Monotype Iron Treads (Ground) (QC:2/2) (GP:1/1)

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Neko

When you live for love, how precious life can be
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[SET]
name: Special Tank (Ground)
move 1: Earthquake
move 2: Heavy Slam
move 3: Rapid Spin
move 4: Protect / Knock Off
item: Leftovers
ability: Quark Drive
nature: Jolly
evs: 252 HP / 248 SpD / 8 Spe

[SET COMMENTS]
Iron Treads complements Ground team's defensive core with its Steel typing—which lets it deal with Fairy- and Ice-types such as Hatterene and Cryogonal— and provides further utility with Rapid Spin. Knock Off dissuades Ghost-types like Gholdengo and Skeledirge from spinblocking and potentially weakens Choice item users such as Meowscarada and Greninja after taking their hit, letting its teammates such as Choice Scarf Great Tusk and Clodsire handle them better. Heavy Slam smashes Fairy-types such as Hatterene and Flutter Mane, while Iron Head better deals with Chien-Pao and Baxcalibur. Protect lets Iron Treads scout common Choice item Pokemon such as Greninja, Flutter Mane, and Iron Valiant while accruing Leftovers recovery. A Jolly nature with 8 Speed EVs lets Iron Treads outspeed Adamant Baxcalibur and Timid Armarouge.

Offensively-inclined teammates such as Choice Scarf Great Tusk, Choice Specs Sandy Shocks, and Garchomp appreciate Iron Treads removing entry hazards and checking Hatterene. In return, Great Tusk deals with Chien-Pao, Kingambit, and Choice Specs Greninja; Sandy Shocks breaks down walls such as Corviknight and Skeledirge that take advantage of Iron Treads and is a great asset in the Fire matchup; and Garchomp deals with Water- and Dragon-types such as Barraskewda and Hydreigon. Ting-Lu wears down the opposing team with entry hazards + Whirlwind deals with Chien-Pao and Baxcalibur in a pinch, and runs Throat Chop and Taunt to stop setup threats such as Corviknight and Skeledirge that pose a threat to Ground teams. Water Absorb Clodsire and Gastrodon deals with Water-types such as Dondozo, Quaquaval, and Barraskewda as well as walling Meowscarada and Ice Beam Greninja, respectively, as long as Iron Treads keeps the field free of entry hazards. Alternatively, Clodsire can use Unaware instead to check most special attackers, including Volcarona, Rotom-C, and Gholdengo. Similarly, Unaware Quagsire checks physical setup sweepers such as Belly Drum Azumarill, Dragon Dance Dragapult, and Swords Dance Chien-Pao and Mimikyu, and it further wears down the opposing team with Toxic and entry hazards.

[CREDITS]
- Written by: [[Neko, 542526]]
- Ground analysis by: [[Neko, 542526]]
- Quality checked by: [[CrossHeart, 593863], [maroon, 305839], [sasha, 510532]]
- Grammar checked by: [[royalfluxh, 493260]]
 
Last edited:
Hello, here to do an AMQC check
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[SET]
name: Specially Defensive Tank (Ground)
move 1: Earthquake
move 2: Heavy Slam
move 3: Rapid Spin
move 4: Protect / Knock Off
item: Leftovers
ability: Quark Drive
nature: Jolly
evs: 252 HP / 248 SpD / 8 Spe

[SET COMMENTS]
Iron Treads complements Ground teams' defensive core with its Steel typing, which lets it deal with Fairy- and Ice-types such as Hatterene and Cryogonal, and ability to remove entry hazards with Rapid Spin. Earthquake pressures Poison-types such as Growth Amoonguss and Glimmora. (I don't think Amoonguss is a great example as the Growth set actually wins vs Iron Treads, also I think merging this with the following sentence is a good idea especially with the beginning of said sentence) It, along with Knock Off, greatly synergizes with Rapid Spin as it dissuades Ghost-types like Gholdengo and Brambleghast Skeledirge (Brambleghast still beats Iron Treads assuming it has Strength Sap) from coming in to block Iron Tread's Treads' entry hazard removal attempts. Knock Off is also beneficial as Iron Treads can potentially reduce the threat of Choice item users such as Meowscarada and Greninja, which it can take a hit against and remove their item, letting its team mates (remove space in "team mates") such as Choice Scarf Great Tusk and Clodsire to handle these them better. Heavy Slam smashes Fairy-types such as Hatterene and Flutter Mane, while Iron Head may be considered to better deal with Chien-Pao and Baxcalibur. Protect lets Iron Treads scout common Choice-locked Pokemon such as Greninja, Flutter Mane, and Iron Valiant. A Jolly nature with 8 Speed EVs lets Iron Treads outspeed Adamant Baxcalibur and Timid Armarogue Armarouge.

Offensively-inclined team mates (again, remove space in "team mates") such as Choice Scarf Great Tusk, Choice Specs Sandy Shocks, and Garchomp appreciates Iron Treads' ability to spin away entry hazards and ability to check Hatterene. In return, Great Tusk deals with Chien-Pao, Kingambit, and Choice Specs Greninja, Sandy Shocks breaks down walls such as Corviknight and Skeledirge which take advantage of it Iron Treads and is a great asset in the Fire matchup, and Garchomp deals with Water- and Dragon-types such as Gyarados and Hydreigon. (I think having Barraskewda being the Water example is better as Gyarados can potentially break Garchomp anyway while Ice Fang is uncommon on Barraskewda) Ting-Lu sets up entry hazards and shuffles the opposing team with Whirlwind to wear down the opposing team, and can deal with Chien-Pao and Baxcalibur in a pinch. It also has Throat Chop and Taunt, stopping set-up threats such as Corviknight and Skeledirge that pose a threat to Ground teams. Water Absorb Clodsire and Gastrodon deals with Water-types such as Dondozo, Quaquaval, and Barraskewda for it, with those also being able to wall Meowscarada and Ice Beam Greninja, respectively, as long as Iron Treads keeps the field free from entry hazards. Alternatively, Clodsire can use Unaware instead, which lets it check most special attackers, including Volcarona, Rotom-C, and Gholdengo. Similarly, Unaware Quagsire checks physical setup sweepers such as Dragon Dance Baxcalibur (I would remove Bax as Icicle Spear from the Adamant Loaded Dice set has the potential to 2HKO Quagsire, maybe put Belly Drum Azu there instead as Trailblaze isn't common on it?) and Dragapult and Swords Dance Chien-Pao and Mimikyu, and further wears down the opposing team by spreading Toxic and setting up entry hazards.

[CREDITS]
- Written by: [[Neko, 542526]]
- Ground analysis by: [[Neko, 542526]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
Just a couple grammar fixes and a couple odd examples commented on, good job as usual Neko :blobnom:

count this as QC 1/2 -maroon
 
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Neko

When you live for love, how precious life can be
is a Site Content Manageris an official Team Rateris a Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Contributor
Hello, here to do an AMQC check
add remove comment
[SET]
name: Specially Defensive Tank (Ground)
move 1: Earthquake
move 2: Heavy Slam
move 3: Rapid Spin
move 4: Protect / Knock Off
item: Leftovers
ability: Quark Drive
nature: Jolly
evs: 252 HP / 248 SpD / 8 Spe

[SET COMMENTS]
Iron Treads complements Ground teams' defensive core with its Steel typing, which lets it deal with Fairy- and Ice-types such as Hatterene and Cryogonal, and ability to remove entry hazards with Rapid Spin. Earthquake pressures Poison-types such as Growth Amoonguss and Glimmora. (I don't think Amoonguss is a great example as the Growth set actually wins vs Iron Treads, also I think merging this with the following sentence is a good idea especially with the beginning of said sentence) It, along with Knock Off, greatly synergizes with Rapid Spin as it dissuades Ghost-types like Gholdengo and Brambleghast Skeledirge (Brambleghast still beats Iron Treads assuming it has Strength Sap) from coming in to block Iron Tread's Treads' entry hazard removal attempts. Knock Off is also beneficial as Iron Treads can potentially reduce the threat of Choice item users such as Meowscarada and Greninja, which it can take a hit against and remove their item, letting its team mates (remove space in "team mates") such as Choice Scarf Great Tusk and Clodsire to handle these them better. Heavy Slam smashes Fairy-types such as Hatterene and Flutter Mane, while Iron Head may be considered to better deal with Chien-Pao and Baxcalibur. Protect lets Iron Treads scout common Choice-locked Pokemon such as Greninja, Flutter Mane, and Iron Valiant. A Jolly nature with 8 Speed EVs lets Iron Treads outspeed Adamant Baxcalibur and Timid Armarogue Armarouge.

Offensively-inclined team mates (again, remove space in "team mates") such as Choice Scarf Great Tusk, Choice Specs Sandy Shocks, and Garchomp appreciates Iron Treads' ability to spin away entry hazards and ability to check Hatterene. In return, Great Tusk deals with Chien-Pao, Kingambit, and Choice Specs Greninja, Sandy Shocks breaks down walls such as Corviknight and Skeledirge which take advantage of it Iron Treads and is a great asset in the Fire matchup, and Garchomp deals with Water- and Dragon-types such as Gyarados and Hydreigon. (I think having Barraskewda being the Water example is better as Gyarados can potentially break Garchomp anyway while Ice Fang is uncommon on Barraskewda) Ting-Lu sets up entry hazards and shuffles the opposing team with Whirlwind to wear down the opposing team, and can deal with Chien-Pao and Baxcalibur in a pinch. It also has Throat Chop and Taunt, stopping set-up threats such as Corviknight and Skeledirge that pose a threat to Ground teams. Water Absorb Clodsire and Gastrodon deals with Water-types such as Dondozo, Quaquaval, and Barraskewda for it, with those also being able to wall Meowscarada and Ice Beam Greninja, respectively, as long as Iron Treads keeps the field free from entry hazards. Alternatively, Clodsire can use Unaware instead, which lets it check most special attackers, including Volcarona, Rotom-C, and Gholdengo. Similarly, Unaware Quagsire checks physical setup sweepers such as Dragon Dance Baxcalibur (I would remove Bax as Icicle Spear from the Adamant Loaded Dice set has the potential to 2HKO Quagsire, maybe put Belly Drum Azu there instead as Trailblaze isn't common on it?) and Dragapult and Swords Dance Chien-Pao and Mimikyu, and further wears down the opposing team by spreading Toxic and setting up entry hazards.

[CREDITS]
- Written by: [[Neko, 542526]]
- Ground analysis by: [[Neko, 542526]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
Just a couple grammar fixes and a couple odd examples commented on, good job as usual Neko :blobnom:

count this as QC 1/2 -maroon
Implemented, thankie so much CrossHeart and Marooon :blobnom:
 

sasha

one eyed owl
is a Social Media Contributoris a Community Contributoris a Contributor to Smogon
[SET COMMENTS]
Iron Treads complements Ground teams' defensive core with its Steel typing, which lets it deal with Fairy- and Ice-types such as Hatterene and Cryogonal, and provides further utility by ability to removinge entry hazards with Rapid Spin. Earthquake pressures Poison-types such as Glimmora and works well with Knock Off as it dissuades Ghost-types like Gholdengo and Skeledirge from coming in to block Iron Treads' entry hazard removal attempts (this all kind of reads weird, you talk about eq being good for glimmora specifically then you say it works well with knock off because knock off stops spin blocking, it just doesn't really connect at all, i get the point of the sentence, i think it's just written oddly, we can talk more about this on discord if you want). Knock Off is also beneficial as Iron Treads can potentially reduce the threat of Choice item users such as Meowscarada and Greninja, which it can take a hit against and remove their item, letting its teammates such as Choice Scarf Great Tusk and Clodsire to handle them better. Heavy Slam smashes Fairy-types such as Hatterene and Flutter Mane, while Iron Head may be considered to better deal with Chien-Pao and Baxcalibur. Protect lets Iron Treads scout common Choice-locked Pokemon such as Greninja, Flutter Mane, and Iron Valiant, while also stalling turns for Leftovers recovery. A Jolly nature with 8 Speed EVs lets Iron Treads outspeed Adamant Baxcalibur and Timid Armarouge.

Offensively-inclined teammates such as Choice Scarf Great Tusk, Choice Specs Sandy Shocks, and Garchomp appreciates Iron Treads' ability to spin away entry hazards and ability to check Hatterene. In return, Great Tusk deals with Chien-Pao, Kingambit, and Choice Specs Greninja, Sandy Shocks breaks down walls such as Corviknight and Skeledirge which take advantage of Iron Treads and is a great asset in the Fire matchup, and Garchomp deals with Water- and Dragon-types such as Barraskewda and Hydreigon. Ting-Lu sets up entry hazards and shuffles the opposing team with Whirlwind to wear down the opposing team, and can deal with Chien-Pao and Baxcalibur in a pinch. It also has Throat Chop and Taunt, stopping set-up threats such as Corviknight and Skeledirge that pose a threat to Ground teams. Water Absorb Clodsire and Gastrodon deals with Water-types such as Dondozo, Quaquaval, and Barraskewda for it, with those also being able to wall Meowscarada and Ice Beam Greninja, respectively, as long as Iron Treads keeps the field free from entry hazards. Alternatively, Clodsire can use Unaware instead, which lets it check most special attackers, including Volcarona, Rotom-C, and Gholdengo. Similarly, Unaware Quagsire checks physical setup sweepers such as Belly Drum Azumarill, Dragon Dance Dragapult, and Swords Dance Chien-Pao and Mimikyu, and further wears down the opposing team by spreading Toxic and setting up entry hazards.
2/2 [sasha, 510532]
 

Neko

When you live for love, how precious life can be
is a Site Content Manageris an official Team Rateris a Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Contributor
[SET COMMENTS]
Iron Treads complements Ground teams' defensive core with its Steel typing, which lets it deal with Fairy- and Ice-types such as Hatterene and Cryogonal, and provides further utility by ability to removinge entry hazards with Rapid Spin. Earthquake pressures Poison-types such as Glimmora and works well with Knock Off as it dissuades Ghost-types like Gholdengo and Skeledirge from coming in to block Iron Treads' entry hazard removal attempts (this all kind of reads weird, you talk about eq being good for glimmora specifically then you say it works well with knock off because knock off stops spin blocking, it just doesn't really connect at all, i get the point of the sentence, i think it's just written oddly, we can talk more about this on discord if you want). Knock Off is also beneficial as Iron Treads can potentially reduce the threat of Choice item users such as Meowscarada and Greninja, which it can take a hit against and remove their item, letting its teammates such as Choice Scarf Great Tusk and Clodsire to handle them better. Heavy Slam smashes Fairy-types such as Hatterene and Flutter Mane, while Iron Head may be considered to better deal with Chien-Pao and Baxcalibur. Protect lets Iron Treads scout common Choice-locked Pokemon such as Greninja, Flutter Mane, and Iron Valiant, while also stalling turns for Leftovers recovery. A Jolly nature with 8 Speed EVs lets Iron Treads outspeed Adamant Baxcalibur and Timid Armarouge.

Offensively-inclined teammates such as Choice Scarf Great Tusk, Choice Specs Sandy Shocks, and Garchomp appreciates Iron Treads' ability to spin away entry hazards and ability to check Hatterene. In return, Great Tusk deals with Chien-Pao, Kingambit, and Choice Specs Greninja, Sandy Shocks breaks down walls such as Corviknight and Skeledirge which take advantage of Iron Treads and is a great asset in the Fire matchup, and Garchomp deals with Water- and Dragon-types such as Barraskewda and Hydreigon. Ting-Lu sets up entry hazards and shuffles the opposing team with Whirlwind to wear down the opposing team, and can deal with Chien-Pao and Baxcalibur in a pinch. It also has Throat Chop and Taunt, stopping set-up threats such as Corviknight and Skeledirge that pose a threat to Ground teams. Water Absorb Clodsire and Gastrodon deals with Water-types such as Dondozo, Quaquaval, and Barraskewda for it, with those also being able to wall Meowscarada and Ice Beam Greninja, respectively, as long as Iron Treads keeps the field free from entry hazards. Alternatively, Clodsire can use Unaware instead, which lets it check most special attackers, including Volcarona, Rotom-C, and Gholdengo. Similarly, Unaware Quagsire checks physical setup sweepers such as Belly Drum Azumarill, Dragon Dance Dragapult, and Swords Dance Chien-Pao and Mimikyu, and further wears down the opposing team by spreading Toxic and setting up entry hazards.
2/2 [sasha, 510532]
Implemented, thankie sasha :blobnom:
 

ken

gm
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[SET]
name: Specially Defensive Tank (Ground)
move 1: Earthquake
move 2: Heavy Slam
move 3: Rapid Spin
move 4: Protect / Knock Off
item: Leftovers
ability: Quark Drive
nature: Jolly
evs: 252 HP / 248 SpD / 8 Spe

[SET COMMENTS]
Iron Treads complements Ground teams' defensive core with its Steel typing,(rc)—which lets it deal with Fairy- and Ice-types such as Hatterene and Cryogonal,(rc)—and provides further utility by removing entry hazards with Rapid Spin. Knock Off dissuades Ghost-types like Gholdengo and Skeledirge from coming in to spinblock Iron Treads' entry hazard removal attempts. Knock Off is also beneficial,(ac) as Iron Treads can potentially reduce the threat of Choice item users such as Meowscarada and Greninja, which it as Iron Treads can take a hit against and remove their item, letting its teammates such as Choice Scarf Great Tusk and Clodsire to handle them better. Heavy Slam smashes Fairy-types such as Hatterene and Flutter Mane, while Iron Head may be considered to better deal with Chien-Pao and Baxcalibur. Protect lets Iron Treads scout common Choice-locked Pokemon such as Greninja, Flutter Mane, and Iron Valiant,(rc) while also stalling turns for Leftovers recovery. A Jolly nature with 8 Speed EVs lets Iron Treads outspeed Adamant Baxcalibur and Timid Armarouge.

Offensively-inclined teammates such as Choice Scarf Great Tusk, Choice Specs Sandy Shocks, and Garchomp appreciates Iron Treads's ability to spin away entry hazards and ability redundant since it is used prior to the previous to [action] to check Hatterene. In return, Great Tusk deals with Chien-Pao, Kingambit, and Choice Specs Greninja, Sandy Shocks breaks down walls such as Corviknight and Skeledirge—which take advantage of Iron Treads—and is a great asset in the Fire matchup, and Garchomp deals with Water- and Dragon-types such as Barraskewda and Hydreigon. Ting-Lu sets up entry hazards and shuffles phazes the opposing team with Whirlwind to wear them down the opposing team,(rc) and can deal with Chien-Pao and Baxcalibur in a pinch. It also has Throat Chop and Taunt, stopping set-up setup setup is used as part of compound nouns threats such as Corviknight and Skeledirge that pose a threat to Ground teams. Water Absorb Clodsire and Gastrodon deals with Water-types such as Dondozo, Quaquaval, and Barraskewda for it, with those also as well as being able to wall Meowscarada and Ice Beam Greninja, respectively, as long as Iron Treads keeps the field free from entry hazards. Alternatively, Clodsire can use Unaware instead, which lets it check most special attackers,(rc) including Volcarona, Rotom-C, and Gholdengo. Similarly, Unaware Quagsire checks physical setup sweepers such as Belly Drum Azumarill, Dragon Dance Dragapult, and Swords Dance Chien-Pao and Mimikyu, and it further wears down the opposing team by spreading Toxic and setting up entry hazards.

[CREDITS]
- Written by: [[Neko, 542526]]
- Ground analysis by: [[Neko, 542526]]
- Quality checked by: [[CrossHeart, 593863], [maroon, 305839], [sasha, 510532]]
- Grammar checked by: [[username1, userid1]]
 
Last edited:

Marnie

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[SET]
name: Specially Defensive Special Tank (Ground) ('defensive tank' is redundant cause tanks are inherently defensive)
move 1: Earthquake
move 2: Heavy Slam
move 3: Rapid Spin
move 4: Protect / Knock Off
item: Leftovers
ability: Quark Drive
nature: Jolly
evs: 252 HP / 248 SpD / 8 Spe

[SET COMMENTS]
Iron Treads complements Ground teams' team's defensive core with its Steel typingwhich lets it deal with Fairy- and Ice-types such as Hatterene and Cryogonal (comma -> emdash) and provides further utility by removing entry hazards with Rapid Spin. Knock Off dissuades Ghost-types like Gholdengo and Skeledirge from spinblocking and potentially weakens coming in to block Iron Treads' entry hazard removal attempts. Knock Off is also beneficial as Iron Treads can potentially reduce the threat of Choice item users such as Meowscarada and Greninja, (rc) which it can take a hit against and remove their item after taking their hit, letting its teammates such as Choice Scarf Great Tusk and Clodsire to handle them better. Heavy Slam smashes Fairy-types such as Hatterene and Flutter Mane, while Iron Head may be considered to better deals with Chien-Pao and Baxcalibur. Protect lets Iron Treads scout common Choice-locked Choice item (if they're already locked then there's no point in scouting what moves they're gonna use) Pokemon such as Greninja, Flutter Mane, and Iron Valiant, (rc) while accruing also stalling turns for Leftovers recovery. A Jolly nature with 8 Speed EVs lets Iron Treads outspeed Adamant Baxcalibur and Timid Armarouge.

Offensively-inclined teammates such as Choice Scarf Great Tusk, Choice Specs Sandy Shocks, and Garchomp appreciates Iron Treads' (remove apostrophe) ability to spin away removing entry hazards and ability to checking Hatterene. In return, Great Tusk deals with Chien-Pao, Kingambit, and Choice Specs Greninja; (comma -> semicolon) Sandy Shocks breaks down walls such as Corviknight and Skeledirge which that take advantage of Iron Treads and is a great asset in the Fire matchup; (comma -> semicolon) and Garchomp deals with Water- and Dragon-types such as Barraskewda and Hydreigon. Ting-Lu wears down the opposing team with entry hazards + Whirlwind sets up entry hazards and shuffles the opposing team with Whirlwind to wear down the opposing team, and can deals with Chien-Pao and Baxcalibur in a pinch, (period -> comma) and runs It also has Throat Chop and Taunt, (rc) stopping set-up to stop setup threats such as Corviknight and Skeledirge that pose a threat to Ground teams. Water Absorb Clodsire and Gastrodon deals with Water-types such as Dondozo, Quaquaval, and Barraskewda for it, (rc) with those also being able to wall as well as walling Meowscarada and Ice Beam Greninja, respectively, as long as Iron Treads keeps the field free of from entry hazards. Alternatively, Clodsire can use Unaware instead, (rc) which lets it to check most special attackers, including Volcarona, Rotom-C, and Gholdengo. Similarly, Unaware Quagsire checks physical setup sweepers such as Belly Drum Azumarill, Dragon Dance Dragapult, and Swords Dance Chien-Pao and Mimikyu, and it further wears down the opposing team with by spreading Toxic and setting up entry hazards.

[CREDITS]
- Written by: [[Neko, 542526]]
- Ground analysis by: [[Neko, 542526]]
- Quality checked by: [[CrossHeart, 593863], [maroon, 305839], [sasha, 510532]]
- Grammar checked by: [[royalfluxh, 493260]]
GP 1/1
Feel free to reach out here or discord if you have any questions or need clarifications :>
royalfluxh_gp.gif
 

Neko

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[SET]
name: Specially Defensive Special Tank (Ground) ('defensive tank' is redundant cause tanks are inherently defensive)
move 1: Earthquake
move 2: Heavy Slam
move 3: Rapid Spin
move 4: Protect / Knock Off
item: Leftovers
ability: Quark Drive
nature: Jolly
evs: 252 HP / 248 SpD / 8 Spe

[SET COMMENTS]
Iron Treads complements Ground teams' team's defensive core with its Steel typingwhich lets it deal with Fairy- and Ice-types such as Hatterene and Cryogonal (comma -> emdash) and provides further utility by removing entry hazards with Rapid Spin. Knock Off dissuades Ghost-types like Gholdengo and Skeledirge from spinblocking and potentially weakens coming in to block Iron Treads' entry hazard removal attempts. Knock Off is also beneficial as Iron Treads can potentially reduce the threat of Choice item users such as Meowscarada and Greninja, (rc) which it can take a hit against and remove their item after taking their hit, letting its teammates such as Choice Scarf Great Tusk and Clodsire to handle them better. Heavy Slam smashes Fairy-types such as Hatterene and Flutter Mane, while Iron Head may be considered to better deals with Chien-Pao and Baxcalibur. Protect lets Iron Treads scout common Choice-locked Choice item (if they're already locked then there's no point in scouting what moves they're gonna use) Pokemon such as Greninja, Flutter Mane, and Iron Valiant, (rc) while accruing also stalling turns for Leftovers recovery. A Jolly nature with 8 Speed EVs lets Iron Treads outspeed Adamant Baxcalibur and Timid Armarouge.

Offensively-inclined teammates such as Choice Scarf Great Tusk, Choice Specs Sandy Shocks, and Garchomp appreciates Iron Treads' (remove apostrophe) ability to spin away removing entry hazards and ability to checking Hatterene. In return, Great Tusk deals with Chien-Pao, Kingambit, and Choice Specs Greninja; (comma -> semicolon) Sandy Shocks breaks down walls such as Corviknight and Skeledirge which that take advantage of Iron Treads and is a great asset in the Fire matchup; (comma -> semicolon) and Garchomp deals with Water- and Dragon-types such as Barraskewda and Hydreigon. Ting-Lu wears down the opposing team with entry hazards + Whirlwind sets up entry hazards and shuffles the opposing team with Whirlwind to wear down the opposing team, and can deals with Chien-Pao and Baxcalibur in a pinch, (period -> comma) and runs It also has Throat Chop and Taunt, (rc) stopping set-up to stop setup threats such as Corviknight and Skeledirge that pose a threat to Ground teams. Water Absorb Clodsire and Gastrodon deals with Water-types such as Dondozo, Quaquaval, and Barraskewda for it, (rc) with those also being able to wall as well as walling Meowscarada and Ice Beam Greninja, respectively, as long as Iron Treads keeps the field free of from entry hazards. Alternatively, Clodsire can use Unaware instead, (rc) which lets it to check most special attackers, including Volcarona, Rotom-C, and Gholdengo. Similarly, Unaware Quagsire checks physical setup sweepers such as Belly Drum Azumarill, Dragon Dance Dragapult, and Swords Dance Chien-Pao and Mimikyu, and it further wears down the opposing team with by spreading Toxic and setting up entry hazards.

[CREDITS]
- Written by: [[Neko, 542526]]
- Ground analysis by: [[Neko, 542526]]
- Quality checked by: [[CrossHeart, 593863], [maroon, 305839], [sasha, 510532]]
- Grammar checked by: [[royalfluxh, 493260]]
GP 1/1
Feel free to reach out here or discord if you have any questions or need clarifications :>
View attachment 504061
Done, I think scouting Choice-lock is in case of Gren/Flutt locking in to Hydro/Mystfire to eliminate it
Thankie btw
 
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