelmise's damage output and force it to use Synthesis more often, reducing its effectiveness as a spinblocker and providing free turns for switching or set up when Dhelmise is forced to recover. Toxic from Pokemon like Hippowdon and Swampert does not reduce Dhelmise's damage output, but forces it to recover even more frequently than burns do. maybe chansey over swamp as a toxic user since pert would be very scared to use it and is less relevant than pert i think anyways I get what ur saying but it can be worded for dhelmise being afraid of switching into pert and spinning without any worry, chansey works tho and is even better because its a setter you cant beat I think

**Residual damage**: Rocky Helmet users like Amoonguss, Cobalion, and Skarmory punish Dhelmise for using Rapid Spin and have sturdy enough physical defenses to take multiple Poltergeists and Power Whips from Dhelmise if needed. Hippowdon's Sand Stream hampers Dhelmise's longevity by reducing the healing power of Synthesis from 1/2 HP recovery to 1/4 HP recovery. Hippowdon fears Power Whip from Dhelmise, but is bulky enough to take one if needed, and can recovery HP back throughout a game with Slack Off, plaguing Dhelmise with reduced recovery repeatedly. i know that you know burn/toxic is also residual damage, idk, combining them would make a rather big amount of text, just flagging this for you and qc that substantively they probably should be combined but it might look nicer to keep separate fine to keep seperately

[CREDITS]
- Written by: [[Celebiii, 476515]]
- Quality checked by: [[Monky25, 515132], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]

sorry for the delay on this but I decided I'd do something new here. My comments will be in orange pertaining to pif's check and giving my own input on his comments. Unless I saw otherwise implement his suggestions and credit him for 2/3 and write it up. I didn't want to count this as a full check from the very beginning without having another eye add their own comments to it but now I'll just look at it myself. Good work pokemonisfun if I haven't told you already I really appreciate your input.
 

pokemonisfun

Banned deucer.
[OVERVIEW] i would add a positive point about its attack being good since it is actually very high and does reasonable damage to most things like cobalion agree with this point
  • Dhelmise has the unique niche of reliably blocking attempts to remove entry hazards from Excadrill using Rapid Spin while providing hazard removal for its team with Rapid Spin of its own.
  • Dhelmise's Grass typing allows it to absorb Thousand Arrows from Zygarde-10%, which otherwise heavily threatens the Spikes teams Dhelmise finds itself on. mention other benefits? like resisting electric and water (or have specific examples, hydro from keldo, volt from thundy) this is sorta approached in the below point when it says how dhelmise can check keldeo, prim, and thundurus-t. you can reword to emphasize the typings more if you feel like it idk really
  • Dhelmise possesses manual recovery via Synthesis, allowing it to keep itself healthy to spinblock and better check threats like Keldeo, Primarina, and Thundurus-T throughout a game.
  • Dhelmise is very slow and can be worn down while absorbing repeated hits, forcing it to recover with Synthesis often, and providing the opposing team with many free turns.
  • Dhelmise is weak to many common attacking types like Flying and Dark, including the ubiquitous Knock Off, making it difficult to switch in and keep in. fire might be more important than flying (fire as a type isnt that common but as an attack it is pretty common) - kind of the opposite for flying, where quite a few flying type mons dont use flying moves (thundy, some cele, mandi, skarm, etc - you dont have to mention this ofc, just a fun observation) id say there's nearly as much flying attacks, keep the point the same
  • Synthesis recovery can be hindered by the presence of sandstorm from Hippowdon.
  • Dhelmise faces stiff competition from Amoonguss and Tangrowth as defensive Grass-types, since these two are able to keep themselves healthy with Regenerator, and possess additional utility in the form of Spore from Amoonguss and Knock Off from Tangrowth. Amoonguss' partial Poison typing also lets it check threats like Primarina and Zarude better than Dhelmise, while Tangrowth has a more varied and adaptable offensive presence than Dhelmise due to more easily being able to run a variety of coverage moves like Sludge Bomb, Earthquake, my own comment but eq is very rare might as well cut it and Focus Blast. consider including more bc dhelmisse can run eq too, not sure if you can make clear that dhelm has knock off like tang but cant run it easily bc anti polt synergy/no room disagree with this I think the current point is fine as is
[SET]
name: Spinblocker
move 1: Power Whip
move 2: Poltergeist
move 3: Rapid Spin
move 4: Synthesis
item: Heavy-Duty Boots / Colbur Berry tbh I would unslash colbur berry I like boots way more, keep it as a mention still here
ability: Steelworker
nature: Careful
evs: 252 HP / 12 Atk / 136 SpD / 108 Spe

[SET COMMENTS]

Paragraph 1
  • Power Whip threatens Excadrill and Rotom-W, two common hazard removers, as well as common entry hazard setters like Hippowdon and Swampert.
  • Poltergeist provides a strong neutral hit on many Pokemon that resist Power Whip, such as Salamence, Scizor, Moltres, and Rotom-H.
  • Synthesis provides manual recovery to keep Dhelmise healthy to check Thundurus-T and Primarina throughout the game.
  • The given bulk survives 2 Moonblasts from max Special Attack Primarina and 3 Psychics from Thundurus-T.
  • The Speed investment outspeeds defensive Celesteela. maybe add you outspeed azu and conk after spin as well? often relevant imo. i'm not really convinced this much speed is necessary actually, feel like dumping in def or spdef is better. like why celesteela of all things, which you dont beat anyways i believe bc of polts tiny pp without good prediction on protects at least? maybe just outspeed hippo. fine with adding outspeeding azu and conk after a spin. as for general spread it can be talked about more but I like being able to outspeed and bonk celesteela with poltergeist. will update you on final consensus but keep the evs the same for now
  • Heavy-Duty Boots allows Dhelmise to not be down by the entry hazards it is tasked with removing in conjunction with the hits it often has to take to get on the field safely. Alternatively, Colbur Berry can be used to allow Dhemise to absorb Knock Offs from Pokemon like Mandibuzz, Scizor, and Krookodile, or to allow it to take one Dark-type attack to remove hazards in an emergency, such as Dark Pulse from Hydreigon or Darkest Lariat from Zarude.
Paragraph 2 not sure how you'd fit it (and it could just be part of the pp1 bullet point on polt, but i'd mention to be wary (but not dismissive) of running knock off when you use polt dhelm bc of polt mechanics
  • Dhelmise is most commonly found on Spikes teams, pairing well with Spikes setters and Spikes benefactors.
  • Skarmory is an excellent Spikes setter that can also absorb Knock Off aimed at Dhelmise and take on dangerous offensive threats that Dhelmise cannot handle, such as Mamoswine, Zarude, and Scizor.
  • Stealth Rock setters like Nihilego and Chansey help to further accentuate Spikes damage and appreciate Dhelmise taking on Excadrill. Nihilego also provides Knock Off to force more Pokemon to take damage from entry hazards and can take on Flying-types like Moltres, Togekiss, and Mandibuzz for Dhelmise. Chansey can absorb strong special attacks like Choice Specs Hydreigon's Draco Meteor and Choice Specs Chandelure's Fire Blast that Dhelmise cannot take. maybe specify pivot chansey bc spikes offense likes her more im cool with that
  • Togekiss and the aforementioned Chansey provide cleric support through Heal Bell and Aromatherapy to rid Dhelmise of status and improve its longevity. Togekiss is notable for also being able to switch into and pressure Dark-types like Zarude and Hydreigon for Dhelmise.
  • Fast Electric-types like Raikou and Thundurus-T abuse Spikes well thanks to their access to Volt Switch to maintain offensive momentum and force Spikes damage on switch-ins, naturally pressuring Flying-types like Togekiss and Celesteela for Dhelmise.
  • Other Spikes abusers like Zygarde-10%, Mamoswine, and Azelf also pair well with Dhelmise, since Dhelmise is able to maintain the Spikes that makes attacks from Spikes abusers even harder to pivot into. They can wipe out threats like Amoonguss, Salamence, and Skarmory for Dhelmise in return. replace mamo with lycanroc-d since its more common on spikes
  • Slowking can pivot into Fire-type attacks from Pokemon like Moltres, Nidoqueen, and Celesteela for Dhelmise. more type synergy mons would be good here, prim also absorbs fire moves + dark moves from hydreigon, rotom wash absorbs flying moves from offensive celesteela and moltres (and maybe drop the moltres mention early on and replace it with rotom h maybe?) agree with this you can mentioned prim and washer as teammates, don't be so explict about types just say they can check x and y
[STRATEGY COMMENTS]
Other Options perhaps mention what knock and body would be used over and what the opportunity cost is, you probably do need to add a negative for them at least i agree with this
=============
  • Knock Off punishes switch-ins like Mandibuzz, Zarude, and Hydreigon that resist Dhelmise's STABs. mention bad synergy with polt important to note, i'd say it would be run over polt in reference to the above point
  • Body Press can hit Dark-types like Zarude and Hydreigon for super effective damage. mention more physically defensive set becomes more viable and colbur
  • A trapping set of Anchor Shot, Swords Dance, Rapid Spin, and Rest can be used to lure passive walls like Skarmory and allow Dhelmise to boost into a dangerous sweeper, but this set falls flat into Scizor and generally has poor coverage. skarm often is wary of switching in since it usually cant touch you anyways, so maybe use tang as the lure example? and dont call it passive? that said, it's not that easy to beat it since knock has a shit ton of pp. not sure what you wanna do here i think tang works here well since you can boost up to 6+ and remove it probably.
Checks and Counters
===================

**Dark-types**: While a Colbur Berry can help to absorb one Dark-type attack in a pinch, Dark-types like Zarude, Hydreigon, and Mandibuzz resist both of Dhelmise's STAB attacks and threaten super effective damage with their own STAB attacks. Umbreon does not resist Power Whip but has the bulk to take repeated hits, Wish recovery to offset any damage, Toxic to wear Dhelmise down, and Foul Play to hit Dhelmise super effectively. it's not a problem and i believe in writer's autonomy, but it's a bit striking you give so many words to Umbreon and much less on zarude/hydrei when umbreon is lower on VR. maybe you could switch the emphasis. i agree with this shorten down the umbreon part

**Flying-types**: Flying-types like Crobat, Moltres, Salamence, and Togekiss threaten heavy damage or OHKOs on Dhelmise with their Flying-type STAB attacks. Skarmory usually does not carry a Flying-type attack, but does not fear Dhelmise thanks to its high Defense, Roost, and Iron Defense. It can be stalled out by Rapid Spin from Dhelmise if it lacks a Rocky Helmet, Brave Bird, or Toxic, however. Celesteela threatens Dhelmise with Flamethrower on defensive sets and Air Slash & Fire Blast on offensive sets, and has the bulk to take repeated Poltergeists from Dhelmise.

**Fire-types and Fire-type coverage**: Moltres, Chandelure, and Rotom-H all threaten massive damage on Dhelmise with their STAB. Several Pokemon like Nidoqueen, Azelf, and Diggersby commonly run Fire-type coverage, which prevents Dhelmise from reliably checking them.

**Knock Off**: Dhelmise is weak to the very common Knock Off, especially if it is not using Colbur Berry, as Knock Off reduces Dhelmise's effectiveness as a hazard remover and spinblocker, since it can no longer avoid taking damage from the hazards it is tasked with removing after it loses its Heavy-Duty Boots. Colbur Berry lessens the initial damage from Knock Off, which can be helpful in surviving hits from Scizor, Azumarill, and Conkeldurr, but it only works once, making it a limited solution to taking on these threats, and forcing Dhelmise to forego the ability to ignore entry hazards upon switch-in. maybe mention physically defensive tangrowth (if that even still will have a set kek i am aware av is far more common) eh there's enough examples anyway

**Status**: Scald burns from Pokemon like Slowking, Primarina, and Tentacruel as well as Will-O-Wisp from Rotom-W greatly reduce Dhelmise's damage output and force it to use Synthesis more often, reducing its effectiveness as a spinblocker and providing free turns for switching or set up when Dhelmise is forced to recover. Toxic from Pokemon like Hippowdon and Swampert does not reduce Dhelmise's damage output, but forces it to recover even more frequently than burns do. maybe chansey over swamp as a toxic user since pert would be very scared to use it and is less relevant than pert i think anyways I get what ur saying but it can be worded for dhelmise being afraid of switching into pert and spinning without any worry, chansey works tho and is even better because its a setter you cant beat I think

**Residual damage**: Rocky Helmet users like Amoonguss, Cobalion, and Skarmory punish Dhelmise for using Rapid Spin and have sturdy enough physical defenses to take multiple Poltergeists and Power Whips from Dhelmise if needed. Hippowdon's Sand Stream hampers Dhelmise's longevity by reducing the healing power of Synthesis from 1/2 HP recovery to 1/4 HP recovery. Hippowdon fears Power Whip from Dhelmise, but is bulky enough to take one if needed, and can recovery HP back throughout a game with Slack Off, plaguing Dhelmise with reduced recovery repeatedly. i know that you know burn/toxic is also residual damage, idk, combining them would make a rather big amount of text, just flagging this for you and qc that substantively they probably should be combined but it might look nicer to keep separate fine to keep seperately

[CREDITS]
- Written by: [[Celebiii, 476515]]
- Quality checked by: [[Monky25, 515132], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]

sorry for the delay on this but I decided I'd do something new here. My comments will be in orange pertaining to pif's check and giving my own input on his comments. Unless I saw otherwise implement his suggestions and credit him for 2/3 and write it up. I didn't want to count this as a full check from the very beginning without having another eye add their own comments to it but now I'll just look at it myself. Good work pokemonisfun if I haven't told you already I really appreciate your input.
You did tell me but you're welcome, thanks for the thanks.
 

pokemonisfun

Banned deucer.
And I just remembered, the trapping set in OO if you keep it, you should probably mention it uses chesto berry
 

avarice

greedy for love
is a Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Top Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Past SCL Champion
RoAPL Champion
[OVERVIEW]
Dhelmise has the unique niche of reliably blocking attempts to remove entry hazards from Excadrill using Rapid Spin while providing hazard removal for its team with Rapid Spin of its own. Its Grass typing allows it to absorb Thousand Arrows from Zygarde-10%, which otherwise heavily threatens the Spikes teams Dhelmise finds itself on. As well, Dhelmise possesses manual recovery via Synthesis, allowing it to keep itself healthy to spinblock and better check threats like Keldeo, Primarina, and Thundurus-T throughout a game. Finally, Dhelmise is able to maintain a respectable offensive presence while performing its hazard control duties thanks to its naturally high Attack stat and good coverage between its STAB attacks. However, Dhelmise is very slow and can be worn down while absorbing repeated hits, forcing it to recover with Synthesis often, and providing the opposing team with many free turns. Dhelmise is additionally weak to many common attacking types like Flying and Dark, including the ubiquitous Knock Off, making it difficult to switch in and keep in i think this point would be better off including common pokemon it's afraid of, as a whole this analysis places a really strong emphasis on dhelm doesn't wanna get knocked fsr. Dhelmise's Synthesis recovery can also be hindered by the presence of sandstorm from Hippowdon, reducing its longevity note hippowdon being common. Lastly, Dhelmise faces stiff competition from Amoonguss and Tangrowth as defensive Grass-types, since these two are able to keep themselves healthy with Regenerator, and possess additional utility in the form of Spore from Amoonguss and Knock Off from Tangrowth should mention more physical bulk, and use like coverage instead for Tangrowth since Dhelm can run Knock. Amoonguss' partial Poison typing also lets it check threats like Primarina and Zarude better than Dhelmise, while Tangrowth has a more varied and adaptable offensive presence than Dhelmise due to more easily being able to run a variety of coverage moves like Sludge Bomb and Focus Blast.

[SET]
name: Spinblocker
move 1: Power Whip
move 2: Poltergeist
move 3: Rapid Spin
move 4: Synthesis
item: Heavy-Duty Boots
ability: Steelworker
nature: Careful
evs: 252 HP / 12 Atk / 136 SpD / 108 Spe

[SET COMMENTS]

Power Whip threatens Excadrill and Rotom-W, two common hazard removers, as well as common entry hazard setters like Hippowdon and Swampert. Poltergeist provides a strong neutral hit on many Pokemon that resist Power Whip, such as Salamence, Scizor, Moltres, and Rotom-H. Synthesis provides manual recovery to keep Dhelmise healthy to check Thundurus-T and Primarina throughout the game. The given bulk survives 2 Moonblasts from max Special Attack Primarina and 3 Psychics from Thundurus-T, while the Speed investment outspeeds defensive Celesteela. Holding Heavy-Duty Boots allows Dhelmise not to be worn down by the entry hazards it is tasked with removing in conjunction with the hits it often has to take to get on the field safely. Alternatively, Colbur Berry can be used to allow Dhemise to absorb Knock Offs from Pokemon like Mandibuzz, Scizor, and Krookodile, or to allow it to take one Dark-type attack to remove hazards in an emergency, such as Dark Pulse from Hydreigon or Darkest Lariat from Zarude.

Dhelmise is most commonly found on Spikes teams, pairing well with Spikes setters and Spikes beneficiaries. Skarmory excels as a teammate, as it is an excellent Spikes setter that can also absorb Knock Off aimed at Dhelmise and take on dangerous offensive threats that Dhelmise cannot handle, such as Mamoswine, Zarude, and Scizor. Stealth Rock setters like Nihilego and Teleport Chansey help to further accentuate Spikes damage not really sure what you mean here, should probably be specific on what they're forcing out specifically b/c they're with dhelm and appreciate Dhelmise taking on Excadrill. Nihilego also provides Knock Off to force more Pokemon to take damage from entry hazards and can take on Flying-types like Moltres, Togekiss, and Mandibuzz for Dhelmise. Chansey can absorb strong special attacks like Choice Specs Hydreigon's Draco Meteor and Choice Specs Chandelure's Fire Blast that Dhelmise cannot take this can prob be more broad, don't have to specify choice specs either. Togekiss and the aforementioned Chansey can provide cleric support through Heal Bell and Aromatherapy to rid Dhelmise of status and improve its longevity. Togekiss is notable for also being able to switch into and pressure Dark-types like Zarude and Hydreigon for Dhelmise. Fast Electric-types like Raikou and Thundurus-T abuse Spikes well thanks to their access to Volt Switch to maintain offensive momentum and force Spikes damage on switch-ins, naturally pressuring Flying-types like Togekiss and Celesteela for Dhelmise. Other Spikes abusers like Zygarde-10%, Lycanroc-D, Mamoswine, and Azelf also pair well with Dhelmise, since Dhelmise is able to maintain the Spikes that makes attacks from Spikes abusers even harder to pivot into. They can wipe out threats like Amoonguss, Salamence, and Skarmory for Dhelmise in return. In terms of defensive pairings, Slowking can pivot into Fire-type attacks from Pokemon like Moltres, Nidoqueen, and Celesteela for Dhelmise. Primarina can comfortably sponge any attack from Hydreigon, which Spikes teams often have difficulty switching into if they lack Chansey. Rotom-Wash can take on offensive variants of Celesteela and helps to exert damage in combination with Spikes through repeated Volt Switches. As a final note, Dhelmise's teammates should be mindful of their Knock Off use, as Dhelmise will be unable to use Poltergeist against Pokemon that have had their items removed.

[STRATEGY COMMENTS]
Other Options
=============
Knock Off punishes switch-ins like Mandibuzz, Zarude, and Hydreigon that resist Dhelmise's STABs. If Dhelmise is running Knock Off and Poltergeist on the same set, the Dhelmise user must keep in mind that Poltergeist cannot be used against Pokemon that have had their item removed, so it may be prudent to run Knock Off instead of Poltergeist rather than alongside it. This forces Dhelmise to drop a valuable source of immediate damage, however. Body Press can hit Dark-types like Zarude and Hydreigon for super effective damage why is this normally not worth running?. Dhelmise can make use of Colbur Berry and/or a more physically defensive EV spread to better facilitate this scenario. A trapping set of Anchor Shot, Swords Dance, Rapid Spin, and Rest with Leftovers or Chesto Berry can be used to lure walls like Skarmory and Tangrowth and allow Dhelmise to boost into a dangerous sweeper, but this set falls flat into Scizor and generally has poor coverage.

Checks and Counters
===================
**Dark-types**: While a Colbur Berry can help to absorb one Dark-type attack in a pinch, Dark-types like Zarude, Hydreigon, and Mandibuzz resist both of Dhelmise's STAB attacks and threaten super effective damage with their own STAB attacks. Umbreon does not resist Power Whip, but has access to Wish and enough bulk to take repeated hits, along with Toxic and Foul Play to threaten Dhelmise.

**Flying-types**: Flying-types like Crobat, Moltres, Salamence, and Togekiss threaten heavy damage or OHKOs on Dhelmise with their Flying-type STAB attacks. Skarmory usually does not carry a Flying-type attack, but does not fear Dhelmise thanks to its high Defense, Roost, and Iron Defense. It can be stalled out by Rapid Spin from Dhelmise if it lacks a Rocky Helmet, Brave Bird, or Toxic, however should Skarmory really be included here if you're going to make the same point with Residual Damage?. Celesteela threatens Dhelmise with Flamethrower on defensive sets and Air Slash & Fire Blast on offensive sets, and has the bulk to take repeated Poltergeists from Dhelmise.

**Fire-types and Fire-type coverage**: Moltres, Chandelure, and Rotom-H all threaten massive damage on Dhelmise with their STAB. Several Pokemon like Nidoqueen, Azelf, and Diggersby commonly run Fire-type coverage, which prevents Dhelmise from reliably checking them.

**Knock Off**: Dhelmise is weak to the very common Knock Off, especially if it is not using Colbur Berry, as Knock Off reduces Dhelmise's effectiveness as a hazard remover and spinblocker, since it can no longer avoid taking damage from the hazards it is tasked with removing after it loses its Heavy-Duty Boots this prob doesn't need to be as long. Colbur Berry lessens the initial damage from Knock Off, which can be helpful in surviving hits from Scizor, Azumarill, and Conkeldurr, but it only works once, making it a limited solution to taking on these threats, and forcing Dhelmise to forego the ability to ignore entry hazards upon switch-in. honestly feel that a knock off section is unnecessary but no harm keeping ig

**Status**: Scald burns from Pokemon like Slowking, Primarina, and Tentacruel as well as Will-O-Wisp from Rotom-W reduce Dhelmise's damage output and force it to use Synthesis more often, reducing its effectiveness as a spinblocker and providing free turns for switching or set up when Dhelmise is forced to recover. Toxic from Pokemon like Hippowdon, Chansey, and Swampert does not reduce Dhelmise's damage output, but forces it to recover even more frequently than burns do.

**Residual damage**: Rocky Helmet users like Amoonguss, Cobalion, and Skarmory punish Dhelmise for using Rapid Spin and have sturdy enough physical defenses to take multiple Poltergeists and Power Whips from Dhelmise if needed Considering how the Helmet users are normally the Poltergeist (no contact) targets this can probably be reworded to focus more on potential pp stall?. Hippowdon's Sand Stream hampers Dhelmise's longevity by reducing the healing power of Synthesis from 1/2 HP recovery to 1/4 HP recovery. Hippowdon fears Power Whip from Dhelmise, but is bulky enough to take one if needed, and can recovery HP back throughout a game with Slack Off, plaguing Dhelmise with reduced recovery repeatedly. include Toxic from Hippo and whoever else too

[CREDITS]
- Written by: [[Celebiii, 476515]]
- Quality checked by: [[Monky25, 515132], [pokemonisfun, 56643], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
33
 

Sulo

shifting stars
is a Site Content Manageris an official Team Rateris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Battle Simulator Moderator
National Dex Leader
amgp check, implement what you want
add remove comment
ac = add comma
rc = remove comma
ap = add period

[OVERVIEW]
Dhelmise has the unique niche of reliably blocking attempts to remove entry hazards from Excadrill using Rapid Spin, (ac) while providing hazard removal for its team with Rapid Spin of its own. Its Grass typing allows it to absorb Thousand Arrows from Zygarde-10%, which otherwise heavily threatens the Spikes teams Dhelmise finds itself on. As well, Dhelmise possesses reliable manual recovery via Synthesis, letting it allowing it to keep itself healthy to spinblock and better check threats like Keldeo, Primarina, and Thundurus-T throughout a game. Finally, Dhelmise is able to maintain a respectable offensive presence while performing its hazard control duties thanks to its naturally high Attack stat and good STAB combo. coverage between its STAB attacks. However, Dhelmise is very slow and can be worn down while absorbing repeated hits, forcing it to recover with Synthesis often, thus and providing the opposing team with many free turns. Dhelmise is additionally threatened by common UU Pokemon like Hydreigon and Salamence, limiting its switch-in opportunities. making it difficult to switch in and keep in. Dhelmise's Synthesis recovery is also can also be hindered by the presence of sandstorm from the extremely splashable Hippowdon, reducing its longevity. Lastly, Dhelmise faces stiff competition from Amoonguss and Tangrowth as a defensive Grass-type Grass-types; (rc, added semicolon) since these two have greater physical bulk, are able to keep themselves healthy with Regenerator, and possess additional utility in the form of Spore from Amoonguss and coverage options like Sludge Bomb and Focus Blast from Tangrowth. Amoonguss's Amoonguss' partial Poison typing also lets it check threats like Primarina and Zarude better than Dhelmise, while Tangrowth has a more varied and adaptable offensive presence than Dhelmise due to having access to potential coverage options in Sludge Bomb and Focus Blast. due to more easily being able to run a variety of coverage moves like Sludge Bomb and Focus Blast.

[SET]
name: Spinblocker
move 1: Power Whip
move 2: Poltergeist
move 3: Rapid Spin
move 4: Synthesis
item: Heavy-Duty Boots
ability: Steelworker
nature: Careful
evs: 252 HP / 12 Atk / 136 SpD / 108 Spe

[SET COMMENTS]

Power Whip threatens Excadrill and Rotom-W, two common entry hazard removers, as well as common entry hazard setters like Hippowdon and Swampert. Poltergeist provides strong neutral coverage a strong neutral hit on many Pokemon that resist Power Whip, such as Salamence, Scizor, Moltres, and Rotom-H. Synthesis provides reliable manual recovery to keep Dhelmise healthy and to check Thundurus-T and Primarina long-term. throughout the game. The given bulk survives 2 Moonblasts from max Special Attack Primarina and 3 Psychics from Thundurus-T, while the Speed investment outspeeds defensive Celesteela. Holding Heavy-Duty Boots allows Dhelmise to avoid chip damage from entry hazards it is tasked with removed, as well as making it easier to take not to be worn down by the entry hazards it is tasked with removing in conjunction with the hits it often has to take to get on the field safely. Alternatively, Colbur Berry can be used to allow Dhemise to absorb Knock Off Offs from Pokemon like Mandibuzz, Scizor, and Krookodile, or to allow it to take one Dark-type attack to remove hazards in an emergency, such as Dark Pulse from Hydreigon or Darkest Lariat from Zarude.

Dhelmise is most commonly found on Spikes teams, pairing well with Spikes setters and their Spikes beneficiaries. Skarmory excels as a teammate, as it is an excellent Spikes setter that can also absorb Knock Off aimed at Dhelmise. (ap) It also takes and take on dangerous offensive threats that Dhelmise cannot handle, such as Mamoswine, Zarude, and Scizor. Stealth Rock from setters like Nihilego and Chansey help helps to further accentuate entry hazard Spikes (I feel like it's better to just group them together as a whole, since rocks don't directly accentuate Spikes damage, but entry hazards as a whole.) damage and appreciate Dhelmise taking on Excadrill. Nihilego also provides Knock Off to force more Pokemon to take damage from entry hazards, (ac) and can take on Flying-types like Moltres, Togekiss, and Mandibuzz for Dhelmise. Chansey absorbs can absorb strong special attacks like Hydreigon's Draco Meteor and Chandelure's Fire Blast. (ap) that Dhelmise cannot take. Togekiss and the aforementioned Chansey can provide cleric support through Heal Bell and Aromatherapy to rid Dhelmise of status and improve its longevity. Togekiss is notable for also being able to switch into and pressure Dark-types like Zarude and Hydreigon. (ap) for Dhelmise. Fast Electric-types like Raikou and Thundurus-T abuse Spikes well thanks to their access to Volt Switch to maintain offensive momentum and force Spikes damage on switch-ins, naturally pressuring Flying-types like Togekiss and Celesteela for Dhelmise. Other Spikes abusers like Zygarde-10%, Lycanroc-D, Mamoswine, and Azelf also pair well with Dhelmise, since it Dhelmise is able to maintain the Spikes that make wallbreakers makes attacks from Spikes abusers even harder to pivot into. They can wipe out threats like Amoonguss, Salamence, and Skarmory for Dhelmise in return. In terms of defensive pairings, Slowking can pivot into Fire-type attacks from Pokemon like Moltres, Nidoqueen, and Celesteela. (ap) for Dhelmise. Primarina can comfortably sponge any attack from Hydreigon, which Spikes teams often have difficulty switching into if they lack Chansey. Rotom-W Wash can take on offensive variants of Celesteela and helps to exert damage through entry hazards and Volt Switch. in combination with Spikes through repeated Volt Switches. As a final note, Dhelmise's teammates should be mindful of their Knock Off use, as Dhelmise will be unable to use Poltergeist against Pokemon that have had their items removed.

[STRATEGY COMMENTS]
Other Options
=============
Knock Off punishes switch-ins that resist Dhelmise's STABs, like Mandibuzz, Zarude, and Hydreigon. (ap) that resist Dhelmise's STABs. If Dhelmise is running Knock Off and Poltergeist on the same set, the Dhelmise user must keep in mind that Poltergeist cannot be used against Pokemon that have had their item removed, so it may be prudent to run Knock Off instead of Poltergeist rather than alongside it. However, this reduces Dhelmise's overall damage output. This forces Dhelmise to drop a valuable source of immediate damage, however. Body Press can hit Dark-types like Zarude and Hydreigon for super effective damage, but necessarily replaces one of Dhelmise's STABs. (there was a weird comma here; fixed it though) Dhelmise can make use of Colbur Berry and/or a more physically defensive EV spread to better facilitate this scenario. A trapping set of Anchor Shot, Swords Dance, Rapid Spin, and Rest with Leftovers or Chesto Berry can be used to lure walls like Skarmory and Tangrowth and use them as setup fodder, allow Dhelmise to boost into a dangerous sweeper, but this set falls flat into Scizor and generally has poor coverage.

Checks and Counters
===================
**Dark-types**: While a Colbur Berry can help to absorb one Dark-type attack in a pinch, Dark-types like Zarude, Hydreigon, and Mandibuzz resist both of Dhelmise's STAB attacks and threaten super effective damage with their own STAB attacks. Umbreon does not resist Power Whip, but has access to Wish and enough bulk to take repeated hits, along with Toxic and Foul Play to threaten Dhelmise.

**Flying-types**: Flying-types like Crobat, Moltres, Salamence, and Togekiss threaten heavy damage or OHKOs on Dhelmise with their Flying-type STAB attacks. Celesteela threatens Dhelmise with Flamethrower on defensive sets and Air Slash and & Fire Blast on offensive sets, and has the bulk to take repeated Poltergeists from Dhelmise.

**Fire-types and Fire-type Coverage coverage**: Moltres, Chandelure, and Rotom-H all threaten massive damage on Dhelmise with their STAB. Several Pokemon like Nidoqueen, Azelf, and Diggersby commonly run Fire-type coverage, which prevents Dhelmise from reliably checking them.

**Knock Off**: Dhelmise is weak to the very common Knock Off, especially if it is not using Colbur Berry, as Knock Off reduces Dhelmise's effectiveness as a hazard remover and spinblocker. Colbur Berry lessens the initial damage from Knock Off, which can be helpful in surviving hits from Scizor, Azumarill, and Conkeldurr. (ap) However, but it only works once, making it a limited solution to taking on these threats, and forcing Dhelmise to forego the ability to ignore entry hazards upon switch-in.

**Status**: Scald burns from Pokemon like Slowking, Primarina, and Tentacruel as well as Will-O-Wisp from Rotom-W reduce Dhelmise's damage output and force it to use Synthesis more often, reducing its effectiveness as a spinblocker and providing free turns for switching or set up when Dhelmise is forced to recover. Toxic from Pokemon like Hippowdon, Chansey, and Swampert does not reduce Dhelmise's damage output, but forces it to recover even more frequently than burns do.

**Residual Damage damage**: Rocky Helmet users like Amoonguss, Cobalion, and Skarmory punish Dhelmise for using Rapid Spin and have sturdy enough physical defenses to take multiple Poltergeists and Power Whips from Dhelmise if needed. Skarmory and Synthesis Amoonguss may also be able to stall out Poltergeist's low PP despite Poltergeist not making contact, leaving Dhelmise unable to meaningfully damage them. Hippowdon's Sand Stream hampers Dhelmise's longevity by reducing the healing power of Synthesis from 1/2 HP recovery to 1/4 HP recovery. Hippowdon fears Power Whip from Dhelmise, but is bulky enough to take one if needed, and can recovery HP back throughout a game with Slack Off, plaguing Dhelmise with reduced recovery repeatedly.

[CREDITS]
- Written by: [[Celebiii, 476515]]
- Quality checked by: [[Monky25, 515132], [pokemonisfun, 56643], [avarice, 346653]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 
Last edited:

UT

Old habits die SCREAMING
is a Site Content Manageris a Top Team Rateris a Battle Simulator Administratoris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Tiering Contributor Alumnus
Appeals + C&C Lead
add remove conjecture
[OVERVIEW]
Dhelmise has the unique niche of reliably blocking attempts to remove entry hazards from Excadrill using Rapid Spin while providing hazard removal for its team with Rapid Spin of its own. Its Grass typing allows it to absorb Thousand Arrows from Zygarde-10%, which otherwise heavily threatens the Spikes stacking teams Dhelmise finds itself on. As well, Dhelmise possesses reliable manual recovery via Synthesis, letting it allowing it to keep itself healthy to spinblock and better check threats like Keldeo, Primarina, and Thundurus-T throughout a game. Finally, Dhelmise is able to maintain a respectable offensive presence while performing its entry hazard control duties thanks to its naturally high Attack stat and good STAB combination. coverage between its STAB attacks. However, Dhelmise is very slow and can be worn down while absorbing repeated hits, forcing it to recover with Synthesis often, thus and providing the opposing team with many free turns. Dhelmise is additionally threatened by common UU Pokemon like Hydreigon and Salamence, limiting its switch-in opportunities. making it difficult to switch in and keep in. Dhelmise's Synthesis recovery is also can also be hindered by the presence of sandstorm from the extremely splashable Hippowdon, reducing its longevity. Lastly, Dhelmise faces stiff competition from Amoonguss and Tangrowth as a defensive Grass-type Grass-types; (rc, added semicolon) since these two have greater physical bulk, are able to keep themselves healthy with Regenerator, and possess additional utility in the form of Spore from Amoonguss and coverage options like Sludge Bomb and Focus Blast from Tangrowth. Amoonguss's Amoonguss' partial Poison typing also lets it check threats like Primarina and Zarude better than Dhelmise, while Tangrowth has a more varied and adaptable offensive presence than Dhelmise due to more easily being able to run a variety of coverage moves like Sludge Bomb and Focus Blast. this is a repeat of the previous sentence

[SET]
name: Spinblocker
move 1: Power Whip
move 2: Poltergeist
move 3: Rapid Spin
move 4: Synthesis
item: Heavy-Duty Boots
ability: Steelworker
nature: Careful
evs: 252 HP / 12 Atk / 136 SpD / 108 Spe

[SET COMMENTS]

Power Whip threatens Excadrill and Rotom-W, two common entry hazard removers, as well as common entry hazard setters like Hippowdon and Swampert. Poltergeist provides strong neutral coverage a strong neutral hit on many Pokemon that resist Power Whip, such as Salamence, Scizor, Moltres, and Rotom-H. Synthesis provides reliable manual recovery to keep Dhelmise healthy and to check Thundurus-T and Primarina long-term. throughout the game. The given bulk survives 2 Moonblasts from max Special Attack Primarina and 3 Psychics from Thundurus-T avoids the 2HKO from maximum Special Attack Primarina's Moonblast and the 3HKO from Thundurus-T's Psychic, while the Speed investment outspeeds defensive Celesteela. Heavy-Duty Boots allows Dhelmise to avoid chip damage from the entry hazards it is tasked with removing not to be worn down by the entry hazards it is tasked with removing in conjunction with the hits it often has to take to get on the field safely. Alternatively, Colbur Berry can be used to allow Dhemise to absorb Knock Off Offs from Pokemon like Mandibuzz, Scizor, and Krookodile, or to allow it to and take one Dark-type attack to remove entry hazards in an emergency, such as Dark Pulse from Hydreigon or Darkest Lariat from Zarude.

Dhelmise is most commonly found on Spikes stacking teams, pairing well with Spikes setters and their Spikes beneficiaries. Skarmory excels as a teammate, as it is an excellent Spikes setter that can also absorb Knock Off aimed at Dhelmise. (ap) It also takes and take on dangerous offensive threats that Dhelmise cannot handle, such as Mamoswine, Zarude, and Scizor. Stealth Rock from setters like Nihilego and Chansey help helps to further accentuate entry hazard Spikes (I feel like it's better to just group them together as a whole, since rocks don't directly accentuate Spikes damage, but entry hazards as a whole.) damage and appreciate Dhelmise taking on Excadrill. Nihilego also provides Knock Off to force more Pokemon to take damage from entry hazards and can take on Flying-types like Moltres, Togekiss, and Mandibuzz for Dhelmise. Chansey absorbs can absorb strong special attacks like Hydreigon's Draco Meteor and Chandelure's Fire Blast. (ap) that Dhelmise cannot take. Togekiss and the aforementioned Chansey can provide cleric support through Heal Bell and Aromatherapy to rid Dhelmise of status and improve its longevity. Togekiss is notable for also being able to switch into and pressure Dark-types like Zarude and Hydreigon. (ap) for Dhelmise. Fast Electric-types like Raikou and Thundurus-T abuse take advantage of Spikes well thanks to their access to Volt Switch to maintain maintaining offensive momentum and force forcing Spikes damage on switch-ins, naturally pressuring Flying-types like Togekiss and Celesteela for Dhelmise. Other Spikes abusers offensive partners like Zygarde-10%, Lycanroc-D, Mamoswine, and Azelf also pair well with Dhelmise, since it Dhelmise is able to maintain the Spikes that make wallbreakers makes attacks from Spikes abusers even harder to pivot into. They can wipe out threats like Amoonguss, Salamence, and Skarmory for Dhelmise in return. In terms of defensive pairings, Slowking can pivot into Fire-type attacks from Pokemon like Moltres, Nidoqueen, and Celesteela. (ap) for Dhelmise. Primarina can comfortably sponge any attack from Hydreigon, which Spikes teams often have difficulty switching into if they lack Chansey. Rotom-W Wash can take on offensive variants of Celesteela and helps to exert damage through entry hazards and Volt Switch. in combination with Spikes through repeated Volt Switches. As a final note, Dhelmise's teammates should be mindful of their Knock Off use, as Dhelmise will be unable to use Poltergeist against Pokemon that have had their items removed.

[STRATEGY COMMENTS]
Other Options
=============
Knock Off punishes switch-ins that resist Dhelmise's STAB moves, like Mandibuzz, Zarude, and Hydreigon. (ap) that resist Dhelmise's STABs. If Dhelmise is running Knock Off and Poltergeist on the same set, the Dhelmise user must keep in mind that Poltergeist cannot be used against Pokemon that have had their item removed, so it may be prudent to run Knock Off instead of Poltergeist rather than alongside it. However, this reduces Dhelmise's overall damage output. This forces Dhelmise to drop a valuable source of immediate damage, however. Body Press can hit Dark-types like Zarude and Hydreigon for super effective damage, but necessarily replaces one of Dhelmise's STABs is generally not worth running over its STAB moves. (there was a weird comma here; fixed it though) Dhelmise can make use of Colbur Berry and/or a more physically defensive EV spread to better facilitate this scenario. A trapping set of Anchor Shot, Swords Dance, Rapid Spin, and Rest with Leftovers or Chesto Berry can be used to lure walls like Skarmory and Tangrowth and use them as setup fodder, allow Dhelmise to boost into a dangerous sweeper, but this set falls flat into Scizor and generally has poor coverage.

Checks and Counters
===================
**Dark-types**: While a Colbur Berry can help to absorb one Dark-type attack in a pinch, Dark-types like Zarude, Hydreigon, and Mandibuzz resist both of Dhelmise's STAB attacks and threaten super effective damage with their own STAB attacks. Umbreon does not resist Power Whip, but has access to Wish and enough bulk to take repeated hits, along with Toxic and Foul Play to threaten Dhelmise.

**Flying-types**: Flying-types like Crobat, Moltres, Salamence, and Togekiss threaten heavy damage or OHKOs on Dhelmise with their Flying-type STAB attacks. Celesteela threatens Dhelmise with Flamethrower on defensive sets and Air Slash and & Fire Blast on offensive sets, (comma) and has the bulk to take repeated Poltergeists from Dhelmise.

**Fire-types and Fire-type Coverage coverage**: Moltres, Chandelure, and Rotom-H all threaten massive damage on Dhelmise with their STAB attacks. Several Pokemon like Nidoqueen, Azelf, and Diggersby commonly run Fire-type coverage, which prevents Dhelmise from reliably checking them.

**Knock Off**: Dhelmise is weak to the very common Knock Off, especially if it is not using Colbur Berry, as Knock Off reduces Dhelmise's effectiveness as an entry hazard remover and spinblocker. Colbur Berry lessens the initial damage from Knock Off, which can be helpful in surviving hits from Scizor, Azumarill, and Conkeldurr. (ap) However, but it only works once, making it a limited solution to taking on these threats, and forcing Dhelmise to forego the ability to ignore entry hazards upon switch-in.

**Status**: Scald burns from Pokemon like Slowking, Primarina, and Tentacruel as well as Will-O-Wisp from Rotom-W reduce Dhelmise's damage output and force it to use Synthesis more often, reducing its effectiveness as a spinblocker and providing free turns for switching or set up when Dhelmise is forced to recover. Toxic from Pokemon like Hippowdon, Chansey, and Swampert does not reduce Dhelmise's damage output, but forces it to recover even more frequently than burns do.

**Residual Damage damage**: Rocky Helmet users like Amoonguss, Cobalion, and Skarmory punish Dhelmise for using Rapid Spin and have sturdy enough physical defenses to take multiple Poltergeists and Power Whips from Dhelmise if needed. Skarmory and Synthesis Amoonguss may also be able to stall out Poltergeist's low PP despite Poltergeist not making contact, leaving Dhelmise unable to meaningfully damage them. Hippowdon's Sand Stream hampers Dhelmise's longevity by reducing the healing power of Synthesis from 1/2 HP recovery to 1/4 HP recovery. Hippowdon fears Power Whip from Dhelmise, but is bulky enough to take one if needed, and can recovery recover HP back throughout a game with Slack Off, plaguing Dhelmise with reduced recovery repeatedly.

[CREDITS]
- Written by: [[Celebiii, 476515]]
- Quality checked by: [[Monky25, 515132], [pokemonisfun, 56643], [avarice, 346653]]
- Grammar checked by: [[UT, 523866], [Sulo, 528036], [username2, userid2]]
[/SPOILER]

GP 1/2! Combined my check with Sulo's for easier implementation; please credit them as well.

"from Excadrill using Rapid Spin while providing hazard removal for its team with Rapid Spin of its own" this is correct without a comma. When "while" is being used to mean "at the same time," it does not need a comma; when it's being used to mean "on the other hand," it does.
"Combo" should be "combination."
Make sure to say "entry hazards" not "hazards."
Go ahead and make the (ap) and related notes red or blue as well; makes them stand out more and less likely to be missed.
"survives 2 Moonblasts from max Special Attack Primarina and 3 Psychics from Thundurus-T" spell out numbers, generally avoid plural forms of moves, and max->maximum.
"to take damage from entry hazards and can take on Flying-types like Moltres, Togekiss, and Mandibuzz for Dhelmise." this is correct without a comma; conjunctions connecting an independent phrase to a dependent phrase should not have commas, only connecting independent to independent.
"abuse" should always be replaced; we do not use it in analyses.
"STABs" is incorrect; STAB is an adjective and always needs a noun (STAB moves, STAB options, etc).

 

Band

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this is well written, but try to keep your words more concise. it's way too rambly at times.
[OVERVIEW]
Dhelmise has the unique niche of reliably blocking attempts to remove entry hazards from Excadrill using Rapid Spin has a unique niche as reliable spinblocker against Excadrill while providing entry hazard removal for its team with Rapid Spin of its own. Its Grass typing allows it to absorb Thousand Arrows from Zygarde-10%, which otherwise heavily threatens the Spikes Spike stacking teams Dhelmise finds itself on. Dhelmise possesses semi-reliable recovery via Synthesis, letting it keep itself healthy to spinblock and better check common threats like Keldeo, Primarina, and Thundurus-T throughout a game. Dhelmise is able to maintain a has respectable offensive presence while performing its entry hazard control duties spinblocking thanks to its naturally high Attack stat and good STAB combination. However, Dhelmise is very slow and can be worn down while absorbing repeated hits quickly, forcing it to recover with Synthesis often, thus providing the opposing team with many free turns. Dhelmise is additionally threatened by common Pokemon like Hydreigon and Salamence, limiting its switch-in opportunities. Dhelmise's Synthesis recovery is also hindered by the presence of sand from the extremely splashable Hippowdon, reducing its Dhelmise's longevity. Dhelmise faces stiff competition from Amoonguss and Tangrowth as a defensive Grass-type; these two have greater physical bulk, are able to keep themselves healthy with Regenerator, and possess additional utility in the form of Spore from Amoonguss and coverage options like Sludge Bomb and Focus Blast from Tangrowth. Amoonguss's Poison typing also lets it check threats like Primarina and Zarude better than Dhelmise.

[SET]
name: Spinblocker
move 1: Power Whip
move 2: Poltergeist
move 3: Rapid Spin
move 4: Synthesis
item: Heavy-Duty Boots
ability: Steelworker
nature: Careful
evs: 252 HP / 12 Atk / 136 SpD / 108 Spe

[SET COMMENTS]

Power Whip threatens Excadrill and Rotom-W, two common entry hazard removers, as well as common entry hazard setters like Hippowdon and Swampert. Poltergeist provides strong neutral coverage on many Pokemon that resist Power Whip, such as Salamence, Scizor, Moltres, and Rotom-H. Synthesis provides reliable recovery to keep Dhelmise healthy and check Thundurus-T and Primarina long-term. The given bulk avoids the 2HKO from maximum Special Attack Primarina's Moonblast and the 3HKO from Thundurus-T's Psychic, while the Speed investment outspeeds defensive Celesteela. Heavy-Duty Boots allows Dhelmise to avoid chip damage from the entry hazards it is tasked with removing. Alternatively, Colbur Berry can be used to allow Dhelmise to absorb Knock Off from Pokemon like Mandibuzz, Scizor, and Krookodile and take one Dark-type attack to remove entry hazards in an emergency, such as Dark Pulse from Hydreigon or Darkest Lariat from Zarude.

Dhelmise is most commonly found on Spikes stacking teams, pairing well with Spikes setters and their beneficiaries. Skarmory excels as a teammate, as it is an excellent Spikes setter that can also absorb Knock Off aimed at Dhelmise. It also takes on dangerous offensive threats that Dhelmise cannot handle, such as Mamoswine, Zarude, and Scizor. Stealth Rock setters like Nihilego and Chansey help to further accentuate entry hazard damage and appreciate Dhelmise taking on Excadrill. Nihilego also provides Knock Off to force more Pokemon to take damage from entry hazards and can take on Flying-types like Moltres, Togekiss, and Salamence for Dhelmise. Chansey absorbs strong special attacks like Hydreigon's Draco Meteor and Chandelure's Fire Blast. Togekiss and the aforementioned Chansey can provide cleric support through Heal Bell and Aromatherapy,respectively, to rid Dhelmise of status and improve its longevity. Togekiss is notable for also being able to switch into and pressure Dark-types like Zarude and Hydreigon. Fast Electric-types like Raikou and Thundurus-T take advantage of Spikes well thanks to Volt Switch maintaining offensive momentum and forcing Spikes damage on switch-ins, naturally pressuring Flying-types like Togekiss and Celesteela for Dhelmise. Other offensive partners like Zygarde-10%, Lycanroc-D, Mamoswine, and Azelf also pair well with Dhelmise, since it is able to maintain the Spikes that make wallbreakers even harder to pivot into. They can wipe out threats like Amoonguss, Salamence, and Skarmory for Dhelmise in return. In terms of defensive pairings, Slowking can pivot into Fire-type attacks from Pokemon like Moltres, Nidoqueen, and Celesteela. Primarina can comfortably sponge any attack from Hydreigon, which Spikes stacking teams often have difficulty switching into if they lack Chansey. Rotom-W can take on offensive variants of Celesteela and helps exert damage through entry hazards and Volt Switch. Dhelmise's teammates should be mindful of their Knock Off use, as Dhelmise will be unable to use Poltergeist against Pokemon that have had their items removed.

[STRATEGY COMMENTS]
Other Options
=============
Knock Off punishes switch-ins that resist Dhelmise's STAB moves, like Mandibuzz, Zarude, and Hydreigon. If Dhelmise is running Knock Off and Poltergeist on the same set, the Dhelmise user must keep in mind that Poltergeist cannot be used against Pokemon that have had their item removed, so it may be prudent to run Knock Off instead of Poltergeist rather than alongside it. (this is kinda repetitive since you just said that in the paragraph above. idk if it needs to go, but maybe try to be more concise here) However, this reduces Dhelmise's overall damage output. Body Press can hit Dark-types like Zarude and Hydreigon for super effective damage, but is generally not worth running over its STAB moves. Dhelmise can make use of Colbur Berry and/or a more physically defensive EV spread to better facilitate this scenario. (you talk about colbur in the first set paragraph, so it doesn't need to be here. you can keep the EV spread mention here or move up there if QC deems necessary as well) A trapping set of Anchor Shot, Swords Dance, Rapid Spin, and Rest with Leftovers or Chesto Berry can be used to lure walls like Skarmory and Tangrowth and use them as setup fodder, but this set falls flat into Scizor and generally has poor coverage.

Checks and Counters
===================
**Dark-types**: While a Colbur Berry can help to absorb one Dark-type attack in a pinch, Dark-types like Zarude, Hydreigon, and Mandibuzz resist both of Dhelmise's STAB attacks and threaten super effective damage with their own STAB attacks. Umbreon does not resist Power Whip, but has access to Wish and enough bulk to take repeated hits, along with Toxic and Foul Play to threaten Dhelmise.

**Flying-types**: Flying-types like Crobat, Moltres, Salamence, and Togekiss threaten heavy damage or OHKOs on Dhelmise with their Flying-type STAB attacks. Celesteela threatens Dhelmise with Flamethrower on defensive sets and Air Slash and Fire Blast on offensive sets and has the bulk to take repeated Poltergeists repeatedly take Poltergeist from Dhelmise.

**Fire-types and Fire-type Coverage**: Moltres, Chandelure, and Rotom-H all threaten massive damage on Dhelmise with their STAB attacks. Several Pokemon like Nidoqueen, Azelf, and Diggersby commonly run Fire-type coverage, which prevents Dhelmise from reliably checking them.

**Knock Off**: Dhelmise is weak to the very common Knock Off, especially if it is not using Colbur Berry, as Knock Off reduces Dhelmise's effectiveness as an entry hazard remover and spinblocker. Colbur Berry lessens the initial damage from Knock Off, which can be helpful in surviving hits from Scizor, Azumarill, and Conkeldurr. However, it only works once, making it a limited solution to taking on these threats, and forcing Dhelmise to forego the ability to ignore entry hazards upon switch-in. (also i feel like this could be combined with the dark-type section)

**Status**: Scald burns from Pokemon like Slowking, Primarina, and Tentacruel as well as Will-O-Wisp from Rotom-W reduce Dhelmise's damage output and force it to use Synthesis more often, reducing its effectiveness as a spinblocker and providing free turns for switching or set up when Dhelmise is forced to recover. Toxic from Pokemon like Hippowdon, Chansey, and Swampert forces it to recover even more frequently than burns do.

**Residual Damage**: Rocky Helmet users like Amoonguss, Cobalion, and Skarmory punish Dhelmise for using Rapid Spin and have sturdy enough physical defenses to take multiple Poltergeists and Power Whips from high enough Defense to take Poltergeist and Power Whip from Dhelmise many times if needed. Skarmory and Synthesis Amoonguss may also be able to stall out Poltergeist's low PP despite Poltergeist PP stall Poltergeist due to its low PP, despite it not making contact, leaving Dhelmise unable to meaningfully damage them. Hippowdon's Sand Stream hampers Dhelmise's longevity by reducing the healing of Synthesis. Hippowdon fears Power Whip from Dhelmise, but is bulky enough to take one if needed, and can recover HP back throughout a game with Slack Off, plaguing Dhelmise with reduced recovery repeatedly.

[CREDITS]
- Written by: [[Celebiii, 476515]]
- Quality checked by: [[Monky25, 515132], [pokemonisfun, 56643], [avarice, 346653]]
- Grammar checked by: [[UT, 523866], [Sulo, 528036]], [Band, 301217]]

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