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Zangoose [GP 2/2]

zangoose.gif


[Overview]

<p>While Zangoose faces competition from Absol for a slot on teams, it can easily separate itself from Absol thanks to its higher base Speed and a much more reliable form of priority in Quick Attack. Zangoose also stands out among other Normal-types as one of the few that easily beats Rock- and Steel-types, thanks to Close Combat, a move normally confined to Fighting-types. Access to Swords Dance makes Zangoose even deadlier, allowing it to easily plow through defensive teams with Return. Quick Attack is also deadly after a boost, allowing it to pick off many frailer Pokemon, meaning that even revenge killing Zangoose can be a challenge.</p>

<p>While Zangoose is indeed an offensive menace, its defenses leave much to be desired, allowing it to be 2HKOed by almost any strong neutral attack; don't even think about trying to tank a Fighting-type attack. Zangoose's Attack also isn't quite up to snuff on some occasions, allowing some of the sturdier physical walls in NU tank an attack and cripple it with a status effect. However, all it takes is a little team support to get past these problems. Above all, don't <i>you</i> think Zangoose is cute?</p>


[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Return
move 3: Close Combat
move 4: Quick Attack / Night Slash
item: Life Orb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>To say that Zangoose is threatening after a Swords Dance boost is a pretty big understatement, given that at +2, STAB Return is, at worst, 2HKOing anything that doesn't resist it. The aforementioned moves are this set's main attractions, as Normal has nice neutral coverage on its own. Close Combat backs up this coverage, hitting Rock- and Steel-types who would otherwise sit there and do whatever they please. In the final moveslot, Quick Attack is a neat move for picking off weakened opponents, with or without a Swords Dance boost. However, Night Slash is also a legitimate option if you feel that Ghost-types need to be handled by Zangoose, as they are immune to any other attack it carries. Night Slash also hits Psychic-types, such as Mesprit,for super effective damage.</p>

[ADDITIONAL COMMENTS]

<p>Life Orb is the preferred item, allowing Zangoose to have as much power as possible,[add comma] while retaining the ability to switch moves. Any other item is usually a bad idea given the fact that Zangoose needs as much power as possible. However, Lum Berry is a decent item to use over Life Orb, allowing Zangoose to get past a status move before or during a sweep. There is no point in saving EVs for bulk when using Zangoose, given how frail it is; thus, Attack and Speed are the only places where EVs should be placed, save for the 4 leftover EVs in HP. This lets Zangoose hit as hard and as fast as it possibly can. Jolly is the preferred nature, keeping Speed in mind. Adamant can be used, however, but be warned, as Zangoose will only Speed tie with neutral base 90 Speed Pokemon, and will be outsped by those with a Speed boosting nature.</p>

<p>Substitute is the only other move that deserves a mention on this set. With it, Zangoose can dodge status as well as at least one attack, allowing it to either acquire more boosts or attack from behind the safety of a Substitute. Fighting-types are a major pain for Zangoose to face, as many of them are bulky enough to take a boosted Return, can KO with a STAB Fighting-type move, or both. Thus, Pokemon such as Misdreavus and Haunter are a huge help in neutralizing these threats. Pokemon that can set up entry hazards, such as Golem and Glalie, are also useful, as a Pokemon who has taken entry hazard damage is easier to KO than one at full health. Likewise, Zangoose itself is better off not taking entry hazard damage when it enters the field, so as to allow it to fire off as many hits as possible before falling to enemy attacks or Life Orb recoil, a good spinner is greatly appreciated. Cryogonal is a great place to.</p>

[SET]
name: Choice Band
move 1: Return
move 2: Close Combat
move 3: Pursuit
move 4: Quick Attack / Night Slash
item: Choice Band
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>Equipped with a Choice Band, Zangoose has a substantial amount of power from the get-go, dishing out hits without Life Orb recoil. Return is, again, Zangoose's main STAB move, as almost anything that doesn't resist it will be taking heavy damage, with the exception of possibly Weezing. Close Combat absolutely smashes most of the Pokemon that do resist Return, at worst 2HKOing most Rock- and Steel-types in the metagame. Pursuit allows Zangoose to hit Pokemon switching out hard, while also doing some damage against Ghost-types in a pinch. In the final moveslot, Quick Attack is a nice priority move to pick off weakened attackers, given that its power is boosted by both Choice Band and STAB. Night Slash is also a good option in that slot, as without it, Zangoose has no way of dealing with Ghost-types reliably.</p>

[ADDITIONAL COMMENTS]

<p>The only way you should invest EVs in this set is to maximize both Attack and Speed, putting the remainder in another stat. Zangoose is very frail, and as such shouldn't be investing EVs in its bulk. Choice Band, besides being this set's namesake, is the item you should be equipping on this set. However, Choice Scarf is another item you can consider; with it, Zangoose has the ability to outspeed most of the tier, such as Rotom-S and Gorebyss after it has used Shell Smash, while still dealing a respectable amount of damage. X-Scissor is an option doing Psychic-types such as Exeggutor in, but most of them take a good chunk of damage from both Return and Night Slash anyways. Rock Slide is another interesting option to hit Flying- and Bug-types switching in. Again, however, both take a lot of damage from Return. Adamant is an option over Jolly on this set to fully maximize Zangoose's power. However, Speed will usually take precedent over power on a Pokemon as frail as Zangoose. Lastly, entry hazard support, especially Spikes, is a great idea since Zangoose will be forcing switches quite a lot. Glalie is a neat example, fitting well on any offensive team thanks to Taunt and Explosion.</p>

[Other Options]

<p>A set with a Life Orb and four attacks is a decent idea; however, while such a set would have coverage, it wouldn't have as much power as either the Swords Dance or the Choice Band set. The same dilemma is true for a set with Substitute and three attacks. Brick Break is an alternative to Close Combat, as it doesn't lower Zangoose's defenses. However, Brick Break has almost no power to speak of, or at least in comparison to Close Combat, which boasts a massive 120 Base Power as opposed to Brick Break's 75. Lastly, Flail is an option in conjunction with Focus Sash or Endure. Quick Attack gives a set with Flail a nice boost, as with it Zangoose can KO faster threats. However, it's still situational at its absolute best.</p>

[Checks and Counters]

<p>While in theory Zangoose's cuteness level should allow it to beat any Pokemon, sadly there are people immune to its kitten stare. Fighting-types such as Sawk can easily OHKO Zangoose, tanking a Quick Attack and striking with Close Combat. Bulkier Fighting-types such as Throh and Gurdurr are also solid choices, taking a boosted attack and delivering a crushing blow with Circle Throw or Drain Punch, respectively. If you recognize the Zangoose you're facing as a Choice Band variant, Rock- and Steel-types are great for taking Return. However, there is always the possibility of switching in on a boosted Close Combat, so you effectively have to lure Zangoose into using anything but that.</p>

<p>Entry hazards are also an incredible help when facing Zangoose. They shorten Zangoose's time on the field considerably if it is using a Life Orb , given that has less HP to spare, while Choice Band variants will find themselves switching in and out of the battlefield quite often, almost mimicking Life Orb recoil if hazards are laid correctly. Lastly, Ghost-types are incredibly annoying for any Zangoose to face if it chooses not to run Night Slash, as they are immune to everything Zangoose normally carries except for a Choice Band Pursuit. Misdreavus in particular can not only just sit there and take attacks all day, but it can use Will-O-Wisp to cripple Zangoose for the rest of the match.</p>

[Dream World]

<p>Zangoose is the only Pokemon to receive Toxic Boost. This ability acts similar to Guts, though it should be obvious through the name that only poison triggers it. Toxic Boost's effect will make it the default ability on any Zangoose set, as it makes Zangoose incredibly powerful even without a boost. After a Swords Dance, Zangoose basically 2HKO the entire tier, while being immune to other status effects as well, making Zangoose much more frightening.</p>
 
Wait hold on why isn't there a Choice Scarf set mentioned?

Like, at all? Idk if it deserves a full set, but a mention in the OO would be nice.

Or you could simply slash it with Choice Band, rename the set to Choice, and talk about it in the AC.
 
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[Overview]

<p>While Zangoose faces competition from Absol for a slot on teams, it can easily separate itself from Absol thanks to its higher base Speed and a much more reliable form of priority in Quick Attack. Zangoose also stands out among other Normal-types as one of the few that can easily beats Rock- and Steel-types, thanks to access to Close Combat, a move normally confined to Fighting-types. Access to Swords Dance makes Zangoose that much deadlier, allowing it to easily plow through defensive teams with STAB Return. STAB Quick Attack is also deadly after a boost, allowing it to pick off many frailer Pokemon, meaning that even revenge killing Zangoose can be a challenge.</p>

<p>While Zangoose is indeed an offensive menace, its defenses leave much to be desired, allowing it to be 2HKOed by almost any strong neutral attack; don't even think about trying to tank a Fighting-type attack. Zangoose's Attack also isn't quite up to snuff on some occasions, allowing some of the sturdier physical walls in NU tank an attack and cripple it with a status effect. However, all it takes is a little team support to get past these problems. Above all, don't <i>you</i> think Zangoose is cute?</p>


[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Return
move 3: Close Combat
move 4: Quick Attack / Night Slash
item: Life Orb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>To say that Zangoose is threatening after a Swords Dance boost is a pretty big understatement, given that at +2, STAB Return is, at worst, 2HKOing anything that doesn't resist it. The aforementioned moves are this set's main attractions, as Normal has nice neutral coverage on its own. Close Combat backs up this coverage, hitting Rock- and Steel-types who would otherwise sit there and do whatever they please. In the final moveslot, Quick Attack is a neat move for picking off weakened opponents, with or without a Swords Dance boost. However, Night Slash is also a legitimate option if you feel that Ghost-types need to be handled by Zangoose, as they are immune to any other attack you carry. Night Slash also hits Psychic-types for super effective damage, such as Mesprit, allowing you to hit them super effectively.</p>

[ADDITIONAL COMMENTS]

<p>Life Orb is the preferred item, allowing you to have as much power as possible while retaining the ability to switch moves. Any other item is usually a bad idea given the fact that Zangoose needs as much power as possible. However, Lum Berry is a decent item to use over Life Orb, allowing you to get past a status move before or during a sweep. There's no point in saving EVs for bulk on Zangoose, given how frail it is; thus, Attack and Speed are the only places where EVs should be placed, save for 4 filler EVs in HP. This lets Zangoose hit as hard and as fast as possibly can. Jolly is the preferred nature, keeping Speed in mind. Adamant can definitely be used, however, but be warned, as you will only Speed tie with Base 90 Speed Pokemon who have a neutral nature, and will be outsped by those with a Speed boosting nature.</p>

<p>Substitute is the only other move that deserves a mention on this set. With it, Zangoose can dodge status as well as at least one attack, allowing it to either acquire more boosts or attack from behind the safety of Substitute. Fighting-types are a major pain for Zangoose to face, as many of them are bulky enough to take a boosted Return, can KO with a STAB Fighting-type move, or both. Thus, Pokemon like Misdreavus and Haunter are a huge help in neutralizing these threats. Pokemon that can set up hazards are also useful, as a Pokemon who has taken entry hazard damage is easier to KO than one at full health. Likewise, Zangoose itself is better off not taking entry hazard damage when it enters, so as to allow it to fire off as many hits as possible before falling to enemy attacks or Life Orb recoil. As such, a good spinner is greatly appreciated.

[SET]
name: Choice Band
move 1: Return
move 2: Close Combat
move 3: Pursuit
move 4: Quick Attack / Night Slash
item: Choice Band
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>Equipped with a Choice Band, Zangoose has a substantial amount of power from the get-go, allowing it to dishing out hits with the rest of them without Life Orb recoil. Return is, again, your main STAB move, as almost anything that doesn't resist it will be taking heavy damage, with the exception of possibly Weezing. Close Combat absolutely smashes into most of the Pokemon that do resist Return, at worst 2HKOing most Rock- and Steel-types in the metagame. Pursuit allows you to hit Pokemon switching out hard, and it also can do some damage against Ghost-types in a pinch. In the final moveslot, Quick Attack is a nice priority move to pick off weakened attackers, given that its power is being boosted by both Choice Band and the boost from STAB. Night Slash is also a good option in that slot, as without it, you have no way of dealing with Ghost-types reliably.</p>

[ADDITIONAL COMMENTS]

<p>The only way you should invest EVs in this set, as well as any other Zangoose set, is to maximize both Attack and Speed, putting the remainder in another stat. Zangoose is very frail, and as such shouldn't be investing EVs in its bulk. Choice Band, besides being this set's namesake, is the item you should be equipping on this set. However, Choice Scarf is another Choice item you can consider; with it, you have the ability to outspeed most of the tier while still dealing a respectable amount of damage, outspeeding quite a few dangerous threats such as Rotom-S and Gorebyss after it's used Shell Smash. X-Scissor is an option doing Psychic-types like Exeggutor in, but most of them take a good chunk of damage from both Return and Night Slash anyways. Rock Slide is another interesting option to hit Flying-types switching in, and Bug-typesswitching in. Again, however, both take a lot of damage from Return. Adamant is an option over Jolly on this set to fully maximize Zangoose's power. However, Speed will usually take precedent over power on a Pokemon as frail as Zangoose. Lastly, entry hazard support, especially Spikes, is a great idea since Zangoose will be forcing switches quite a lot.</p>

[Other Options]

<p>A set with a Life Orb and four attacks is a decent idea, but while such a set would have it coverage, it wouldn't have as much power as either of the sets above. The same dilemma is true for a set with Substitute and three attacks. Brick Break is an alternative to Close Combat, as it has no recoil to speak of as opposed to the drop in Zangoose's defenses from Close Combat. However, it have almost no power to speak of, or at least in comparison to Close Combat, which boasts a massive 120 Base Power as opposed to Brick Break's 75. Lastly, Flail is an option in conjunction with Focus Sash or Endure. Quick Attack gives a set with Flail a nice boost, as with it Zangoose can KO faster threats. However, it's still situational at its absolute best.</p>

[Checks and Counters]

<p>While in theory Zangoose's cuteness level should allow it to beat any Pokemon, sadly there are people immune to its kitten stare. Fighting-types like Sawk can easily OHKO Zangoose, tanking a Quick Attack and striking with Close Combat. Bulkier Fighting-types like Throh and Gurdurr are also solid choice, taking a boosted attack and delivering a crushing blow with Circle Throw or Drain Punch, respectively. If you recognize the Zangoose you're facing as a Choice Band variant, Rock- and Steel-types are great for taking Return. However, there is always the possibility of switching in on a boosted Close Combat, so you effectively have to lure Zangoose into using anything but that.</p>

<p>Entry hazards are also an incredible help with facing Zangoose. They shorten Zangoose's time on the field considerably if it is running a Life Orb variant, given that you have less HP to spare, while Choice Band variants will find themselves switching in and out of the battlefield quite often, almost mimicking Life Orb recoil if hazards are laid correctly. Lastly, Ghost-types are incredibly annoying for any Zangoose to face if you choose not to run Night Slash, as they are immune to everything Zangoose normally carries except for a Choice Band Pursuit. Misdreavus in particular can not only just sit there and take attacks all day, but she can use Will-O-Wisp to cripple you for the rest of the match. It's a tough world for a kitty to live in, huh?</p>

[Dream World]

<p>Zangoose is the only Pokemon to receive Toxic Boost. This ability acts similar to Guts, though it should be obvious through the name that only poison triggers it. This effect will make it the default ability on any Zangoose set, as it makes you incredibly powerful even without a boost. After a Swords Dance, you basically 2HKO the entire tier, while being immune to other status effects as well, making Zangoose that much more frightening.</p>

GPStamp

GP Approved (1/2)
 
Oh yeah, I apparently said I was going to check this. Might as well do it then. Placeholder. Checking now Nat. :)

EDIT:

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zangoose.gif


[Overview]

<p>While Zangoose faces competition from Absol for a slot on teams, it can easily separate itself from Absol thanks to its higher base Speed and a much more reliable form of priority in Quick Attack. Zangoose also stands out among other Normal-types as one of the few that easily beats Rock- and Steel-types, thanks to access to Close Combat, a move normally confined to Fighting-types. Access to Swords Dance makes Zangoose even deadlier, allowing it to easily plow through defensive teams with STAB Return. STAB Quick Attack is also deadly after a boost, allowing it to pick off many frailer Pokemon, meaning that even revenge killing Zangoose can be a challenge.</p>

<p>While Zangoose is indeed an offensive menace, its defenses leave much to be desired, allowing it to be 2HKOed by almost any strong neutral attack; don't even think about trying to tank a Fighting-type attack. Zangoose's Attack also isn't quite up to snuff on some occasions, allowing some of the sturdier physical walls in NU tank an attack and cripple it with a status effect. However, all it takes is a little team support to get past these problems. Above all, don't <i>you</i> think Zangoose is cute?(IMO, I think this sentence needs to be removed, but I'll leave it up to you to decide. If you don't, remove the <i> at least)</p>


[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Return
move 3: Close Combat
move 4: Quick Attack / Night Slash
item: Life Orb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>To say that Zangoose is threatening after a Swords Dance boost is a pretty big understatement, given that at +2, STAB Return is, at worst, 2HKOing anything that doesn't resist it. The aforementioned moves are this set's main attractions, as Normal has nice neutral coverage on its own. Close Combat backs up this coverage, hitting Rock- and Steel-types who would otherwise sit there and do whatever they please. In the final moveslot, Quick Attack is a neat move for picking off weakened opponents, with or without a Swords Dance boost. However, Night Slash is also a legitimate option if you feel that Ghost-types need to be handled by Zangoose, as they are immune to any other attack you it carries carry. Night Slash also hits Psychic-types, such as Mesprit, for super effective damage, such as Mesprit. (A neutral Return hits harder though)</p>

[ADDITIONAL COMMENTS]

<p>Life Orb is the preferred item, allowing you Zangoose to have as much power as possible,[add comma] while retaining the ability to switch moves. Any other item is usually a bad idea given the fact that Zangoose needs as much power as possible. However, Lum Berry is a decent item to use over Life Orb, allowing you Zangoose to get past a status move before or during a sweep. There's There is no point in saving EVs for bulk on when using Zangoose, given how frail it is; thus, Attack and Speed are the only places where EVs should be placed, save for the 4 filler leftover EVs in HP. This lets Zangoose hit as hard and as fast as it possibly can. Jolly is the preferred nature, keeping Speed in mind. Adamant can be used, however, but be warned, as you Zangoose will only Speed tie with neutral base Base 90 Speed Pokemon who have a neutral nature, and will be outsped by those with a Speed boosting nature.</p>

<p>Substitute is the only other move that deserves a mention on this set. With it, Zangoose can dodge status as well as at least one attack, allowing it to either acquire more boosts or attack from behind the safety of a Substitute. Fighting-types are a major pain for Zangoose to face, as many of them are bulky enough to take a boosted Return, can KO with a STAB Fighting-type move, or both. Thus, Pokemon like such as Misdreavus and Haunter are a huge help in neutralizing these threats. Pokemon that can set up entry hazards are also useful, as a Pokemon who has taken entry hazard damage is easier to KO than one at full health. Likewise, Zangoose itself is better off not taking entry hazard damage when it enters the field, so as to allow it to fire off as many hits as possible before falling to enemy attacks or Life Orb recoil, a good spinner is greatly appreciated.(such as? This is going to be stresssed by tennis or another mod later on anyways, so you might as well add some examples. The same goes for hazard setters)</p>

[SET]
name: Choice Band
move 1: Return
move 2: Close Combat
move 3: Pursuit
move 4: Quick Attack / Night Slash
item: Choice Band
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>Equipped with a Choice Band, Zangoose has a substantial amount of power from the get-go, dishing out hits without Life Orb recoil. Return is, again, your Zangoose's main STAB move, as almost anything that doesn't resist it will be taking heavy damage, with the exception of possibly Weezing. Close Combat absolutely smashes most of the Pokemon that do resist Return, at worst 2HKOing most Rock- and Steel-types in the metagame. Pursuit allows you Zangoose to hit Pokemon switching out,[add comma] hard, and it also can do some while also doing some damage against Ghost-types in a pinch. In the final moveslot, Quick Attack is a nice priority move to pick off weakened attackers, given that its power is boosted by both Choice Band and STAB. Night Slash is also a good option in that slot, as without it, you have no way of dealing with Ghost-types reliably.</p>

[ADDITIONAL COMMENTS]

<p>The only way you should invest EVs in this set, as well as any other Zangoose set, is to maximize both Attack and Speed, putting the remainder in another stat. Zangoose is very frail, and as such shouldn't be investing EVs in its bulk. Choice Band, besides being this set's namesake, is the item you should be equipping on this set. However, Choice Scarf is another Choice item you can consider; with it, you Zangoose has have the ability to outspeed most of the tier, such as Rotom-S and Gorebyss after it has used Shell Smash, while still dealing a respectable amount of damage, outspeeding quite a few dangerous threats such as Rotom-S and Gorebyss after it's used Shell Smash. X-Scissor is an option doing Psychic-types like such as Exeggutor in, but most of them take a good chunk of damage from both Return and Night Slash anyways. Rock Slide is another interesting option to hit Flying- and Bug-types switching in. Again, however, both take a lot of damage from Return. Adamant is an option over Jolly on this set to fully maximize Zangoose's power. However, Speed will usually take precedent over power on a Pokemon as frail as Zangoose. Lastly, entry hazard support, especially Spikes, is a great idea since Zangoose will be forcing switches quite a lot.(Again, examples are a must)</p>

[Other Options]

<p>A set with a Life Orb and four attacks is a decent idea, but; however, while such a set would have coverage, it wouldn't have as much power as either of the sets above the Swords Dance or the Choice Band set. The same dilemma is true for a set with Substitute and three attacks. Brick Break is an alternative to Close Combat, as it has no recoil to speak of as opposed to the drop in doesn't lower Zangoose's defenses from Close Combat. However, it Brick Break has have almost no power to speak of, or at least in comparison to Close Combat, which boasts a massive 120 Base Power as opposed to Brick Break's 75. Lastly, Flail is an option in conjunction with Focus Sash or Endure. Quick Attack gives a set with Flail a nice boost, as with it Zangoose can KO faster threats. However, it's still situational at its absolute best.</p>

[Checks and Counters]

<p>While in theory Zangoose's cuteness level should allow it to beat any Pokemon, sadly there are people immune to its kitten stare. Fighting-types like such as Sawk can easily OHKO Zangoose, tanking a Quick Attack and striking with Close Combat. Bulkier Fighting-types like such as Throh and Gurdurr are also solid choices, taking a boosted attack and delivering a crushing blow with Circle Throw or Drain Punch, respectively. If you recognize the Zangoose you're facing as a Choice Band variant, Rock- and Steel-types are great for taking Return. However, there is always the possibility of switching in on a boosted Close Combat, so you effectively have to lure Zangoose into using anything but that.</p>

<p>Entry hazards are also an incredible help with when facing Zangoose. They shorten Zangoose's time on the field considerably if it is running using a Life Orb variant, given that you have has less HP to spare, while Choice Band variants will find themselves switching in and out of the battlefield quite often, almost mimicking Life Orb recoil if hazards are laid correctly. Lastly, Ghost-types are incredibly annoying for any Zangoose to face if you it chooses not to run Night Slash, as they are immune to everything Zangoose normally carries except for a Choice Band Pursuit. Misdreavus in particular can not only just sit there and take attacks all day, but she it can use Will-O-Wisp to cripple you Zangoose for the rest of the match. It's a tough world for a kitty to live in, huh? (It's not even a cat, it's a mongoose; hence the feud with Seviper)</p>

[Dream World]

<p>Zangoose is the only Pokemon to receive Toxic Boost. This ability acts similar to Guts, though it should be obvious through the name that only poison triggers it. This Toxic Boost's effect will make it the default ability on any Zangoose set, as it makes you Zangoose incredibly powerful even without a boost. After a Swords Dance, you Zangoose basically 2HKO the entire tier, while being immune to other status effects as well, making Zangoose much more frightening.</p>

To be honest, I'm quite disappointed. This analysis were severly lacking grammarwise; it's almost as if you rushed this. Don't do that. Also, Steven Snype, you should be more careful when checking as well, all these obvious changes made me irritated at times.

-Never refer to something the Pokémon in question does as something you do. Use the name of the Pokémon or it, not you.
-Never like. It's such as, not like.
-Awkward prose in some places; repition in the same sentence to keep it simple.
-Be sure to stress what Pokémon pairs well with the Pokémon in question, as I pointed out in the check. Add examples when you edit this.

(I hope I got it all covered and that I got everything...)

Otherwise:

GP Approved 2/2

contrib_gp.png
 
ya we talked about this some on IRC. I'll admit I rushed it but w/e I'm pretty rusty when it comes to writing analyses nowadays :P

This is ready for upload

edit - i am a dum
 
You still have you's left in there, example:

CB set, set comments, last sentence:

Night Slash is also a good option in that slot, as without it, you Zangoose have has no way of dealing with Ghost-types reliably.</p>
 
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