OM [Godly Gift] Dhelmise

UT

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:ss/dhelmise:
Dhelmise @ Choice Band
Ability: Steelworker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Poltergeist
- Power Whip
- Switcheroo
- Swords Dance / Anchor Shot

Anchors aweigh! Receiving Speed from fast gods like Mewtwo, Zamazenta-C, and Pheromosa, Dhelmise sinks foes beneath the weight of its powerful STAB moves. Fast and powerful Ghost-types are usually threatening, and Dhelmise is no exception. Poltergeist's excellent neutral coverage and Choice Band's extra power make Dhelmise devastatingly hard to switch into, especially with its newfound Speed tier forcing out most offensive threats. Power Whip provides coverage for rare Normal-types and a few Dark-types like Weavile. Dhelmise can still put in work against its checks thanks to Switcheroo, punishing foes that can withstand its attacks like Skarmory, Yveltal, and Tangrowth with Choice locks. Swords Dance lets it set up on defensive teams after swapping items, while Anchor Shot can trap and remove passive foes like Body Press Skarmory after giving it Choice Band. Dhelmise is frail and fears status, so it appreciates pivots like Landorus-T and Rotom-W bringing it in safely. Avoid pairing it with Knock Off users, as they render Poltergeist ineffective. Rest assured, however, with proper Speed and team support, Dhelmise will shipwreck its foes.
 
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pannu

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With a Speed donation from fast gods like Mewtwo, Zamazenta-C, and Pheromosa,
"receiving the speed stat from..." flows better imo

Dhelmise sinks foes beneath the weight of STAB Poltergeist.
bit too specific, i think "strong stab" gets the point across
The first rule of OMs is "Ghosts do be broken,"
bro. write this normally. go like "ghost-type moves are hard to switch into and dhelm does that thank to its good speed from dono + naturally good attack further amped by CB"
while Anchor Shot can trap and remove passive foes like Body Press Skarmory
skarm isnt a good example cuz it can whirlwind you out or just simply roost stall. u gotta remember that both whip and anchor shot are contact so RH chip is inevitable unless you feel like wasting all of your polter pp
Dhelmise is still ludicrously frail and appreciates pivots like Landorus-T and Rotom-W bringing it in safely. It
ur overselling its fragility, its not "frail" per say as much as it doesnt like pivoting into stuff
It also hates teammates that rely on Knock Off to force progress, as they prevent it from making progress with Poltergeist. Rest assured, however, with proper Speed and team support, Dhelmise will shipwreck its foes.
maybe this could be more like "it has bad synergy with teammates that run knock off so avoid those"

1/1 once implemented
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UT

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bro. write this normally. go like "ghost-type moves are hard to switch into and dhelm does that thank to its good speed from dono + naturally good attack further amped by CB"
Implemented everything except for this (and the Skarm line which we talked about offline). If GP asks me to change it as well I will, but I like the extra flare for a spotlight.

GP Team good morning!
 

Adeleine

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:ss/dhelmise:
Dhelmise @ Choice Band
Ability: Steelworker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Poltergeist
- Power Whip
- Switcheroo
- Swords Dance / Anchor Shot

Anchors aweigh! Receiving Speed from fast gods like Mewtwo, Zamazenta-C, and Pheromosa, Dhelmise sinks foes beneath the weight of its powerful STAB moves. The first rule of OMs is "Ghosts do be are broken," and Dhelmise is no exception. Poltergeist's excellent neutral coverage and Choice Band's extra power make Dhelmise devastatingly hard to switch into, especially with its newfound (collapsed hyphen) Speed tier forcing out the majority of most offensive threats. Power Whip provides coverage for rare Normal-types and a few Dark-types like Weavile. Dhelmise can still put in work against its checks thanks to Switcheroo, punishing foes that can withstand its attacks like Skarmory, Yveltal, and Tangrowth with Choice-lock. Choice locks. Swords Dance allows it to lets it set up on defensive teams after swapping items, while Anchor Shot can trap and remove passive foes like Body Press Skarmory. (im honestly kind of surprised it does w pp limitation and skarm roost-if im not missing something obvious, maybe a very brief explanation could be useful? leaving this whole thing up 2 u) Dhelmise is frail and fears status, so it appreciates pivots like Landorus-T and Rotom-W bringing it in safely. It also has poor synergy Avoid pairing it with Knock Off users, as they render Poltergeist ineffective, so avoid pairing them with Dhelmise. Rest assured, however, with proper Speed and team support, Dhelmise will shipwreck its foes.

Finland.gif
1/1
mostly subjective stuff but i think i got the reads ™ maybe

GP Team done
 
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