Draft Great Tusk

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olivia

bellibolt saleswoman
is a Pre-Contributor
[overview]
Draft order: Early round 1

Price range: 18-19 points

Overview: Great Tusk puts the “Great” in its name. Believed to be one of the best Draft Pokemon of all time, Great Tusk is extremely versatile, able to fit on almost any team and partner well with virtually every Pokemon. Great Tusk can be built to accomplish anything you might ever need from it. Enormous physical bulk allows it to function as a respectable tank. Access to two of the strongest STAB options, broad coverage, Booster Energy to raise its Speed or Attack, and a sky-high Attack stat allows it to be a fearsome wallbreaker or late-game cleaner. It is the best entry hazard control option in the tier with access to Rapid Spin while also having access to Stealth Rock and Knock Off, making it difficult for Ghost-type Pokemon to switch in and spinblock against it. Great Tusk is excellent at enabling other Pokemon to shine and should be drafted with that ability in mind.

[strategy comments]
Common Roles
========
* Offensive utility: Stealth Rock makes Great Tusk a nice pick for a utility option. Rapid Spin pairs nicely with its large bulk, and threatening offensive stats make it easy to switch in and out of battle, soaking up hits and looking for opportunities to remove entry hazards.
* Tank: Maximizing its excellent defenses makes Great Tusk a very potent tank. High natural Attack requires little investment to be threatening to the Pokemon it is looking to check. This Great Tusk set typically focuses on halting the progress of certain threats on an opposing team.
* Setup sweeper: In this set, Great Tusk is typically held back until mid- or late-game, waiting for the right opportunity to switch in. Booster Energy raises its Speed immediately, allowing it to outspeed all unboosted Pokemon and using Bulk Up to raise its Attack and Defence, making a deadly late-game cleaner.
* Wallbreaker: Leveraging its large, diverse movepool to target specific weaknesses, this set lacks the cleaning potential of a setup sweeper but makes up for it by being more splashable and not sacrificing as much defensive utility, as it can switch in numerous times throughout the battle. This set is primarily employed to remove key defensive pieces in the early- or mid-game to enable other teammates to clean up. This set usually runs 4 attacks to maximize its coverage options.

Common Moves
========
* Primary STAB moves: Headlong Rush, Earthquake, Stomping Tantrum, Close Combat, Body Press
* Setup moves: Rapid Spin, Bulk Up
* Utility moves: Taunt, Rapid Spin, Knock Off, Roar, Stealth Rock
* Coverage: Heavy Slam, Head Smash, Ice Spinner, Iron Head, Knock Off, Megahorn, Play Rough, Stone Edge, Supercell Slam, Temper Flare, Throat Chop, Zen Headbutt

Niche Moves
========
* Substitute: Substitute is useful on pivot sets to scout for moves or to hit a target with coverage that it is weak to.
* Rest: Partnered with a Chesto Berry, this set is very nice on defensive Great Tusk sets that might be anticipating a faster-paced battle and may not get the full benefit of passive Leftovers recovery.
* Smack Down: Smack Down is useful for forcing progress against Levitate users or Flying-type Pokemon that want to pivot in on it. It is particularly useful against Corviknight and Skarmory, as they are immediately forced out or risk falling to Headlong Rush. It's a very handy move for gaining or taking back momentum.


Common Items
========
* Booster Energy: Booster Energy is a potent tool for raising Speed or Attack to enable a late-game sweep.
* Heavy-Duty Boots: Immunity to entry hazards is highly valuable on sets primarily aimed around controlling hazards with Rapid Spin.
* Leftovers: Leftovers is a catch-all item that is almost always useful. Great Tusk has excellent bulk and the passive recovery can provide the difference between succumbing to a potential 2HKO or making it a 3HKO instead.
* Resistance Berry: Using a resistance Berry is useful for luring opposing threats and taking a hit an opponent isn't expecting.
* Rocky Helmet: It's an excellent tool for making passive progress on tankier sets.


Niche Items
========
* Assault Vest: Assault Vest allows Great Tusk to survive moves it typically wouldn't due to its poor special bulk. It's useful as a lure for Pokemon like Zapdos that otherwise might force it out.
* Choice Scarf: While Choice Scarf is mostly outclassed by Speed Booster Energy, it has niche use on teams that want to utilize Great Tusk's defensive profile more.
* Choice Band: Similar to Choice Scarf, it's useful on teams that don't want to commit to the one time use of Booster Energy while still maintaining fearsome breaking power.
* Custap Berry: Custap Berry is only ever used with a predetermined plan on checking one specific Pokemon in your opponent's draft.

Tera
========
Great Tusk is not typically drafted with the intent of being a Tera Captain. While it can function well as a Tera Captain, it is not reliant on what Tera offers. Its defensive typing is already solid, and it doesn’t need the additional coverage that Tera Blast provides due to a wealth of coverage moves it possesses. For this reason, you’d get better value out of making one of its teammates your Tera Captain on a majority of drafts. In the event that you do make it your Tera Captain, it will run distinctly different types depending on the role you need it to fulfill. On offensive sets, Tera Ice and Fairy are reliable choices. Tera Fairy boosts Play Rough, and Tera Ice powers up Ice Spinner. Tera Flying provides Tera Blast coverage for Slither Wing. Tera Poison, Water, and Fairy are common on defensive builds due to their desirable defensive profiles. Tera Fire is an option to remove the possibility of being burned and resisting Fairy.


Draft Strategy
========
Great Tusk fills a few very essential roles in a draft. A result of this is that there are very few teams that don’t benefit from its presence. As a Pokemon that is typically drafted in the first draft rotation, options for following picks are plenty.
* Entry hazard setters: It’s recommended to pick up a second Stealth Rock setter later on in the draft to alleviate the necessity to run Stealth Rock on Great Tusk, opening up more creative build paths. Typically, Stealth Rock setters that don't share the same weaknesses to Great Tusk are preferable. Scream Tail, Uxie, and Clefable are a few examples of this.
* Wincons: These are important, as they alleviate the burden on Great Tusk to win games. Great Tusk also performs extremely well at being a supportive piece, providing strong defensive capabilities and also powerful breaking potential in the early- or mid-game to open up room for a sweeper to clean up. Strong cleaners like Latias, Greninja, and Enamorus are excellent for taking advantage of the defensive holes broken open by Great Tusk, for example.
* Special bulk: Great Tusk is threatened by fast special attackers like Chi-Yu and Iron Valiant, so a Pokemon with defensive capabilities on the special side is appreciated to give it an option to pivot into. Galarian Slowking and Heatran are good partners, as they are able to switch into many of the attacks Great Tusk is weak to.
* Special attackers: As a strong physical presence, it would be recommended to draft a potent special attacker as well to diversify offensive outputs. Gholdengo is a great option with no overlapping weaknesses, and Great Tusk has the ability to set up Stealth Rock, which Gholdengo can then deny the removal of.


Checks and Counters
========
* Ground immunities: They are difficult for Great Tusk to remove, resisting its Fighting-type STAB move and being immune to its Ground-type move. Great Tusk drafts need to play aggressively when aiming to tackle these threats, double switching into checks. Zapdos, Latias, and Skarmory are Pokemon it has difficulty removing, and it may also struggle with Pokemon that have the potential to use Tera Flying. Great Tusk can run Head Smash or Ice Spinner, paired with a Coba Berry, to lure in checks and threaten an OHKO.
* Ghost-type Pokemon: Ghost-type Pokemon are immune to Rapid Spin and Close Combat, two of its most common moves. This makes it very difficult for Great Tusk to navigate a battle. Knock Off is an excellent coverage option for these Pokemon, hitting them super effectively. Annihilape, with its respectable bulk and lack of weakness to Knock Off, is threatening to Great Tusk, which instead may want to run Play Rough to get around this. Many of the strongest Ghost-types available possess a Ground weakness, such as Gengar and Gholdengo, so it is important to always be wary of Air Balloon as potential counterplay.
* Special attackers: They can exploit Great Tusk's poor special bulk, revenge killing it or forcing it out. Iron Valiant, Iron Bundle, and Serperior are all very difficult for Great Tusk to get through without any Speed boosts, so creative use of Rapid Spin or Speed Booster Energy are great tools to circumvent this.

[credits]
Written by:
https://www.smogon.com/forums/members/olivia7.620359/
Quality checked by:
https://www.smogon.com/forums/members/abriel.473082/
https://www.smogon.com/forums/members/nyx.564960/
https://www.smogon.com/forums/members/hacker.387847/
Grammar checked by:
https://www.smogon.com/forums/members/ken.594478/
 
Last edited:

abriel

I’m with you.
is a Community Contributoris a Contributor to Smogon
amqc, implement what you want

Great Tusk

Draft order: Early first rotation. Early round 1 to be in line with other analyses

Price range: 18-19 points. Typically the maximum amount of points a Pokemon can cost in standard formats. might just leave at 18-19 points to be in line with other analyses but not sure how hard and fast that is

Overview: Great Tusk puts the “Great” in its name. Believed to be one of the best draft Pokemon of all time, Great Tusk is extremely versatile, able to fit on almost any team and partners well with virtually every Pokemon. Typically referred to as a “glue” Pokemon, Great Tusk can be built to accomplish anything you might ever need from it. Enormous physical bulk allows it to function as a respectable tank. A nearly unresisted stab combination of Ground and Fighting couples with its sky high attack stat allowing it to be a fearsome breaker. It is the best hazard remover in the tier with access to Rapid Spin and Knock Off making it difficult for Ghost type Pokemon to switch in and spin-block against it. Great Tusk can also wield Booster Energy to raise its Speed or Attack to allow it to perform as a late game sweeper. Stealth Rock allows it to function as a top tier hazard setter also.
Great Tusk is excellent at enabling other Pokemon to shine and should be drafted with that ability in mind.
cut down on fluff here. overview should be a high-level description of what the pokemon does, and doesn't need to cover absolutely everything the pokemon can do in detail. you don't need to describe what glue is, you can combine spin and rocks to just talk about hazard control, and you can talk about booster energy when mentioning that it's both a good breaker and cleaner
somewhat pedantic, but ground/fighting is far from unresisted, and i'd probably word that section to say something like Tusk is offensively strong because of its very strong STAB moves combined with a wide array of coverage to complement the STAB's shortcomings


[strategy comments]
Common Roles pedantic but begin each of these with "Role 1", "Role 2", etc to be in line with other analyses
again in general cut down on fluff, don't need to describe every possible move/item Tusk can run for each set, especially considering how versatile it is, looking for 1-2 sentences about what each role accomplishes

========
* Rock Setting Utility: Stealth Rock makes Great Tusk a nice pick for a utility option. Rapid Spin pairs nicely with its large bulk and threatening offensive stats make it easy to switch in and out of battle, soaking up hits and looking for opportunities to remove hazards. Taunt can be used to deny setup sweepers but typically it will use one of its STAB moves and one of its coverage moves in the 3rd and 4th slot. Great Tusk will typically hold Leftover or Heavy Duty Boots when occupying this role however resist berries are also common. offensive utility is probably a better way to phrase this. one of Tusk's strengths is being able to provide utility with Spin (and Knock, Taunt, etc) while still being offensively threatening due to its STAB moves, and tbh rock setting is not what I'm primarily looking for from Tusk.
* Tank: Maximising its excellent defenses makes Great Tusk a very potent tank. High natural Attack requires little investment to be threatening to the Pokemon it is looking to check. This Great Tusk set typically focuses on halting the progress of certain threats on an enemy team. Leftovers helps it passively recover the health that it might need after taking a lot of hits due to its lack of reliable recovery. Rocky Helmet is another excellent choice in this role, allowing it to wear down opponents. Body Press takes advantage of an invested Defence stat allowing it to deal sizeable damage. Earthquake is preferable to Headlong Rush on this set as it doesn't have the drawback of weakening defences.
* Set-up Sweeper: In this set Great Tusk is typically held until later on in the game waiting for the right opportunity to switch in. Booster Energy raises its speed immediately allowing it to outspeed all unboosted Pokemon. Bulk Up raises its Attack and Defence at the same time making it a frighteningly tanky, fast sweeper. Stab moves Close Combat and Headlong Rush are incredibly different to wall. It is important to note that with this set, Great Tusk trades away a large amount of defensive utility so this will need to be balanced out by something else in its place.
* Wallbreaker: Choice Scarf allows it to outspeed unboosted enemy threats. Choice Band gives it huge breaking power, leveraging Its large, diverse movepool to target specific weaknesses. This set lacks the cleaning potential of the Set-up Sweeper set but makes up for it by being more splashable, and not sacrificing as much defensive utility as it can switch in numerous times throughout the battle. This set is primarily employed to remove key defensive pieces in the early-to-mid game to enable other teammates to clean up. Typically occupying its two strong STAB attacks paired with two complimentary coverage options.

Common moves
========
* Primary STAB moves: Headlong Rush, Earthquake, Stomping Tantrum, Close Combat, Brick Break, Body Press
* Setup moves: Rapid Spin, Bulk Up
* Utility moves: Taunt, Substitute, Rapid Spin, Knock Off, Roar, Brick Break forgot Stealth Rock
* Coverage: Heavy Slam, Head Smash, Ice Spinner, Iron Head, Knock Off, Megahorn, Play Rough, Smack Down, Stone Edge, Supercell Slam, Temper Flare, Throat Chop, Zen Headbutt

Niche moves niche moves don't need to be mentioned in the common moves section
========
* Substitute: Useful on pivot sets to scout for moves or to hit a target with coverage that it is weak to.
* Rest: Partnered with a Chesto Berry this set is very nice on defensive Great Tusk sets that might be anticipating a faster paced battle and may not get the full benefit of passive leftovers recovery.
* Smack Down: Useful for forcing progress vs levitators or Flying type Pokemon that want to pivot in on it. Particularly Corviknight and Skarmory, as they are immediately forced out or risk falling to Headlong Rush. A very handy move for taking momentum.
could mention sunny day since it seems most proto/quark drive mons are mentioning Sunny Day/Electric Terrain as niche but honestly i don't see a reason to run it

Common items
========
* Heavy Duty Boots: Immunity to hazards is highly valuable on sets primarily aimed around controlling entry hazards with Rapid Spin.
* Leftovers: A “catch all” item that is almost always useful. Great Tusk has excellent bulk and the passive recovery can provide the difference between making a potential 2HKO a 3HKO instead.
* Resist Berries: Useful for luring enemy threats and taking a hit that they aren’t expecting.
* Rocky Helmet: Excellent tool for making passive progress on tankier sets.
* Booster Energy: Highly potent tool for raising speed or attack to enable a late game sweep.
if these are ordered booster energy definitely should go first or second

Niche items
========
* Assault Vest: Allows Great Tusk to survive moves it would typically be unexpected to with its poor Special bulk. Useful as a lure on Pokemon like Zapdos that otherwise might force it out.
* Custap Berry: Highly specialised item that is only ever used with a predetermined plan on checking one specific Pokemon.
* Focus Sash: Useful on a suicide lead set, to get up Stealth Rocks and then deny opposing hazards with Rapid Spin.
* Choice Scarf: Mostly outclassed by Booster Energy Speed, it has niche use on teams that want to utilise Great Tusk's defensive profile more.
band definitely should be mentioned somewhere

Tera
========
Great Tusk is not typically drafted with the intent of being a Tera Captain.

While it can function well as a Tera Captain, it is not reliant on what tera offers. Its defensive typing is already solid and it doesn’t need the additional coverage that tera blast provides due to a wealth of coverage moves it possesses. For this reason, you’d get better value out of making one of its teammates your Tera Captain on a majority of drafts.

In the event that you do make it your Tera Captain it will run distinctly different types depending on the role you need it to fulfill. On offensive sets, Ice and Steel are reliable choices. Steel covers the weakness to Fairy attacks that might halt a sweep. Ice powers up Ice Spinner, allowing it to beat other defensive Ground types it might have difficulty breaking. mention it is capable of using nearly any tera type well depending on matchup

Tera Captain Poison and Fairy are common on defensive builds due to their desirable defensive profiles. Fairy also has the benefit of providing STAB to Play Rough, a common coverage move it runs. Water is another nice option, removing its own weaknesses to Water and Flying.
mention fire for burn immunity + fairy resist

Draft Strategy
========
* Great Tusk fills a few very essential roles in a draft. A result of this is that there are very limited teams that don’t benefit from its presence. As a Pokemon that is typically drafted in the first draft rotation, options for following picks are plenty. It’s recommended to pick up a second Stealth Rock setter later on in the draft to alleviate the necessity to run Stealth Rock on it, opening up more creative build paths. first bit of this should not be a bullet point, and should be an overarching point of the whole thing. also, provide a couple of examples for each bullet point
* Strong win conditions are important as Great Tusk typically cannot win games on its own. Great Tusk performs best at being a supportive piece, providing strong defensive capabilities and also powerful breaking potential in the early-to-mid game to open up room for a sweeper to clean up. examples such as strong cleaners like Latias, Greninja, etc. also this isn't entirely accurate because speed booster or even just bulk up rapid spin sets absolutely can win games? feel like that should be mentioned, but while mentioning that you don't want to be reliant on Tusk in this role
* Great Tusk is threatened by fast Special attackers like Chi-Yu and Iron Valiant, so a Pokemon with defensive capabilities on the special side is appreciated to give it an option to pivot into. ^ ditto the above, pokemon like Gking, Heatran, etc are good to mention
* Great Tusk also pairs well with Gholdengo, with no overlapping weaknesses and the ability to set up Stealth Rock that Gholdengo can then deny the removal of.
* As a strong physical presence it would be recommended to draft a potent Special Attacker also, to diversify offensive outputs. can combine these last two points, Gholdengo is a good special attacker to pair with it that has the bonus of blocking nearly all hazard removal

Checks and Counters
========
* Flying type Pokemon in general are difficult for Great Tusk to remove. Resisting its Fighting STAB and being immune to its Ground one. Great Tusk drafts need to play aggressive when aiming to tackle these threats, double-switching into checks. Great Tusk can run Head Smash, paired with a Coba Berry, to lure in checks and threaten an OHKO. part of the point of this section is to list counters, want to mention things like Zapdos, Latias, etc as things Tusk doesn't want to deal with, and then mention the caveat afterwards that Tusk has the coverage to threaten these pokemon. also, mention tera, as tera flying is one of the best ways pokemon that dislike Tusk get around it.
* Ghost type Pokemon are immune to Rapid Spin and Close Combat, two of its most common moves. This makes it very difficult for Great Tusk to navigate a battle. Ghost Pokemon can also run an Air Balloon to be immune to its STAB Ground type attacks also. Knock Off is an excellent coverage option for these Pokemon, hitting them super effectively. examples + can mention an additional caveat is that many of the best ghost types available are weak to ground
* Fast special attackers can exploit Great Tusks poor Special bulk, revenging and forcing it out. Rapid Spin or Booster Energy Speed are great tools to circumvent this. might just want to say special attackers as a whole tbh, Tusk's special bulk is its weakness and it doesn't pick up many OHKOs unboosted

[credits]
Written by:
https://www.smogon.com/forums/members/olivia7.620359/
 

Nyx

Anyways - so then I cursed her.
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Draft Leader
Great Tusk

Draft order: Early round one.

Price range: 18-19 points.

Overview: Great Tusk puts the “Great” in its name. Believed to be one of the best draft Pokemon of all time, Great Tusk is extremely versatile, able to fit on almost any team and partners well with virtually every Pokemon. Great Tusk can be built to accomplish anything you might ever need from it. Enormous physical bulk allows it to function as a respectable tank. Access to two of the strongest STAB options, huge coverage, Booster Energy to raise its Speed or Attack and a sky high attack stat allows it to be a fearsome breaker or late game cleaner. It is the best hazard control option in the tier with access to Rapid Spin, Stealth Rock and Knock Off making it difficult for Ghost type Pokemon to switch in and spin-block against it.
Great Tusk is excellent at enabling other Pokemon to shine and should be drafted with that ability in mind.

[strategy comments]
Common Roles
========
* Role 1: Offensive Utility - Stealth Rock makes Great Tusk a nice pick for a utility option. Rapid Spin pairs nicely with its large bulk and threatening offensive stats make it easy to switch in and out of battle, soaking up hits and looking for opportunities to remove hazards. Taunt can be used to deny setup sweepers but typically it will use one of its STAB moves and one of its coverage moves in the 3rd and 4th slot. Great Tusk will typically hold Leftover or Heavy Duty Boots when occupying this role however resist berries are also common. no need to mention the specific moves and items here, spin makes sense but beyond that just explain what the role aims to do
* Role 2: Tank - Maximising its excellent defenses makes Great Tusk a very potent tank. High natural Attack requires little investment to be threatening to the Pokemon it is looking to check. This Great Tusk set typically focuses on halting the progress of certain threats on an enemy team. Leftovers helps it passively recover the health that it might need after taking a lot of hits due to its lack of reliable recovery. Rocky Helmet is another excellent choice in this role, allowing it to wear down opponents. Body Press takes advantage of an invested Defence stat allowing it to deal sizeable damage. Earthquake is preferable to Headlong Rush on this set as it doesn't have the drawback of weakening defences. again no need to mention the items nor the moves, just what the set is meant to accomplish
* Role 3: Set-up Sweeper - In this set Great Tusk is typically held until later on in the game waiting for the right opportunity to switch in. Booster Energy raises its speed immediately allowing it to outspeed all unboosted Pokemon. Bulk Up raises its Attack and Defence at the same time making it a frighteningly tanky, fast sweeper. Stab moves Close Combat and Headlong Rush are incredibly different to wall. It is important to note that with this set, Great Tusk trades away a large amount of defensive utility so this will need to be balanced out by something else in its place. would prolly remove the last two sentences here, theyre just a bit unnecessary
* Role 4: Wallbreaker - Choice Scarf allows it to outspeed unboosted enemy threats. Choice Band gives it huge breaking power, leveraging Its large, diverse movepool to target specific weaknesses. This set lacks the cleaning potential of the Set-up Sweeper set but makes up for it by being more splashable, and not sacrificing as much defensive utility as it can switch in numerous times throughout the battle. This set is primarily employed to remove key defensive pieces in the early-to-mid game to enable other teammates to clean up. Typically occupying its two strong STAB attacks paired with two complimentary coverage options. id change this to remove scarf entirely, and bring up boots 4a/CB/booster atk - it aims to punch holes through the team while maintaining tusks natural defensive profile

Common moves
========
* Primary STAB moves: Headlong Rush, Earthquake, Stomping Tantrum, Close Combat, Brick Break, Body Press no point listing brcik break here, can put it under niche, remove from util too
* Setup moves: Rapid Spin, Bulk Up
* Utility moves: Taunt, Substitute, Rapid Spin, Knock Off, Roar, Brick Break, Stealth Rock
* Coverage: Heavy Slam, Head Smash, Ice Spinner, Iron Head, Knock Off, Megahorn, Play Rough, Smack Down, Stone Edge, Supercell Slam, Temper Flare, Throat Chop, Zen Headbutt

Niche moves
========
* Substitute: Useful on pivot sets to scout for moves or to hit a target with coverage that it is weak to.
* Rest: Partnered with a Chesto Berry this set is very nice on defensive Great Tusk sets that might be anticipating a faster paced battle and may not get the full benefit of passive leftovers recovery.
* Smack Down: Useful for forcing progress vs levitators or Flying type Pokemon that want to pivot in on it. Particularly Corviknight and Skarmory, as they are immediately forced out or risk falling to Headlong Rush. A very handy move for taking momentum. gaining/taking back
remove sub/smack down from common moves


Common items
========
* Booster Energy: Highly potent tool for raising speed or attack to enable a late game sweep.
* Heavy Duty Boots: Immunity to hazards is highly valuable on sets primarily aimed around controlling entry hazards with Rapid Spin.
* Leftovers: A “catch all” item that is almost always useful. Great Tusk has excellent bulk and the passive recovery can provide the difference between making a potential 2HKO a 3HKO instead.
* Resist Berries: Useful for luring enemy threats and taking a hit that they aren’t expecting.
* Rocky Helmet: Excellent tool for making passive progress on tankier sets.


Niche items
========
* Assault Vest: Allows Great Tusk to survive moves it would typically be unexpected to with its poor Special bulk. Useful as a lure on Pokemon like Zapdos that otherwise might force it out.
* Custap Berry: Highly specialised item that is only ever used with a predetermined plan on checking one specific Pokemon. put this below choices
* Focus Sash: Useful on a suicide lead set, to get up Stealth Rocks and then deny opposing hazards with Rapid Spin. remove this.
* Choice Scarf: Mostly outclassed by Booster Energy Speed, it has niche use on teams that want to utilise Great Tusk's defensive profile more.
* Choice Band: Similar to Choice Scarf, useful on teams that don't want to commit to the one time use Booster Energy while still maintaining fearsome breaking power.

Tera
========
Great Tusk is not typically drafted with the intent of being a Tera Captain.

While it can function well as a Tera Captain, it is not reliant on what tera offers. Its defensive typing is already solid and it doesn’t need the additional coverage that tera blast provides due to a wealth of coverage moves it possesses. For this reason, you’d get better value out of making one of its teammates your Tera Captain on a majority of drafts.

In the event that you do make it your Tera Captain it will run distinctly different types depending on the role you need it to fulfill. On offensive sets, Ice and Steel are reliable choices. Steel covers the weakness to Fairy attacks that might halt a sweep. Ice powers up Ice Spinner, allowing it to beat other defensive Ground types it might have difficulty breaking. It is capable of running every possible tera typing depending on what coverage you need circumstantially. id rewrite this to be a list of offensive tera types it can benefit from, eg powering up stabs or giving coverage via tera blast

Tera Captain Poison and Fairy are common on defensive builds due to their desirable defensive profiles. Fairy also has the benefit of providing STAB to Play Rough, a common coverage move it runs. Water is another nice option, removing its own weaknesses to Water and Flying. Fire is an option to remove the possibility of being burned and resisting the Fairy type it is typically weak to. Ground and Fighting are both usable circumstantially to boost one STAB type to extreme levels and remove the weaknesses of the other typing.
putting this here for whoever else reads this, explained how to change this section entirely to her in vc

Draft Strategy
========
Great Tusk fills a few very essential roles in a draft. A result of this is that there are very limited teams that don’t benefit from its presence. As a Pokemon that is typically drafted in the first draft rotation, options for following picks are plenty.
* It’s recommended to pick up a second Stealth Rock setter later on in the draft to alleviate the necessity to run Stealth Rock on it, opening up more creative build paths. Typically rock setters that don't share the same weaknesses to Great Tusk are preferable. Scream Tail, Uxie and Clefable are a few examples of this.
* Strong win conditions are important as to alleviate the burden on Great Tusk to win games. Great Tusk also performs extremely well at being a supportive piece, providing strong defensive capabilities and also powerful breaking potential in the early-to-mid game to open up room for a sweeper to clean up. Strong cleaners like Latias, Greninja and Enamorus are excellent for taking advantage in the defensive holes broken open by Great Tusk for example.
* Great Tusk is threatened by fast Special attackers like Chi-Yu and Iron Valiant, so a Pokemon with defensive capabilities on the special side is appreciated to give it an option to pivot into. Slowking-Galar and Heatran are good partners, able to switch into many of the attacks Great Tusk is weak to.
* As a strong physical presence it would be recommended to draft a potent Special Attacker also, to diversify offensive outputs. Gholdengo is a great option, with no overlapping weaknesses and Great Tusk having the ability to set up Stealth Rock that Gholdengo can then deny the removal of.
organise these into categories, hazard setters, wincons, special walls/checks, special offense

Checks and Counters
========
* Flying types or Levitating Pokemon in general are difficult for Great Tusk to remove. Resisting its Fighting STAB and being immune to its Ground one. Great Tusk drafts need to play aggressive when aiming to tackle these threats, double-switching into checks. Zapdos, Latias and Skarmory are Pokemon it has difficulty in removing, as is the potential for a Pokemon to Terastalise into a Flying type. Great Tusk can run Head Smash or Ice Spinner, paired with a Coba Berry, to lure in checks and threaten an OHKO.
* Ghost type Pokemon are immune to Rapid Spin and Close Combat, two of its most common moves. This makes it very difficult for Great Tusk to navigate a battle. Knock Off is an excellent coverage option for these Pokemon, hitting them super effectively. Annihilape, with its respectable bulk and lack of weakness to Knock Off is threatening to Great Tusk, who instead may want to run Play Rough to get around this. Many of the strongest Ghost types available carry Ground weaknesses, such as Gengar and Gholdengo, so it is important to always be wary of Air Balloon as potential counterplay.
* Fast special attackers can exploit Great Tusk's poor Special bulk, revenging and forcing it out. Iron Valiant, Iron Bundle and Serperior are all very difficult for Great Tusk to get through without any speed boosts, so creative use of Rapid Spin or Booster Energy Speed are great tools to circumvent this.
organise these into categories asw

[credits]
Written by:
https://www.smogon.com/forums/members/olivia7.620359/
QC 2/2 - spoke with UT and he's cool to count abriel's as its pretty accurate. Would also credit Hacker since he looked over it in VC with us
 

ken

gm
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Monotype Leader
tag me when implemented and i'll give it a quick second glance before approving

add remove comment
rp = removed period
ac = added comma
ah = added hyphen
rh = removed hyphen


bellobongo.gif


Great Tusk
[overview]
Draft order: Early round one. 1

Price range: 18-19 points (rp)

Overview: Great Tusk puts the “Great” in its name. Believed to be one of the best draft Pokemon of all time, Great Tusk is extremely versatile, able to fit on almost any team and partners well with virtually every Pokemon. Great Tusk can be built to accomplish anything you might ever need from it. Enormous physical bulk allows it to function as a respectable tank. Access to two of the strongest STAB options, huge broad coverage, Booster Energy to raise its Speed or Attack, (ac) and a sky-high (ah) attack Attack stat allows it to be a fearsome wallbreaker or late-game (ah) cleaner. It is the best entry hazard control option in the tier with access to Rapid Spin (rc) while also having access to Stealth Rock and Knock Off, (ac) making it difficult for Ghost-type (ah) Pokemon to switch in and spinblock (rh) against it. deleted a linebreak here Great Tusk is excellent at enabling other Pokemon to shine and should be drafted with that ability in mind.

[strategy comments]
Common Roles
========
* Role 1: Offensive Utility utility: Stealth Rock makes Great Tusk a nice pick for a utility option. Rapid Spin pairs nicely with its large bulk, (ac) and threatening offensive stats make it easy to switch in and out of battle, soaking up hits and looking for opportunities to remove entry hazards.
* Role 2: Tank: Maximising Maximizing its excellent defenses makes Great Tusk a very potent tank. High natural Attack requires little investment to be threatening to the Pokemon it is looking to check. This Great Tusk set typically focuses on halting the progress of certain threats on an enemy opposing team.
* Role 3: Set-up Sweeper Setup sweeper: In this set, (ac) Great Tusk is typically held back until later on in the game mid- or late-game, (ac) waiting for the right opportunity to switch in. Booster Energy raises its speed Speed immediately, (ac) allowing it to outspeed all unboosted Pokemon and using Bulk Up to raise its Attack and Defence, (ac) making a deadly late-game (ah) cleaner.
* Role 4: Wallbreaker: Leveraging its large, diverse movepool to target specific weaknesses, this set lacks the cleaning potential of the Set-up Sweeper set a setup sweeper but makes up for it by being more splashable (rc) and not sacrificing as much defensive utility, (ac) as it can switch in numerous times throughout the battle. This set is primarily employed to remove key defensive pieces in the early-to-mid game early- or mid-game to enable other teammates to clean up. This set usually runs 4 attacks usually to maximise maximize its coverage options.

Common moves Moves
========
* Primary STAB moves: Headlong Rush, Earthquake, Stomping Tantrum, Close Combat, Body Press
* Setup moves: Rapid Spin, Bulk Up
* Utility moves: Taunt, Rapid Spin, Knock Off, Roar, Stealth Rock
* Coverage: Heavy Slam, Head Smash, Ice Spinner, Iron Head, Knock Off, Megahorn, Play Rough, Stone Edge, Supercell Slam, Temper Flare, Throat Chop, Zen Headbutt

Niche moves Moves
========
* Substitute: Useful Substitute is useful on pivot sets to scout for moves or to hit a target with coverage that it is weak to.
* Rest: Partnered with a Chesto Berry, (ac) this set is very nice on defensive Great Tusk sets that might be anticipating a faster-paced (ah) battle and may not get the full benefit of passive leftovers Leftovers recovery.
* Smack Down: Useful Smack Down is useful for forcing progress vs levitators against Levitate users or Flying-type (ah) Pokemon that want to pivot in on it. Particularly It is particularly useful against Corviknight and Skarmory, as they are immediately forced out or risk falling to Headlong Rush. A It's a very handy move for gaining or taking back momentum.


Common items Items
========
* Booster Energy: Highly Booster Energy is a potent tool for raising speed or attack Speed or Attack to enable a late-game (ah) sweep.
* Heavy-Duty (ah) Boots: Immunity to entry hazards is highly valuable on sets primarily aimed around controlling entry you can leave this here, but i added it for the earlier mention hazards with Rapid Spin.
* Leftovers: A “catch all” Leftovers is a catch-all quotes aren't necessary item that is almost always useful. Great Tusk has excellent bulk and the passive recovery can provide the difference between making a potential 2HKO a 3HKO instead succumbing to a potential 2HKO or making it a 3HKO.
* Resist Berries Resistance Berry: Useful Using a resistance Berry is useful for luring enemy opposing threats and taking a hit that they aren’t an opponent isn't expecting.
* Rocky Helmet: Excellent It's an excellent tool for making passive progress on tankier sets.


Niche items Items
========
* Assault Vest: Allows Assault Vest allows Great Tusk to survive moves it would typically be unexpected to with its poor Special typically wouldn't due to its poor special bulk. Useful It's useful as a lure on Pokemon like Zapdos that otherwise might force it out.
* Choice Scarf: Mostly outclassed by Booster Energy Speed While Choice Scarf is mostly outclassed by Speed Booster Energy, it has niche use on teams that want to utilise utilize Great Tusk's defensive profile more. is this true btw?
* Choice Band: Similar to Choice Scarf, it's useful on teams that don't want to commit to the one time use of Booster Energy while still maintaining fearsome breaking power.
* Custap Berry: Highly specialised item that Custap Berry is only ever used with a predetermined plan on checking one specific Pokemon. if there's strictly one Pokemon it's used for, it's better to name it

Tera
========
Great Tusk is not typically drafted with the intent of being a Tera Captain. While it can function well as a Tera Captain, it is not reliant on what tera Tera offers. Its defensive typing is already solid, (ac) and it doesn’t need the additional coverage that tera blast Tera Blast provides due to a wealth of coverage moves it possesses. For this reason, you’d get better value out of making one of its teammates your Tera Captain on a majority of drafts. In the event that you do make it your Tera Captain, (ac) it will run distinctly different types depending on the role you need it to fulfill. On offensive sets, Tera Ice and Fairy are reliable choices. Fairy boosts Play Rough, (ac) and Ice powers up Ice Spinner. Tera Flying provides Tera Blast coverage for Slither Wing. Tera Poison, Water, (ac) and Fairy are common on defensive builds due to their desirable defensive profiles. Tera Fire is an option to remove the possibility of being burned and resisting the Fairy-type it is typically weak to Fairy the rest is implied/dex info.


Draft Strategy
========
Great Tusk fills a few very essential roles in a draft. A result of this is that there are very limited few teams that don’t benefit from its presence. As a Pokemon that is typically drafted in the first draft rotation, options for following picks are plenty.
* Hazard Setters Entry hazard setters: It’s recommended to pick up a second Stealth Rock setter later on in the draft to alleviate the necessity to run Stealth Rock on it Great Tusk, opening up more creative build paths. Typically, (ac) rock Stealth Rock setters that don't share the same weaknesses to Great Tusk are preferable. Scream Tail, Uxie, (ac) and Clefable are a few examples of this.
* Win Cons Wincons: Important as to These are important, as they alleviate the burden on Great Tusk to win games. Great Tusk also performs extremely well at being a supportive piece, providing strong defensive capabilities and also powerful breaking potential in the early-to-mid early- or mid-game to open up room for a sweeper to clean up. Strong cleaners like Latias, Greninja, (ac) and Enamorus are excellent for taking advantage in the defensive holes broken open by Great Tusk, (ac) for example.
* Special Bulk bulk: Great Tusk is threatened by fast Special special attackers like Chi-Yu and Iron Valiant, so a Pokemon with defensive capabilities on the special side is appreciated to give it an option to pivot into. Slowking-Galar Galarian Slowking and Heatran are good partners, as they are able to switch into many of the attacks Great Tusk is weak to.
* Special Attackers attackers: As a strong physical presence, (ac) it would be recommended to draft a potent Special Attacker also (rc) special attacker as well to diversify offensive outputs. Gholdengo is a great option (rc) with no overlapping weaknesses, (ac) and Great Tusk having has the ability to set up Stealth Rock, (ac) that which Gholdengo can then deny the removal of.


Checks and Counters
========
* Flying types or Levitating Pokemon Ground immunities: Difficult They are difficult for Great Tusk to remove, resisting its Fighting-type STAB move and being immune to its Ground-type move one. Great Tusk drafts need to play aggressively when aiming to tackle these threats, double switching (rh) into checks. Zapdos, Latias, (ac) and Skarmory are Pokemon it has difficulty in removing, as is the potential for a Pokemon to Terastalise into a Flying type and it may also struggly with Pokemon that have the potential to use Tera Flying if this is not what you meant @ me on discord we can fix it. Great Tusk can run Head Smash or Ice Spinner, paired with a Coba Berry, to lure in checks and threaten an OHKO.
* Ghost-type (ah) Pokemon: Immune Ghost-type Pokemon are immune to Rapid Spin and Close Combat, two of its most common moves. This makes it very difficult for Great Tusk to navigate a battle. Knock Off is an excellent coverage option for these Pokemon, hitting them super effectively. Annihilape, with its respectable bulk and lack of weakness to Knock Off, (ac) is threatening to Great Tusk, who which instead may want to run Play Rough to get around this. Many of the strongest Ghost-types (ah) available carry posess a Ground weaknesses, such as Gengar and Gholdengo, so it is important to always be wary of Air Balloon as potential counterplay.
* Special Attackers attackers: Can They can exploit Great Tusk's poor Special special bulk, revenging and revenge killing or forcing it out. Iron Valiant, Iron Bundle, (ac) and Serperior are all very difficult for Great Tusk to get through without any speed Speed boosts, so creative use of Rapid Spin or Speed Booster Energy Speed are great tools to circumvent this.

[credits]
Written by:
https://www.smogon.com/forums/members/olivia7.620359/
Quality checked by:
https://www.smogon.com/forums/members/abriel.473082/
https://www.smogon.com/forums/members/nyx.564960/
https://www.smogon.com/forums/members/hacker.387847/
Grammar checked by:
https://www.smogon.com/forums/members/ken.594478/
 
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you missed a few things, and that's mainly what i fixed here-in case you didn't know, check the video here to see the easiest way to implement checks so that you don't have to manually copy them all from a check :toast:

Great Tusk

[overview]
Draft order: Early round 1

Price range: 18-19 points

Overview: Great Tusk puts the “Great” in its name. Believed to be one of the best draft Draft Pokemon of all time, Great Tusk is extremely versatile, able to fit on almost any team and partner well with virtually every Pokemon. Great Tusk can be built to accomplish anything you might ever need from it. Enormous physical bulk allows it to function as a respectable tank. Access to two of the strongest STAB options, broad coverage, Booster Energy to raise its Speed or Attack, and a sky-high Attack stat allows it to be a fearsome wallbreaker or late-game cleaner. It is the best entry hazard control option in the tier with access to Rapid Spin while also having access to Stealth Rock and Knock Off, making it difficult for Ghost-type Pokemon to switch in and spinblock against it. Great Tusk is excellent at enabling other Pokemon to shine and should be drafted with that ability in mind.

[strategy comments]
Common Roles
========
* Offensive utility: Stealth Rock makes Great Tusk a nice pick for a utility option. Rapid Spin pairs nicely with its large bulk, and threatening offensive stats make it easy to switch in and out of battle, soaking up hits and looking for opportunities to remove entry hazards.
* Tank: Maximizing its excellent defenses makes Great Tusk a very potent tank. High natural Attack requires little investment to be threatening to the Pokemon it is looking to check. This Great Tusk set typically focuses on halting the progress of certain threats on an opposing team.
* Setup sweeper: In this set, Great Tusk is typically held back until mid- or late-game, waiting for the right opportunity to switch in. Booster Energy raises its speed Speed immediately, (ac) allowing it to outspeed all unboosted Pokemon and using Bulk Up to raise its Attack and Defence, making a deadly late-game cleaner.
* Wallbreaker: Leveraging its large, diverse movepool to target specific weaknesses, this set lacks the cleaning potential of a setup sweeper but makes up for it by being more splashable and not sacrificing as much defensive utility, as it can switch in numerous times throughout the battle. This set is primarily employed to remove key defensive pieces in the early- or mid-game to enable other teammates to clean up. This set usually runs 4 attacks to maximize its coverage options.

Common Moves
========
* Primary STAB moves: Headlong Rush, Earthquake, Stomping Tantrum, Close Combat, Body Press
* Setup moves: Rapid Spin, Bulk Up
* Utility moves: Taunt, Rapid Spin, Knock Off, Roar, Stealth Rock
* Coverage: Heavy Slam, Head Smash, Ice Spinner, Iron Head, Knock Off, Megahorn, Play Rough, Stone Edge, Supercell Slam, Temper Flare, Throat Chop, Zen Headbutt

Niche Moves
========
* Substitute: Substitute is useful on pivot sets to scout for moves or to hit a target with coverage that it is weak to.
* Rest: Partnered with a Chesto Berry, this set is very nice on defensive Great Tusk sets that might be anticipating a faster-paced battle and may not get the full benefit of passive Leftovers recovery.
* Smack Down: Smack Down is useful for forcing progress against Levitate users or Flying-type Pokemon that want to pivot in on it. It is particularly useful against Corviknight and Skarmory, as they are immediately forced out or risk falling to Headlong Rush. It's a very handy move for gaining or taking back momentum.


Common Items
========
* Booster Energy: Booster Energy is a potent tool for raising Speed or Attack to enable a late-game sweep.
* Heavy-Duty (ah) Boots: Immunity to entry hazards is highly valuable on sets primarily aimed around controlling entry hazards with Rapid Spin.
* Leftovers: Leftovers is a catch-all item that is almost always useful. Great Tusk has excellent bulk and the passive recovery can provide the difference between succumbing to a potential 2HKO or making it a 3HKO instead.
* Resistance Berrie Berry: Using a resistance berry Berry is useful for luring opposing threats and taking a hit an opponent isn't expecting.
* Rocky Helmet: It's an excellent tool for making passive progress on tankier sets.


Niche Items
========
* Assault Vest: Assault Vest allows Great Tusk to survive moves it typically wouldn't due to its poor Special special bulk. It's useful as a lure on for Pokemon like Zapdos that otherwise might force it out.
* Choice Scarf: While Choice Scarf is mostly outclassed by Speed Booster Energy, it has niche use on teams that want to utilize Great Tusk's defensive profile more.
* Choice Band: Similar to Choice Scarf, it's useful on teams that don't want to commit to the one time use of Booster Energy while still maintaining fearsome breaking power.
* Custap Berry: Custap Berry is only ever used with a predetermined plan on checking one specific Pokemon in your opponent's added apostrophe draft.

Tera
========
Great Tusk is not typically drafted with the intent of being a Tera Captain. While it can function well as a Tera Captain, it is not reliant on what Tera offers. Its defensive typing is already solid, and it doesn’t need the additional coverage that Tera Blast provides due to a wealth of coverage moves it possesses. For this reason, you’d get better value out of making one of its teammates your Tera Captain on a majority of drafts. In the event that you do make it your Tera Captain, it will run distinctly different types depending on the role you need it to fulfill. On offensive sets, Tera Ice and Fairy are reliable choices. Tera Fairy boosts Play Rough, and Tera Ice powers up Ice Spinner. Tera Flying provides Tera Blast coverage for Slither Wing. Tera Poison, Water, and Fairy are common on defensive builds due to their desirable defensive profiles. Tera Fire is an option to remove the possibility of being burned and resisting the Fairy type it is typically weak to.


Draft Strategy
========
Great Tusk fills a few very essential roles in a draft. A result of this is that there are very few teams that don’t benefit from its presence. As a Pokemon that is typically drafted in the first draft rotation, options for following picks are plenty.
* Entry hazard Setters setters: It’s recommended to pick up a second Stealth Rock setter later on in the draft to alleviate the necessity to run Stealth Rock on Great Tusk, opening up more creative build paths. Typically, Stealth Rock setters that don't share the same weaknesses to Great Tusk are preferable. Scream Tail, Uxie, and Clefable are a few examples of this.
* Wincons: These are important, as they alleviate the burden on Great Tusk to win games. Great Tusk also performs extremely well at being a supportive piece, providing strong defensive capabilities and also powerful breaking potential in the early- or mid-game to open up room for a sweeper to clean up. Strong cleaners like Latias, Greninja, and Enamorus are excellent for taking advantage in of the defensive holes broken open by Great Tusk, for example.
* Special Bulk bulk: Great Tusk is threatened by fast Special special attackers like Chi-Yu and Iron Valiant, so a Pokemon with defensive capabilities on the special side is appreciated to give it an option to pivot into. Slowking-Galar Galarian Slowking and Heatran are good partners, as they are able to switch into many of the attacks Great Tusk is weak to.
* Special attackers: As a strong physical presence, it would be recommended to draft a potent special attacker as well to diversify offensive outputs. Gholdengo is a great option with no overlapping weaknesses, and Great Tusk has the ability to set up Stealth Rock, (ac) which Gholdengo can then deny the removal of.


Checks and Counters
========
* Ground immunities: They are difficult for Great Tusk to remove, resisting its Fighting-type STAB move and being immune to its Ground-type move. Great Tusk drafts need to play aggressively when aiming to tackle these threats, double switching into checks. Zapdos, Latias, and Skarmory are Pokemon it has difficulty removing, and it may also struggle with Pokemon that have the potential to use Tera Flying. removed 1 of the 2 periods Great Tusk can run Head Smash or Ice Spinner, paired with a Coba Berry, to lure in checks and threaten an OHKO.
* Ghost-type Pokemon: Ghost-type Pokemon are immune to Rapid Spin and Close Combat, two of its most common moves. This makes it very difficult for Great Tusk to navigate a battle. Knock Off is an excellent coverage option for these Pokemon, hitting them super effectively. Annihilape, with its respectable bulk and lack of weakness to Knock Off, is threatening to Great Tusk, which instead may want to run Play Rough to get around this. Many of the strongest Ghost-types available possess a added a space here Ground weakness, such as Gengar and Gholdengo, so it is important to always be wary of Air Balloon as potential counterplay.
* Special attackers: They can exploit Great Tusk's poor special bulk, revenge killing it or forcing it out. Iron Valiant, Iron Bundle, and Serperior are all very difficult for Great Tusk to get through without any Speed boosts, so creative use of Rapid Spin or Speed Booster Energy are great tools to circumvent this.

[credits]
Written by:
https://www.smogon.com/forums/members/olivia7.620359/
Quality checked by:
https://www.smogon.com/forums/members/abriel.473082/
https://www.smogon.com/forums/members/nyx.564960/
https://www.smogon.com/forums/members/hacker.387847/
Grammar checked by:
https://www.smogon.com/forums/members/ken.594478/
 
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