Skarmory (Done)

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[Overview]

<p>Since the very beginning of the GSC metagame, Skarmory has proved to be a force to be reckoned with. With an amazing base 140 Defense stat, 9 resistances, 2 immunities, and no physical weaknesses, Skarmory is easily the best physical wall available in GSC. Throw in Skarmory's ability to phaze opponents with Whirlwind and boost its already ridiculous Defense with Curse, and you have an excellent check to top threats such as Snorlax, Marowak, Heracross, Exeggutor, Machamp, Umbreon, Quagsire, and Espeon. In addition, Skarmory's resistance to Normal-type attacks also makes it a good switch-in to most predicted Explosions.</p>

<p>While Skarmory is an amazing physical wall, it lacks the ability to effectively deal with special attacks from most special and mixed attackers, the reason being its measly base 70 Special Defense and poor base 65 HP. Skarmory's movepool is also rather limited; beyond Toxic and Drill Peck, it has little in the way of offense, and is forced to rely upon Rest and Leftovers for healing off damage due to its lack of recovery options. While sleeping, Skarmory will no longer be able to check some threats, such as Belly Drum Snorlax, Marowak, Machamp, and trappers, although others, such as Curse Snorlax, non-Seismic Toss Heracross, and most Exeggutor, still won't be able to get past Skarmory. That said, Skarmory is still an incredible defensive Pokemon that should always be considered when team building, especially when creating a stall-based team. Ignore this bird of steel at your own risk!</p>

[SET]
name: Physical Wall
move 1: Whirlwind
move 2: Drill Peck
move 3: Rest
move 4: Curse
item: Leftovers

[SET COMMENTS]

<p>This set gives Skarmory everything it needs to succeed. With access to Whirlwind and Curse, as well as fantastic resistances, Skarmory will be able to counter many top OU threats with ease. It can easily come in on Curse or Belly Drum Snorlax and phaze it with Whirlwind. Curse allows Skarmory to effectively wall Belly Drum Snorlax as well as last-Pokemon Curse Snorlax after only one or two boosts. Skarmory can also deal with the likes of Heracross, Marowak, and Machamp, preventing them from sweeping or setting up. Additionally, it can serve as an effective check to Umbreon and Misdreavus without Thunder, as Whirlwind will stop their respective trap-passing and Perish-trapping attempts.</p>

<p>Curse gives Skarmory additional Defense boosts, increasing its general longevity. The sheer physical durability of Skarmory after a Curse cannot be understated. For example, at +1 Defense, Skarmory will almost never be 3HKOed by Snorlax's 999 Attack Double-Edge, 999 Attack Marowak cannot 3HKO with Rock Slide, boosted Steelix can't OHKO with Explosion, 999 Attack Rhydon never 2HKOes with Rock Slide, and Machamp will fail to OHKO with a +1 Cross Chop even with a critical hit. Curse also gives Skarmory a Speed drop that lets it phaze other Curse and Roar users, such as Steelix, Rhydon, and Tyranitar, that would otherwise phaze Skarmory instead. While not common, Skarmory can occasionally sweep thanks to Curse if Growl users and special attackers such as Zapdos and Raikou are removed, but this is a very situational scenario. A quick note on Curse: when using Pokemon Netbattle Supremacy, Skarmory will be one Speed point faster at -1 than Snorlax; however, when using Pokemon Online, Skarmory at -1 Speed will tie with Snorlax.</p>

<p>With Drill Peck, Skarmory has an option to deal a good chunk of damage to threats such as Machamp, Exeggutor, and Heracross. Skarmory resists both of Exeggutor's STAB moves, and barring Sleep Powder or Hidden Power Fire, it can switch in with impunity. When going up against Curse Machamp, it is a good idea to boost with Curse first before using Drill Peck in order to prevent Skarmory from losing a good chunk of its health to Cross Chop. Rest is for recovering health and removing paralysis; a paralyzed Skarmory will find it more difficult to check Pokemon it would normally beat, such as Swords Dance Marowak, Curse Machamp, and Belly Drum Snorlax. However, keep in mind that a sleeping Skarmory won't be able to counter threats it normally would, such as setup sweepers and trappers. As a word of warning, opponents can and will capitalize on the two free turns from Rest. It is recommended that you only use Rest when completely necessary; Heal Bell support is also a good idea.</p>

[ADDITIONAL COMMENTS]

<p>Skarmory is a fantastic physical wall and defensive pivot, but it will enjoy help dealing with special threats. Skarmory absolutely loves support from switch-ins to Electric-types that try to ruin its day. Steelix, Quagsire, and Blissey are all able to counter Zapdos and Raikou effectively; Nidoking, Rhydon, and Snorlax can also help play around these threats if need be. However, Snorlax will not enjoy being forced to absorb powerful special attacks over the course of a longer match. Playing Snorlax defensively is seldom a good idea because it would rather use its large bulk to prolong its offensive use. Nidoking and Rhydon will also have issues against Raikou and Zapdos packing Hidden Power Ice or Water. Beyond Raikou and Zapdos, Skarmory will also want mixed and special attackers such as Nidoking, Dragonite, Tyranitar, and Vaporeon covered. Zapdos and Raikou can take on Vaporeon, Dragonite, and special attackers in general with their special bulk and high Special Attack. Suicune is also a good choice for countering special and mixed sweepers because of its resistances to Water- and Ice-type attacks, good mixed bulk, and access to STAB Surf and Toxic.</p>

<p>Skarmory also needs help dealing with certain physical threats that can play around it. Lovely Kiss, Thunder, and Fire Blast versions of Snorlax are notable for their ability to beat Skarmory one-on-one. Lovely Kiss versions will cripple Skarmory with sleep, while Fire Blast versions can score a surprise 2HKO should Skarmory choose to switch in. Tyranitar, Rhydon, and Misdreavus are all excellent counters to the aforementioned Snorlax sets. Gengar and Steelix work best against Lovely Kiss versions, though Gengar will have to watch out for a possible Earthquake. Curse users with Roar, such as Tyranitar, Kangaskhan, and Rhydon, are also troubling for Skarmory, as their Roar will go after Skarmory's Whirlwind after they set up a Curse, causing it to fail. With the combination of Curse and Roar, these Pokemon will be able to beat Skarmory without special attacks. Miltank and Umbreon can neutralize most Curse and Roar users with Growl and Charm, respectively.</p>

<p>Skarmory and Miltank are great partners, as together they counter virtually every physical threat in the metagame. Miltank can also take on the mixed Snorlax versions that give Skarmory trouble. Blissey and Skarmory complement each other well as partners and make up the famous "SkarmBliss" combo. However, in GSC, this partnership is not as strong as it is in ADV. Blissey can provide Heal Bell and screen support for Skarmory, but other than that it will do little to secure victory. Skarmory enjoys phazing support; Raikou works well in this regard because of its high Special Defense, resistance to Electric-type attacks, and access to Roar. Suicune also deserves a mention for its great mixed defenses, access to Roar, and ability to check mixed Snorlax with Fire Blast. Other great phazing partners include Tyranitar, Steelix, and Rhydon, which are notable for their resistance to Normal-type attacks and high Defense. Having an extra Snorlax check is a wise idea in case Skarmory is put to sleep by Lovely Kiss or surprised by Fire Blast. Stall teams should especially consider extra phazing support for Snorlax in order to prevent it from sweeping once Skarmory has gone down. Additional phazers such as Rhydon can also work well against Misdreavus with Thunder trying to Perish trap. Skarmory enjoys the stallbreaking prowess that Misdreavus brings to the table with Perish Song and Mean Look. Misdreavus can also block Rapid Spin, thereby keeping Spikes on the field. Skarmory is often used in a phazing role and therefore loves entry hazards; Forretress and Cloyster are both good options for providing Spikes support.</p>

[Other Options]

<p>Outside of the moves already mentioned, Skarmory has a few options that it can use over Curse. Thief is an interesting possibility because it can remove Leftovers from an opponent, making them more susceptible to being worn down over time. Keep in mind that Thief only works when Skarmory is not carrying an item. Toxic is another option over Curse to drain the opponent's health. However, many Pokemon carry Rest, and Heal Bell support is also fairly common, so Skarmory will often find it difficult to sufficiently wear down many of the tanks that Toxic is meant to counter; however, Toxic is still useful for forcing certain Pokemon to waste a turn Resting. Pokemon that often carry Rest without Sleep Talk, such as Raikou, are especially susceptible to this strategy. Wearing down Electric-types looking to switch in can be very useful, especially with Spikes support. Toxic will also wear down Tyranitar, Rhydon, Cloyster, and Dragonite looking for an easy switch-in, and is effective against defensive Pokemon that don't have Rest and Sleep Talk, such as Starmie and Miltank. Sand-Attack is another option for Skarmory to use against Kangaskhan, and makes a great ploy for annoying opponents in general. The accuracy drops can really ruin opponents, especially those that rely on moves without perfect accuracy, such as Thunder Zapdos and Raikou.</p>

[Checks and Counters]

<p>Strong special attacks remain the best way to deal with Skarmory, as they hit its much weaker Special Defense. Electric-types such as Zapdos, Raikou, and Jolteon can easily switch into Drill Peck and force Skarmory out with a super effective STAB attack. Mixed sweepers such as Nidoking, Dragonite, Tyranitar, and Fire Blast Snorlax can all come in and do a great deal of damage to Skarmory. Vaporeon is a deadly special sweeper which can scare out Skarmory and use the free turn to boost. While not common, Charizard can come in on Skarmory, threaten it with Fire Blast, and use Belly Drum as it switches out. Cloyster and Forretress can easily set up Spikes on Skarmory. Steelix, Kangaskhan, Rhydon, and Tyranitar are all slower than Skarmory after a Curse boost, allowing them to force Skarmory out with Roar after it uses Whirlwind—in GSC, phazing moves fail if they go before the opponent moves. Houndoom and Tyranitar can rack up Pursuit damage on Skarmory by threatening it with powerful Fire-type moves. Starmie and Suicune can threaten Skarmory with a STAB Surf, and Starmie can even get a free turn to clear away Spikes with Rapid Spin. However, be aware that many of the counters mentioned above will be surprised by the occasional Toxic. Snorlax with Fire Blast can surprise Skarmory with a 2HKO, while Lovely Kiss versions can cripple Skarmory and then proceed to use Belly Drum to rip through the rest of the team.</p>
 

gene

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primary set should have curse/drill peck/whirlwind/rest. curse is there to wall marowak and drumlax effectively. it's mostly used for the defense boost because +1 drill peck still does nothing to an incoming zapdos/raikou.

thief is more of a gimmick, because most good players will be careful not to get their marowak's thick club stolen. it's still decent to steal lefties from a zapdos, but curse is almost always the better option.

sand attack forces curse roar kangaskhan to switch out, that's about it. it's decent if you have a major kangaskhan weak.

protect isn't a worthwhile option.

i'd mention that the combination of curse skarmory + growl miltank shuts down almost everything physical.

zam shouldn't be considered a counter. drill peck hurts it too hard on the switch.
 
primary set should have curse/drill peck/whirlwind/rest. curse is there to wall marowak and drumlax effectively. it's mostly used for the defense boost because +1 drill peck still does nothing to an incoming zapdos/raikou.

thief is more of a gimmick, because most good players will be careful not to get their marowak's thick club stolen. it's still decent to steal lefties from a zapdos, but curse is almost always the better option.

sand attack forces curse roar kangaskhan to switch out, that's about it. it's decent if you have a major kangaskhan weak.

protect isn't a worthwhile option.

i'd mention that the combination of curse skarmory + growl miltank shuts down almost everything physical.

zam shouldn't be considered a counter. drill peck hurts it too hard on the switch.
This. As a note you can mention that -1 skarm ties in speed with Snorlax when playing on PO, unlike on NBS where Skarm had 159 speed.

wall and shut down many top OU threats like Marowak, Rhydon, Heracross, Machamp, etc. (more examples would be helpful)
Not Rhydon, Machamp not so much, Snorlax should be the first example. Skarm is also good vs Eggs.

Blissey's not that good in GSC. I'd mention defensive mons like Raikou/Suicune for special/mixed uses, and things like Miltank/ttar/rhydon/misdreavus as the pokes that can take on the physical pokemons that Skarmory can't, also Starmie for extra Champ coverage and spin; you can mention pretty much anything you want to. I don't personally like Blissey unless you want bell + screen support in one (helpful for marowak/champ) and you still have other things to deal with fbsnorlaxes like a ttar, but you can also mention her though (and you probably should). Then, point out that a defensive skarm team should pack something that can be a threat offensively, like drumlax, spikes (and a good way to maintain them and capitalize on switches: spin blocking ghosts, hp bug forr, roarkou etc) marowak, nidoking, machamp etc.

If you mention Toxic, say it's use is to poison non-st raikous, ttars, cloyster, dnites, jolteons etc generally in the switch-in. It's good vs these mixsweepers against a team that doesn't bell, but Curse is overall the best option.

Thief generally steals leftovers from Zapdos/Raikou, it's good if you had a mixsweeper that can capitalize on that, but anyway, go no item on skarm.


C&C: Cloyster and Forr can easily spike. Steelix/ttar/rhydon can easily phaze you and probably rack up some spikes damage. ttar/houndoom can progresively rack up pursuit damage on skarm. Starmie gets a free spin. Gengar/missy can hit you for SE damage but don't like switching into DP. Dnite is another mixsweeper to mention. Charizard can threaten you with stab fbalst and drum if you switch out. kangaskhan with curse roar set (and sub for growltanks). fblast/fthrower snorlax can hit you for around 55%. lkdrumlax can put skarm to sleep and probably sweep the rest of your team unless you have another rock/steel phazer or something offensively enough to scare hit out, like explosion/sleep/machamp/marowak (something that many stall teams doesn't have).
 

Lockeness

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Thank you to Gene and Crystal for their respective contributions. I updated the OP with their suggestions. I will probably write up the rough draft some time tomorrow. Until then any other suggestions or comments would be appreciated!
 
Great typing, and a whopping 140 base defense allow it to wall and shut down many top OU threats like Snorlax, Marowak, Heracross, etc. (more examples would be helpful)
Guagsire is another good example. You can mention Exeggutor and Machamp as well, but saying that skarm isn't a 100% counter.

Blissey shouldn't appear in the overview, just in team options.

Remove that shitty mint berry for the set...

Raikou, Porygon2, Blissey and Snorlax all have high SpD, or can take Electric-type moves. Tyranitar and Nidoking could also work well. Blissey can set up screens and use Heal Bell, but other than that it won't do much.
The first paragraph should probably focus on defensive teammates. pgon2 is a weird thing to mention, king/ttar seem like they are going to be kind of splashed in (i mean it's the same as saying machamp/gengar or heracross/rhydon for example or whatever). And then going from defensive to offensive things it comes Blissey... The following ideas are all well, but this first paragraph needs a lot of work. Imo, mention defensive things like Raikou, Suicune, Zapdos etc here, explaining they offer coverage from the special/mixed side.

Spikes, Drumlax, Nidoking, Spin-blocking ghost, HP Bug Forrey, and Raikou can all work well with Spikes support and can deal damage.
Spin block, hp bug forr and the offensive part of raikou are all assuming you are spiking. Drumlax and mixsweepers like nidoking are a different thing.

It's useful for poison on pokes like raikous, ttars, cloyster, dnites, jolteons as long as they don't have Rest or Sleep Talk.
In the case of Raikou you know it's packing Rest, but it's helpful if he doesn't st. Just keep in mind that your opponent may send a sleep talking Zapdos/Suicune/whatever instead.

Sand attack can sometimes be annoying. Remove SW though.

Dont mention Exeggutor as a skarm counter.
 

Lockeness

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Got Crystal's suggestions added in. Any new information is still helpful! I should be finished with the rough draft either tomorrow or the day after.
 

Conflict

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Hey there.

I think there are two possible options for skarmory's last move. Drill peck, whirlwind and rest are a given.
For the last slot one can consider either curse or toxic. So just slash toxic in behind curse. Toxicskarm works really well together with another mon with a normal resist like Tyranitar or Rhydon - even Resttalk-machamp/marowak are pretty cool alongside it.
Good overall teammates are: Snorlax, Miltank, Raikou, Marowak, Nidoking, Rhydon, TTar, Misdreavus.

Skarm itself can work in almost any team because its a good stand-alone check for many of gsc's threats i.e. (in order of importance):
Snorlax (Skarm is one of the better first switch-ins vs. lax)
Marowak
Heracross
Exxeguttor
Umbreon
Misdreavus (without Thunder)
Quagsire
Miltank

Skarmory is also able to check Machamp, Espeon and Tentacruel and works in a pinch vs. both Clefable and Muk.
 

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Long response. Hold on to your asses.

"To wear down opponents" is just a filler line in the description of Drill Peck, as I'm sure you're aware. Take it out, it adds nothing useful. Drill Peck is mostly useful for hurting Eggy and Machamp, who otherwise can stay in all day and just keep nailing you, going for the Cross Chop crit or the Psychic Spc. Fall. It's also handy for chip damage on Snorlax and Marowak (so I guess "wear down opponents" isn't total filler, just nonspecific), as well as just giving you an attack in general so you're not total bait for a low-health thing that needs to Rest.

Not sure how I feel about the teammates list. It seems like you're just listing what other Pokemon are good in GSC, rather than what specifically synergizes with Skarm. I feel like a more economical use of space would be to just mention what Skarm brings to a team rather than listing what teammates work well with him. Skarm is a staple of GSC, just about anything works well with it. However, it would be a good idea to mention Ghosts/Rocks/Umbreon/Miltank in particular as a way for teams to deal with Fire Blast Curselax. Blissey as a teammate gets an honourable mention, though SkarmBliss is powerless against Mixed Offense of any sort and saddles you with a second do-nothing when it comes to offense.

One thing I think is worth mentioning is that Skarm is a poor "lone phazer" if you're trying to get along with just one. It's OHKOed by Jolteon Thunder and 2HKOed by Thunder Missy, which really hampers its ability to act as "emergency phazer" for those situations.

The fourth move is situational. Curse is mostly for keeping Skarm from being dicked over by last-poke Curselax, though it can be handy for other situations (e.g., going toe-to-toe with CurseChamp). Sand-Attack is nice for forcing something like Spikes+Roar Raikou to miss its Roars and Thunders, and also makes it really annoying for things like Nidoking or Mixlax who might try to get something going on Skarm. Toxic forces things to Rest, it's best for forcing Spikes+Roar Raikou to take a nap. Toxic also keeps mixed attackers not named Nidoking from getting any ideas. Thief is kinda the move where you throw your arms in the air and say "Skarm's movepool is barren, and Thief is a cool gimmick that's usually overlooked". As gene said, you're not nailing Marowak with it, but it's cool for taking away an Electric's lefties, though you could just as easily nail Cloyster with it, which generally doesn't do too much for you (you'd be better off with Toxic in that case).
 

Lockeness

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I updated the OP with the additional suggestions. This analysis should be ready for write-up, but if there are any additional comments I will be glad to hear them!
 

Pocket

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With access to an amazing base 140 Defense stat, 7 resistances, and 2 immunities Skarmory is easily one of the best physical walls available in GSC.
False - 9 resistances (Grass, Psychic, Flying, Bug, Normal, Ghost, Steel, Dragon, and Dark) and 2 immunities.
While Skarmory is an amazing physical wall it lacks the ability to deal effectively with specially based attacks. A measely Base 70 Special Defense and Base 65 HP prevent Skarmory's from being able to take on common special attackers like Zapdos and Raikou
Probably within brackets () mention that its Steel-type resistances allow it to become a decent check to Exeggutor despite its subpar special defense. Or maybe mention this on the previous paragraph where you list Skarmory's advantages.
These factors combined with Skarmory's two common weaknesses in Fire and Electric prevent Skarmory from becoming truly terrifying.
Fire is not a common type imo, as Fire-types are rare and most mixed Sweepers opt for boltbeam coverage. "Exploitable" is a more appropriate adjective than "common," as physical Sweepers can surprise 2-3HKO Skarmory with Fire Blast. To elaborate, you could mention how physical Sweepers like Machamp or Snorlax can pack Fire Blast to prevent Skarmory from walling them.
Skarmory can easily come in on Snorlax using Curse or Belly Drum, take the Body Slam, and phaze it away with Whirlwind.
Before taking Snorlax's STAB move, Skarmory should always Curse up, especially if its a 999 Atk Double-Edge, as a CH would finish Skarmory without a Curse boost, and it only takes 1 Curse to turn a BDrum Double-Edge to not even 3HKO on average.
Skarmory can also come in on Pokémon like Miltank, Heracross, Rhydon and Machamp to prevent them from sweeping or setting up.
Miltank does not usually sets up, since it is a support mon. You could give it a separate sentence that Skarmory does not mind switching into Miltank's Growl and Toxic poison it, hindering its tanking abilities and draining Heal Bell PP.
Skarmory's can also serve as an effective check to Quagsire, Umbreon, and Misdreavus without Thunder.
Quagsire is a rather odd member to be listed alongside Umbreon & Misdreavus, who are both notorious for Trapping Pokemon. You can include Quagsire in the list of Physical Sweepers, as a Belly Drum Quagsire is actually formidable.

Exeggutor should also be mentioned somewhere as one of the exclusive Special tanks that Skarmory walls.

I don't think you fully understand the significance of Curse. Curse truly enhances Skarmory's capability in walling physical threats. After a single Curse, BDrum Lax fails to 2HKO with a +6 Double-Edge, Machamp without FB cannot 2HKO Skarmory with a +1 CC (so no CH OHKO), Marowak fails to 3HKO with 999 Atk Rock Slide, Steelix cannot kill Skarmory with a boosted Explosion, and 999 Attack Rhydon's Rock Slide fails to 2HKO. Without Curse, Skarmory is not nearly as effective as a physical wall, which is why top GSC players always run Curse on Skarmory.

For this reason I would de-slash Toxic and leave it as an AC mention. Sand Attack also warrants an AC mention, since the accuracy drop can really screw with the opponent.

Turbo boosting works like this- Skarmory phazes the opponents sweeper, switches out to Snorlax, Snorlax uses Belly Drum, attacks for several turns, Rests at low health and then switches to Miltank. Miltank then uses Heal Bell, allowing Snorlax to come in and Belly Drum sweep again.
Why are you elaborating on Turbo-Boosting, which has no relevance to Skarmory? Remove this paragraph.

Mention that Skarmory greatly appreciates a solid switch-in to Electric-types, since Skarmory cannot harm them at all. Raikou and Ground-types, such as Steelix, Nidoking, and Rhydon are good options.

-Houndoom and Ttar can rack up Pursuit damage as Skarmory is threatened out by their super-effective special assaults
-Snorlax with fire Blas will do around 55% damage (I will check this calc)
50-59%, so an average 2HKO.

You don't have an Other Options section. Mention Thief there.

I would also remove the mention of Alakazam, since it is really not a relevant threat in GSC OU, despite havoc supposedly wielding it successfully.
 

Lockeness

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Thank you Pocket for your wonderful suggestions. I appologize about the "missing" Checks and Counters section. I was working on this analysis offline and I accidentally removed it when copy and pasting! The rough draft is now completely finished, and this set is ready for approval checks.
 

Pocket

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Throw in Skarmory's ability to phaze opponents with Whirlwind boost its already ridiculous Defense with Curse and it can easily check many of GSC's top threats like Snorlax, Marowak, Heracross, and Quagsire.
Quagsire is NOT a top threat, so I would remove him.
Many physical attackers like Machamp or Snorlax will often carry a move like Fire Blast to surprise Skarmory on the swtich
Many is superfluous; and it's not often that they carry FB, especially Snorlax. "occasionally" is a better adjective.
Machamp will fail to 2HKO with Cross Chop
"Machamp will fail to critical OHKO with a +1 Cross Chop" would bring the significance across better, imo. And what happened to the Rhydon and Steelix example???
Countering Machamp is slightly risky because of the possibility of Cross Chop to OHKO after a Critical Hit. Its usually a good idea to Curse boost before using Drill Peck against Machamp.
Cross Chop only threatens to OHKO at +1 CC. By Cursing first, Skarmory escapes the chance of a CH OHKO, due to GSC's unique CH calculations.

You took out how Skarmory beats Misdreavus without Thunder and Umbreon. You should make note of this, since phazers are also used to escape from Mean Look. More emphasis on Skarmory countering Exeggutor is needed; you only mention how Drill Peck hits Eggy hard. With Skarmory's resistance to Eggy's dual STAB offense and Explosion, it can pretty much switch into Exeggutor with impunity.

This combo can also work well as a pivot for a turbo boosting strategy with Belly Drum Snorlax.</p>
I am confused ... are you stating that Belly Drum Lax is a good partner with Miltank & Skarmory core, or are you saying that Skarmory & Miltank BEATS turbo-boosting? The former is irrelevant to Skarmory, while the latter is absolutely true and should be made clearer.

Mention Ground-types, such as Rhydon, Nidoking, and Steelix as good partners to absorb Thunders aimed at Skarmory. Snorlax doesn't like sponging those powerful special hits, despite its amazing special bulk, which is why Ground-types are really useful for taking 0 damage from Thunder.
 
With access to an amazing base 140 Defense stat, 9 resistances, and 2 immunities Skarmory is easily one of the best physical walls available in GSC.
I would mention that it has no physical weaknesses like the current analysis does.

it can easily check many of GSC's top threats like Snorlax, Marowak, Heracross, and Quagsire.</p>
I wouldn't call Quagsire a top threat.

Without access to Sleep Talk or Heal Bell support Skarmory can find its time as a wall cut short if it isn't careful.
I dunno about this line, at least remove sleep talk from it since it is misleading. Sleep Talk is pretty bad on Skarmory. The only time I have seen it used somewhat effectively was when the guy using it had given his Skarmory min speed so it could be slower than lax and get wws off while sleeping that way.

name: Phazer
All viable skarmorys are phazers. I would call it Curse or CurseSkarm or something. Or I guess Physical Wall...

Skarmory can easily come in on Snorlax using Curse or Belly Drum, use Curse, take the Body Slam, and phaze it away with Whirlwind.
Instead of saying this which is pretty situation-specific imo, you could just say Skarmory is capable of switching into and forcing out some of the most popular Snorlax movesets like Curselax and Belly Drum lax. Cursing first against any lax could go badly if it turns out to be a fire blast/thunder lax.

You could go into specifics and say that if you expect Snorlax to stay in and attack with a normal move you should use Curse.

Skarmory can also come in on Pokémon like Heracross, Rhydon and Machamp to prevent them from sweeping or setting up. Skarmory can also check Miltank by either using Toxic or forcing it out with Whirlwind. Skarmory's can also serve as an effective check to Umbreon, and Misdreavus without Thunder. Given its defense and typing Skarmory is one of the best phazers in the game.</p>
Skarmory can't beat Roar Rhydon which is the most common moveset, unless it has Toxic. Handling Machamp with Skarmory can be a bit unreliable but Machamp is still worth of mention here. Another specific Pokemon worthy of mention is Marowak, since Skarmory is a great switch into wak's unboosted attacks (which it will often use if it predicts a switch to a water type or zapdos/exeggutor) and can also phaze out a SDed marowak as long as it avoids getting flinched by rock slide. Apart from that, it basically handles random non-mixed/non-roar cursers/drummers effectively, checks eggy once it has slept something, and there are a fair number of random pokemon that it is a good switch into for a while like a bunch of the baton passers (espeon / smeargle after something is asleep / scizor / lots of grass types / etc).

</p>Curse
wrong tag (supposed to be <p>). Also, while it's not a particularly common situation, Curse Skarmory can potentially sweep teams once super effective special attackers and growl/charmers are out of the way and neutral special attackers are sufficiently weakened, and can avoid being phazed while doing this thanks to its own Curse+WW.

<p>With Drill Peck Skarmory has an option to hit opposing Pokémon like Machamp and Heracross, and to deal damage in general. Drill Peck will also seriously damage Exeggutor should it dare stay in on the metal bird. Drill Peck also has obvious usefulness against Heracross, and can also nail Machamp should it choose to stay in. Countering Machamp is slightly risky because of the possibility of Cross Chop to OHKO after a Critical Hit. Its usually a good idea to Curse boost before using Drill Peck against Machamp. Rest is for health recovery and removing nasty status conditions that can prevent Skarmory from working effectively. Using Rest is a bit of a gamble though. Without Sleep Talk Skarmory will be unable to move while asleep either forcing it to switch out or giving two turns to the opponent to do as they please. Using Heal Bell support is a good idea if using Rest.</p>
I think you could cut this paragraph down a fair bit since it seems repetitive. The Machamp part is useful although I don't think a ch actually OHKOs a full health cursed skarm like you say due to the way chs work in GSC. It does do a very hefty chunk though (60-70%). The only relevant status condition is Paralysis so just say that instead of status conditions, and to justify the statement you could maybe mention that paralysed skarm is a lot more likely to lose to curse machamp/sd marowak/drumlax if it is paralysed, even if it is at a fairly high hp.

Also I think you aren't explaining why Resting is bad well enough; basically there are physical Pokemon that Skarm normally handles fine that can get past it if they have enough of the sleep turns to capitalise on. Also Mean Lookers if you don't have another phazer awake.

Skarmory works well on its own, but it does enjoy team support. Skarmory absolutely loves switch-ins to Electric-types that try to come in and ruin its day. Snorlax, Raikou, Blissey, and Suicune all have high Special Defense or the ability to absorb the fire and electric attacks Skarmory hates. Blissey and Skarmory together make up the famous "SkarmBliss" combo, but in GSC this partnership is not as strong as it is in Generation 3. Blissey can provide Heal Bell and Screen support for Skarmory, but other than that it will do little to secure victory. The prevalence of Physical and Mixed attackers will prevent Blissey from doing anything worthwhile. Skarmory isn't a very good "lone phazer" because it is unable to phaze certain threats. As Skarmory takes more and more hits it will enjoy having another teammate that can also phaze effectively- Raikou works well in this capacity because of its high Special Defense, resistance to Electric attacks and access to Roar. Skarmory can also work with offensive teams as a defensive pivot for mixed sweepers like Zapdos, Tyranitar, and Nidoking. Skarmory also enjoys having Misdreavus working as a PerishTrapper against teams that rely heavily on stall. </p>
Remove or change the first sentence, it seems really odd as it is. If you want to keep that style of sentence, you can change it to something like "Skarmory is fantastic at handling many top physical sweepers, but when it comes to handling special attackers and cursing phazers, it needs support from its team."


For teammates, there are a few categories that need covering pretty badly if you are using Skarm. The most obvious thing you absolutely must deal with when using Skarmory is Zapdos/Raikou. Apart from them, there is Fire Blast/Thunder/Lovely Kiss Snorlax, Curse+Roar Rhydon/Steelix/Kangaskhan/Tyranitar (/vital throw machamp I guess...), Thunder missy, and other random mixed sweepers like Nidoking/Dragonite/Clefable/Porygon2/Tyranitar/etc.

Zapdos/Raikou's best answers are Raikou/Quagsire/Steelix/Blissey, and there is the option to use lax as backup, but this can often force lax to play defensively, which is far from ideal. Lax is basically unacceptable as the sole Zapdos/Raikou counter if there are spikes up, imo. If there aren't, then it becomes a lot better at it, but it still isn't ideal. It is technically not essential to have one of those first four alongside Skarmory, but it is definitely significantly helpful.

Fire Blast/Thunder/Lovely Kiss Snorlax's best answers are Tyranitar, Rhydon, and Misdreavus. It is quite crucial to cover these variations of Snorlax regardless of whether the boosting move is Curse or Belly Drum, so it is useful to have one of those, but again it is not absolutely essential. Steelix and Gengar cover LK lax too.

Curse Roarers (and Cursers in general, except sub+curse things, cursedrumlax, and machamp) are virtually always beaten by Miltank and Umbreon, as are a ton of the mixed sweepers. Apart from those, these threats are all poor handlers of some kind of special attacker, so yet again, these teammates are not essential, although they do make your team difficult to penetrate from the physical side.

Forretress with HP bug, and a spin blocking ghost-type like Misdreavus can help Skarmory immensely.
This could use some elaboration. To be honest I don't think Forretress is worth mentioning here; just say that Skarmory poses no threat to any of the Rapid Spinners so a ghost-type is useful if you use Spikes.

This combo can also work well as a pivot for a turbo boosting strategy with Belly Drum Snorlax.</p>
I don't think I have ever heard of a turbo boosting strategy until now, but it sounds like this belongs in an analysis of Snorlax.


Outside of the moves already mentioned Skarmory has few options. Thief is a gimmicky option for stealing Leftovers from something that needs it like Zapdos or Raikou. Sand Attack is also an option against Kangaskhan, and is annoying in general. Sand Attack will seldomly be better than the moves Skarmory already has though. Mint Berry is an option over Leftovers if you want to be able to Rest without having to switch out or waste two turns sleeping. However, Skarmory really enjoys its Leftovers recovery and Mint Berry is generally not worth the HP gain from Leftovers over the course of a longer battle. If using Skarmory with Heal Bell support Mint Berry becomes even more unecessary.
Mint Berry goes with Thief, so that you can get yourself some leftovers after you rest once. You would never use it without Thief in the fourth slot. Doing that would be outright stupid. So instead of separating them here you need to say that Thief is used with either No Item or Mint Berry and is used over Curse. In fact you should preface the paragraph with the fact that it is nearly always gonna be the slot you are changing.

Toxic is another option to drain the opponents health more quickly than Drill Peck. However, many Pokémon carry Rest,
Especially the Electric types who happen to be the ones switching in a hell of a lot. Therefore, it can be helpful to be kind of sneaky and it is sometimes advisable to hide it til you think they are going to be leaving in their probably-Toxic-susceptible Pokemon (Tyranitar/Rhydon/Cloyster/Machamp/Marowak/...). Toxicing Raikou is also nice if it doesn't rest it off right away, since if Spikes are up, it will certainly not enjoy switching in only to be WWed away. You don't need to specifically mention all of that but some of it would be useful.


<p>Carrying a Skarmory check is a good idea for any GSC team hoping to stay competitive.
delete this line, it is extremely obvious and very unnecessary.

Zapdos and Raikou have the added advantage of STAB Electric moves like Thunder and Thunderbolt.
obvious, you can delete this line as well.

They will often be able to get at least one or two layers of Spikes up
you can only lay one layer in GSC

Steelix, Rhydon, and Tyranitar can also phaze Skarmory with Roar.
kangaskhan, and mention how they use Curse and Roar to accomplish the task of beating Skarmory without special attacks.

Starmie can use Skarmory as a free Rapid Spin, and will often force it to switch by threatening with Thunderbolt.
Any spinner (Starmie/Forretress/Cloyster). Don't bother mentioning Thunderbolt, it is not even all that common on Starmie in GSC. Surf works just fine.

Snorlax with Fire Blast can surprise Skarmory with a 2HKO on the switch-in.
Remove the switch-in part. while it is true, it is far from the only viable situation to use fire blast in. You can get a surprise KO if you wait long enough, and it's not like Skarmory really threatens lax much. What really needs to be conveyed is that Fire Blast Snorlax stops Skarmory from countering it, can be surprising, and that it does about 60% or however much someone calced it to be earlier in the thread.

Lovely Kiss Snorlax can also threaten to cripple Skarmory and proceed to use Belly Drum to rip through the rest of Skarmorys team. For this reason it is often advisable to carry another Steel-type phazer to complement Skarmory.
Not a steel-type phazer necessarily, instead of that, say a normal resisting phazer or a ghost type.




edit: Oh yeah and another thing you haven't mentioned is Skarmory's ability to sponge predicted explosions. That is a reasonably important detail.
 
Quagsire is NOT a top threat, so I would remove him.
heh, I consider Quag a bigger threat than Hera. It's okay there imo.

easily check many of GSC's top threats like Snorlax, Marowak, Heracross, Umbreon and Quagsire and help playing around others like Exeggutor, Machamp, Misdreavus and Porygon2.
Skarmory can also come in on Pokémon like Heracross, Rhydon and Machamp to prevent them from sweeping or setting up.
Rhydon can easily set up on you and prevent your phazing move by phazing you with a slower Roar.

Take out this:
Skarmory can also check Miltank by either using Toxic or forcing it out with Whirlwind.
Miltank isn't something that needs to be checked and Skarmory will end up eating a paralysis which will limit his ability to check drumlaxes and Marowaks.

when using Pokémon Online Skarmory will be one speed point faster at -1 than Snorlax, however when using Netbattle Supremacy Skarmory at -1 will Speed tie with Snorlax
It's the opposite

With Drill Peck Skarmory has an option to hit opposing Pokémon like Machamp, Exeggutor and Heracross, and to deal damage in general. In addition, it will end up forcing Snorlax to Rest sooner or later.
Rest is for health recovery and removing nasty status conditions that can prevent Skarmory from working effectively. Using Rest is a bit of a gamble though. Without Sleep Talk Skarmory will be unable to move while asleep either forcing it to switch out or giving two turns to the opponent to do as they please. Using Heal Bell support is a good idea if using Rest.
What you said about giving free turns to your opponent is true but this paragraph sounds like that Rest isn't a mandatory move on Skarm imo.

In genreal, I don't like how the AC section is right now. I'd separate between 1. the mons that are meant to provide coverage against Zapdos/Raikou (such as Raikou who also phazes, Snorlax, Quagsire, Blissey, Marowak and Nidoking), 2. mons that especifically help covering fireblast snorlaxes (such as Miltank who can also bell, Ttar, Rhydon, Missy; also double phaze for things already said, double normal resist for lkdrumlaxes and miltank+skarm as the best eqdrumlax coverage), 3. general defensive stuff not mentioned yet to provide defensive coverage against mixsweepers or spin/spike etc (like Suicune, Starmie, Zapdos, Cloyster, Forr...), and 4. mention that the team will want some offense to have a chance of winning (mention things like drumlax (or drum in general), spikes game, mixsweepers (explosion is not the best example for a defensive team)).

Skarmory is also set-up fodder for Cloyster and Forretress. They will often be able to get at least one or two layers of Spikes up while Skarmory Whirlwinds or switches to a better counter.
ROFL

Starmie can use Skarmory as a free Rapid Spin, and will often force it to switch by threatening with Thunderbolt
Starm almost never packs tbolt, STAB surf is enough to force skarm out.

Also, you can start C&C saying that pretty much everything that isn't walled/checked by Skarm can easily switch/set up into it. Raikou/Zapdos, all mixsweepers (ttar/dnite/nidoking/gengar...), vap, curseroarers (rhydon/ttar/kanga/steelix though most steelixs won't be able to touch skarm either), random mons with a fire move (like Snorlax, marowak, muk, maybe Champ/hpfire egg although not exactly because of DP, and skarm is faster than both), miltank getting free bells, threatening you with para and growling curses, suicune, and cloy/forr/starm getting free spikes/spin are the things to mention in C&C. Maybe other things like Charizard, Thundermissy and Jolteon are worth mentioning too.
Miltank and Suicune are ultimately defensive checks when you don't have anything more offensive to abuse the free turn against skarm. Much like Charm Umbreon for example.
 
This looks much better than before, but still needs a lot of work. I'll rewrite some thnigs, rearrange some things and correct some mistakes:



[Overview]

<p>Since the very beginning of the GSC metagame Skarmory has proved to be a force to be reckoned with. With access to an amazing base 140 Defense stat, 9 resistances, 2 immunities and no physical weaknesses, Skarmory is easily the best physical wall available in GSC. Throw in Skarmory's ability to phaze opponents with Whirlwind and boost its already ridiculous Defense with Curse and it can check many of GSC's threats like Snorlax, Marowak, Heracross, Exeggutor, Machamp, Umbreon, Quagsire and Espeon. In addition, Skarmory's resistance to Normal-type attacks makes it a good Pokemon to switch into preditcted Explosions sometimes.</p>

<p>While Skarmory is an amazing physical wall it lacks the ability to deal effectively with specially based attacks. A measely Base 70 Special Defense and Base 65 HP prevent Skarmory's from being able to take on most special and mixed attackers. Skarmory's movepool is also rather limited; beyond Toxic and Drill Peck it has little in the way of offense. Skarmory also has no way to recover health beyond Rest and Leftovers. While sleeping, Skarmory will no longer be able to check some threats like Drumlax, Marowak, Machamp and Trappers, although others like Curselax, non-Seismic Toss Heracross and most Exeggutors won't still be able to get past Skarmory. That being said Skarmory is still an incredible defensive Pokemon that should always be considered when teambuilding, especially when looking for a slow-paced team. Ignore this bird of steel at your own risk!</p>

[SET COMMENTS]

<p>This set gives Skarmory everything it needs to succeed. With access to Whirlwind, Curse and those fantastic resistances Skarmory will be able to counter many top OU threats with ease. Skarmory can easily come in on Curse or Belly Drum Snorlax and phaze it with Whirlwind. Curse may also help here, as it will prevent Skarmory from being OHKO'd by a critical hit Double-Edge after Belly Drum and will outlast last Pokemon Curselax. As mentioned before, Skarmory can also deal with the likes of Heracross, Marowak and Machamp to prevent them from sweeping or setting up. In addition Skarmory can serve as an effective check to Umbreon, and Misdreavus without Thunder, as Whirlwind will stop their Trap-passing and Perish-trapping attempts respectively.</p>

<p>Curse is to give Skarmory additional Defense boosts, and increase its general longevity. The sheer physical durability of Skarmory after a Curse cannot be understated. For example at +1 Defense Skarmory will not be 3HKO'd by Snorlax' 999 Attack Double Edge. At +1 Defense 999 Attack Marowak also cannot 3HKO with Rock Slide, and Machamp will fail to critical OHKO with a +1 Attack Cross Chop. At +1 Defense Skarmory will not be OHKO'd by a boosted Explosion from Steelix, or 2HKO'd by a 999 Attack Rhydon with Rock Slide. Curse also gives a speed drop that will let him phaze other curse-roarers like Steelix, Rhydon and Tyranitar that would otherwise phaze Skarmory instead. While not common, Skarmory can occasionally sweep thanks to Curse if Growl users and special attackers like Zapdos and Raikou are removed, but this is a very situational scenario. A quick note on Curse- when using Pokémon Netbattle Supremacy, Skarmory will be one speed point faster at -1 than Snorlax; however when using Pokemon Online, Skarmory at -1 Speed will tie with Snorlax.</p>

<p>With Drill Peck Skarmory has an option to hit opposing Pokémon like Machamp, Exeggutor and Heracross. Skarmory resists both of Exeggutor's STAB moves and barring a Sleep Powder it can switch in with impunity. When going up against Machamp, it is a good idea to Curse boost first before using Drill Peck in order to prevent Skarmory from losing a good chunk of its health to a Cross Chop critical hit. Rest is for health recovery and removing paralysis. A paralyzed Skarmory will find it more difficult to check Pokemon it would normally beat like SD Marowak, and Curse Snorlax. But be careful; these two free turns can be deadly if the opponent capatilizes with potential threats like a mixed or set up sweeper or a Trapper, who Skarmory won't be able to phaze away while sleeping.</p>

[ADDITIONAL COMMENTS]

<p>Skarmory is a fantastic physical wall, but it will enjoy help for dealing with speical threats. Skarmory absolutely loves switch-ins to Electric-types that will to come in and force Skarmory out. Raikou, Snorlax, Quagisre, Blissey are all able to counter Zapdos and Raikou very effectively, while Ground-types like Marowak, Nidoking and Rhydon can also help playing around them. Making sure these two are countered is important to using Skarmory effectively. Both Rhydon and Steelix, as well as Tyranitar and the aforementined Raikou, work well as additional phazing support, and Rhydon and tyranitar will provide a much needed Fire Blast Snorlax (or the occasional Thunder Snorlax) coverage. Miltank, Misdreavus and Gengar also offer defense against Fire Blast Snorlax. Miltank's Heal Bell is useful for when Skarmory is Resting, and
Growl Miltank + Skarmory is a great combo that walls nearly every physical threat in the OU metagame An extra resistance to Normal-type attacks from the aforementioned Rock and Ghost-types is welcome when using alongside Skarmory to cover Lovely Kiss Drumlax, who could potentially sweep a entire team if the only Normal resistor has been put to sleep.</p>

<p>Blissey also offers Heal Bell support; Blissey and Skarmory together make up the famous "SkarmBliss" combo, but in GSC Blissey is not quite as useful as it is in Generation 3. Defense against Curse + Roar users like Tyranitar, Rhydon and Steelix is necessary
as their Roar will go before Skarmory's Whirlwind. Growl Milatank and Charm Umbreon can check these threats, as can Water-types like Suicune, Starmie and Cloyster, especially the former. Kangaskhan is an exception though, as it can utilize Substitute to block Growl and Charm. Skarmory also need teammates able to take on mixed sweepers like Nidoking, Dragonite and Tyranitar. Suicune, Raikou and and Zapdos are good examples for this role.</p>

<p>Skarmory likes Spikes support. Although Skarmory is mostly a defensive phazer, Spikes may allow Skarmory to rack up some damage given the situation. Cloyster and Forretress both pack Spikes, and Cloyster can also offer some defensive coverage against Steelix. A spin blocking ghost-type like Misdreavus can help keep entry hazards on the field. Another generally more offensive phazer, like Raikou, Tyranitar and Rhydon will also benefit from Spikes in the offensive side.</p>


[Other Options]

<p>Outside of the moves already mentioned, Skarmory has a few options that it can use over Curse. Thief is a gimmicky, but can steal Leftovers from something that needs it, like Zapdos or Raikou. Toxic is another option over Curse to drain the opponents health. However, many Pokémon carry Rest, and Heal Bell support is fairly common so Skarmory will often find it difficult to sufficiently wear down many of the tanks that Toxic is meant to counter. Toxic is still useful for forcing certain Pokémon to waste a turn Resting. Pokémon that often carry Rest without Sleep Talk such as Raikou are especially susceptible to this strategy. Wearing down Electric-types looking to switch in can be very useful especially with Spikes support. Toxic will also wear down Tyranitar, Rhydon, Cloyster, Dragonite looking for an easy switch-in. Sand Attack is another option for Skarmory to use against Kangaskan, and for annoying opponents in general. The accuracy drops can really screw opponents, especially those that rely on moves without perfect accuracy.</p>


[Checks and Counters]

<p>Strong Special attacks remain the best way to deal with Skarmory as they hit its much weaker Special Defense. Electric-types, such as Zapdos, Raikou and Jolteon can easily switch into Drill Peck and force Skarmory out with a STAB electric attack. Mixed sweepers like Nidoking, Dragonite, Tyranitar and Fire Blast Snorlax, can all come in and do a great deal of damage versus Skarmory. Vaporeon, while not a mixed sweeper, is a set-up special sweeper able to scare out Skarmory and get a free turn against it. While not common, Charizard can come in on Skarmory and threaten it with Fire Blast or use Belly Drum as Skarmory switches out. Cloyster and Forretress can easily set up Spikes on Skarmory. Steelix, Kangaskhan, Rhydon, and Tyranitar can use both Roar and Curse against Skarmory. After a Curse boost they will be able to use Roar before Skarmory can Whirlwind. Houndoom and Tyranitar can rack up Pursuit damage on Skarmory by threatening with powerful Fire moves. Starmie and Suicune can threaten with a STAB Surf, and Starmie can get a free turn to blow away Spikes with Rapin Spin. Be wary though, as many of the counters mentioned above may be surprised by the occasional Toxic. Snorlax with Fire Blast can surprise Skarmory with a 2HKO while Lovely Kiss versions can cripple Skarmory and then proceed to use Belly Drum to rip through the rest of its team. For this reason it is often advisable to carry another phazer with a normal resist or a Ghost-type to complement Skarmory. Stall teams especially will need to take this into consideration as they often lack the offensive prowess to break through Snorlax once Skarmory goes down.</p>

Okay, let me know what do you guys think about these changes!
 

Lockeness

(e^(i╥))+1=0
Crystal, I appreciate your help and the time you put into re-writing this analysis. I understand that my work is not always of the highest competitive quality, and I realize that a lot of work is needed to make sure this analysis is ready to go onsite. I think you make some great points in your re-writes, but is this a grammar check, approval help, or something else? Do I just copy paste? I do not want to plagarize your work.

Again I appreciate what you've done, and this re-write makes some good points, but I am confused as to what I am supposed to do with what you've re-written.
 

Mafeking

channels his inner Wolverine
is a Contributor Alumnus
GP will need to look at this regardless, so if you're dead-set on having actual changes shown and explained then I'd just leave your OP as you wrote it, though I'm sure Crystal's suggestions are valid. It's your analysis after all. Is this ready for checks now?
 

Lockeness

(e^(i╥))+1=0
This analysis is not ready for GP checks. It still requires 2 Approvals from the "QC team" so to speak. I think there are still suggestions and some help needed, definitely. I'm confused as to what I'm supposed to do with what Crystal's work. I realize he made some changes and some really good ones, but I don't know exactly what he changed.
 

Mafeking

channels his inner Wolverine
is a Contributor Alumnus
Oh right, haha. Totally forgot this hadn't been approved. My bad. Anyway, I would suggest you just keep your analysis as is until this gets Approved as there may be some things that should be taken out / added on. Crystal's changes can be made after that if they're still relevant.
 

Lockeness

(e^(i╥))+1=0
I am still adding in Crystal's prose suggestions. Hopefully this analysis will soon be ready for approval!
 
I felt that some things in the OP were wrong or misleading, or some things needed to be arranged, or needed to specify more. Lets see what other people (Earthworm, Pocket, Jorgen etc) think about my version, it was meant to be copypasted actually. I didn't change a lot of things anyway, just what I felt I could improve.
 

Lockeness

(e^(i╥))+1=0
If something is obviously misleading its fine if you point it out. Its really helpful when you point stuff out specifically. When I realize my mistakes I get a better general understanding of the metagame. I'm glad that you put a lot of time and effort into re-writing parts of my analysis.

EDIT: I will be gone for the next three days. All suggestions will be uploaded when I get back.
 

Pocket

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I think Crystal organized and re-phrased your analysis pretty well, so I would simply copy and paste all of his sections (which is not much different from yours overall), EXCEPT for the [ADDITIONAL COMMENTS]

For the AC I agree with Crystal that it needs to be broken up. Have 1st paragraph for special / mix sweepers; 2nd paragraph for defeating physical sweeper variants that beats Skarmory (Curse + Roar, Mixlax, and LK Bellylax); 3rd para mention Miltank, Blissey, Misdreavus, and then back-up phasers for thunder missy. If you want to talk about Skarmory being a good defensive pivot for offensive teams, it would be at the beginning of the AC as an introduction to the Teammates section (not that you have to scrap the original opening sentence; somehow fuse the two).
---------------------------------------------------------

The following suggestions are based off of Crystal's edit on your analysis (except for the AC)

Steelix, Rhydon, Quagisre and Blissey are all able to counter Zapdos and Raikou effectively. Nidoking and Snorlax can also help play around these threats.
Add Nidoking in the first sentence. For the second sentence, state what Earthworm said - Snorlax can sponge STAB Thunder, but it wears down quickly and is forced to play defensively, which are far from ideal. Snorlax should not be the sole Pokemon on the team to absorb Thunder.
Tyranitar, Rhydon, and Misdreavus all work well against Thunder/Fire Blast versions, while Gengar and Steelix work well against Lovely Kiss versions
Bad sentence. TTar, Rhydon, and Misdreavus works well against MixLax AND LKBelly Lax. Gengar and Steelix doesn't fare so well against MixLax but can beat LK BellyLax. This is assuming LK Belly Lax lacks EQ (and has Rest instead)
Earthworm - kangaskhan, and mention how they use Curse and Roar to accomplish the task of beating Skarmory without special attacks.
Please include the phrase in the red, since I believe this is rather significant.
For this reason it is often advisable to carry another phazer with a normal resist or a Ghost-type to complement Skarmory. Stall teams especially will need to take this into consideration as they often lack the offensive prowess to break through Snorlax once Skarmory goes down.</p>
Remove this from Checks and Counters, since people read this section to BEAT Skarmory, not how to use Skarmory.
 

M Dragon

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Both Rhydon and Steelix, as well as Tyranitar and the aforementined Raikou, work well as additional phazing support, and the first three will all provide a much needed Fire Blast Snorlax (or the occasional Thunder Snorlax) coverage
Steelix cant beat fire blast snorlax

Skarmory also need teammates able to take on mixed sweepers like Nidoking, Dragonite and Tyranitar. Suicune and Zapdos are good examples for this role.
You could mention raikou too, since raikou + suicune beat most mixed sweepers
 

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