OU Offensive Utility Great Tusk

:sv/great-tusk:
[SET]
Name: Offensive Utility
Move 1: Headlong Rush / Earthquake
Move 2: Ice Spinner / Close Combat
Move 3: Knock Off / Temper Flare
Move 4: Rapid Spin
Item: Heavy-Duty Boots / Leftovers / Booster Energy
Tera type: Ground / Steel / Fire
Ability: Protosynthesis
Nature: Jolly
Evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Great Tusk is a great Pokemon in the OU metagame due to its role compression, entry hazard removal, offensive and defensive typing, and bulk, enabling it to check a variety of top-tier threats like Kingambit, Gliscor, and Gholdengo. It is the best hazard remover in the tier and can threaten common hazard setters and spinblockers such as Landorus-T, Glimmora, and Dragapult. Headlong Rush OHKOes offensive Kingambit and is not weakened under Grassy Terrain unlike Earthquake. Do be aware of the drawbacks though; lowering both of Great Tusk's defenses opens it up to an OHKO from Weavile's Triple Axel. Ice Spinner hits Flying-types like Landorus-T and Gliscor and Dragon-types like Dragonite and Hydrapple. Knock Off disrupts foes that switch in and makes progress by removing items like Leftovers and Heavy-Duty Boots. Temper Flare can be used over this to ease prediction against Air Balloon Gholdengo. If it attempts to block Rapid Spin, Temper Flare's power doubles next turn, enabling Great Tusk to OHKO it. Temper Flare also serves as strong coverage in general if used under sun. Rapid Spin provides hazard removal while boosting Great Tusk's Speed. Heavy-Duty Boots makes Great Tusk's job of removing hazards easier, as it ignores the chip damage as well as the Speed drop from Sticky Web, allowing it to switch in more times to make progress. Leftovers is an alternative option, giving Great Tusk healing over time. However, it leaves Great Tusk weak to hazard chip, potentially resulting in it taking massive damage on switch-in and being poisoned. Booster Energy can be used on more offensive teams that care less about longevity, making it easier for Great Tusk to remove hazards thanks to its stronger offensive presence. This EV spread gives it an Attack boost in sun or when running Booster Energy. Tera Ground powers up Headlong Rush, allowing it to OHKO maximum Defense Gholdengo, and it also keeps Great Tusk's Electric immunity. Tera Steel can help Great Tusk check Gliscor by providing it with an immunity to Toxic, and it can 2HKO Gliscor with Ice Spinner without being chipped. Tera Steel gives Great Tusk a multitude of resistances that were prior weaknesses, like Fairy, Psychic, Grass, and Ice, which helps it to check Calm Mind Iron Valiant and Weavile. Tera Fire also gives it notable resistances to Fairy, checking Iron Valiant, and Grass, resisting Rillaboom's Grassy Glide. It also provides a burn immunity, which helps check Cinderace.

Great Tusk works well on offensive structures due to its entry hazard removal capabilities, which can help teammates weak to them come in more easily; it also guarantees progress with Knock Off. If used on sun teams, Great Tusk helps support the Stealth Rock-weak Torkoal, enabling it to switch in and set sun more times, as well as being a potent wallbreaker itself with the power boost it gets in the sun. Great Tusk pairs well with Choice-locked wallbreakers and Stealth Rock-weak Pokemon like Enamorus, Kyurem, and Gouging Fire, as they appreciate the hazard removal so they can switch in more reliably. Great Tusk also pairs well with Kingambit, as the hazard removal lets it run Leftovers for more longevity or an offensive item like Black Glasses to hit harder. Great Tusk struggles to repeatedly switch into attacks, as it doesn't have access to passive recovery other than Leftovers, which can be removed, and the offensive nature of this set means it doesn't take hits well. Ogerpon-W is a good partner for Great Tusk, as it provides a Water immunity and benefits from Great Tusk's hazard removal to switch in more frequently. In return, Great Tusk's Ice Spinner threatens the Dragon-types that Ogerpon-W struggles with. Great Tusk is generally weak to special attackers thanks to its measly Special Defense. Partners like Galarian Slowking, Heatran, and Primarina can patch up this weakness by checking special threats like Iron Valiant and Volcarona, and their typings synergize well with Great Tusk. In return, Great Tusk's hazard removal lets them wall these threats more consistently.

[SET CREDITS]
Written by: https://www.smogon.com/forums/members/matte.634393/
Quality checked by: https://www.smogon.com/forums/members/autumn.384270/ and https://www.smogon.com/forums/members/veti.612907/
Grammar checked by: https://www.smogon.com/forums/members/zastra.558636/ and https://www.smogon.com/forums/members/autumn.384270/
 
Last edited:

autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Dedicated Tournament Hostis a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
not qc 1/2 yet. implement this carefully, use this method (i know it says for gp but it works for long qc checks as well so you can work with the check). in general, keep in mind the style of writing for analysis being formal + informative. you're explaining metagame concepts to a new player

:sv/great-tusk:

[SET]
Name: Offensive Utility
Move 1: Headlong Rush / Earthquake
Move 2: Ice Spinner / Close Combat / Temper Flare
Move 3: Knock Off / Temper Flare
Move 4: Rapid Spin
Item: Heavy-Duty Boots / Leftovers / Booster Energy
Tera type: Electric / Steel / Dragon / Ground / Steel / Fire (if you have set suggestions, bring them up in the analysis discussion channel instead of just making the changes - we're more than willing to consider set edits but would like to hear your explanations of the changes to do that)
Ability: Protosynthesis
Nature: Jolly
Evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS] [This is a WIP!] <-- i think? i just like copied this from the OP.
Paragraph 1

Great Tusk's traits like Role Compression, Hazard Removal, Typing, and Bulk make it a good pokemon. (you don't need to capitalise any of these traits - only moves / items / abilities / pokemon names need to be capitalised. "makes it a good pokemon" is also pretty vague so it would be a good idea to rephrase the point to clarify what tusk actually offers. "Great Tusk excels in the OU metagame due to its role compression, hazard removal, offensive and defensive typing, and bulk, enabling it to check a variety of top-tier threats like Kingambit, Gliscor, and Gholdengo." would work because the focus is now on tusk as a whole and not "its traits make it a good pokemon"
Its role as the main hazard removal of the tier is for a reason, as it can threaten most Setters/Spinblockers as well as check Meta Mons like Kingambit, Gliscor and Gholdengo. (with suggested change this is now in the first line. keep in mind you're writing these analyses for new players, so saying "its role as the main hazard setter is for a reason" assumes they already know that information. something like "It is also the best entry hazard remover in the tier and can threaten common hazard setters and spinblockers such as (examples ehre)" introduces the information to a new player) Headlong Rush is for strong STAB, being able to OHKO offensive Gholdengo, and can kill defensive Gholdengo with Knock-Off into Headlong Rush. (the defensive ghold calc with knock isn't too relevant because knock is already doing over 50 to it so saying "headlong kills ghold from 50" is not that impressive at all. could be worth giving some other examples for what it hits if you want instead) Headlong is run over Earthquake not be weakened under Grassy Terrain. Do be aware of the drawbacks though, of lowering both of your defenses. (this sentence is entirely dex info. dex info is esssentially information you can find on the dex or on google yourself, like what a move does, what the type chart is etc. what sets our analyses apart from dex info is relating the information back to the current metagame. why would dropping defenses be bad in current ou? does it become a worse check to certain things? you also need to specifically mention earthquake here because its slashed too, would eq be beter on some teams that need tusk to more reliably swtch into gambit for example?) Ice Spinner hits Flying types like Landorus-Therian and Gliscor and Dragon types like Dragonite and Hydrapple. Temper Flare can be ran over this to hit Corviknight, Air Balloon Kingambit and OHKO offensive Gholdengo if its double BP requirement is met. (corv isn't super relevant so i wouldn't make it the first example. for the ghold point, instead of being vague about the double bp requirement, you can be specific about how using rapid spin into ghold will make it max power next turn, and that especially helps vs balloon variants) Strong coverage in general if used under Sun. (this is not a full sentence grammatically) Knock Off disrupts anything that switches in, and can be used to make progress by removing items like Leftovers or Boots. (knock off is before temper flare on the set. the paragraph order should follow the order the moves are listed on the set, so if knock is listed first on the set, it should be in the paragraph before temper flare is. this point is also entirely dex info - we know that knock off removes items, so how can that be related back to current ou? what examples of relevant mons does tusk knock off?) Rapid Spin for Hazard Removal as well as outspeeding the entire unboosted Meta with one spin (Hitting 450 speed). (this also isn't a complete sentence) Heavy-Duty Boots makes Great Tusk's job of removing hazards easier, as it ignores the chip from hazards, as well as the Speed drop from Webs, allowing it to come in more times to remove hazards. Leftovers is an alternative option, giving healing over time, but you are weak to Hazard chip, potentially taking massive damage on switchin and Poision. Booster Energy can be ran of more offensive teams that care less about longevity, making it easier for Great Tusk to remove hazards thanks to its higher speed tier. (what do you mean higher speed tier? this ev spread gives attack booster not speed booster, so you want to explain how attack booster helps it. talking about speed here would confuse the reader and make them think it gets a speed boost) 252 Atk are to hit as hard as possible, and 300 Spe is able to outspeed common attackers like Rillaboom and Max speed Gholdengo making removal easier. It also receives an attack boost under the Sun. Tera Ground powers up Headlong Rush now being able to OHKO max defensive Gholdengo, as well as still keeping its Electric immunity. Tera Eletric gives a Flying resistance which can stop DD Acro Roaring Moon and lets Great Tusk freely remove on Zapdos, resisting both of its STABs and being immune to its abilty Static.(not on the set anymore unless you suggest a change) Tera Steel can check Iron Boulder, resisting both Mighty Cleave and Zen Headbutt giving Great Tusk a turn to OHKO it with Headlong Rush after, and gives a multitude of resistances that where prior weaknesses, like Fairy, Psychic, Grass and Ice. (this second part is dex info - what do these resistances help it check in the ou metagame?) Dragon is an alternative to Steel, and resists Fire, Water, Grass, and Eletric but comes with the Drawback of giving less total resistances and keeps two weaknesses to Fairy and Ice. Its able to wall non-Play Rough Ogerpon-Wellspring. (add tera fire)

Paragraph 2


Great Tusk works well on balance structures, as its able to support its teammates by preventing hazard chip, which can help teammates weak to chip come in easier as well as guaranteed progress with Knock Off. (i wouldn't really say that tusk (especially offensive tusk) is only usable on balance structures. it works well on offense/bulky offense as well due to its offensive presence. this line can be a bit misleading as a result because you say "tusk fits on balance" and then the second line is "it fits on sun", which is an offensive playstyle. a new reader wouldn't understand this) If used on Sun, Great Tusk helps support the Rocks weak Torkoal, making it able to come in and set sun more times, as well as being a potent wallbreaker with its power boost in sun as it gets an attack raise by 1.3x when its active. (dex info; talk about how it an check stuff like gambit on sun too) It also pairs well with Rillaboom, as its Grassy Terrain's passive recovery makes it less prone to chip damage and its priority in Grassy Glide helping bypass both mons slower speed tier. Skarmory and Corviknight both benefit from Great Tusk as their typings complement each other well, being able to resist each others weaknesses, and both Birds have access to reliable recovery in Roost making up for Great Tusk's lack of recovery other than Leftovers which is prone to getting removed. (for the teammates paragraph, it's better to think about roles that tusk benefits from / can help other teammates with instead of individual pokemon. a new reader should be able to see this paragraph and say for example "oh it pairs well with other hazard setters, checks to special attackers, something to make up for its low speed tier etc and it can help my team check gambit and offer knock off support to help break". a whole point on rilla feels too specific because grassy terrain isnt't as relevant as it was pre-dlc, and corv isn't really relevant enough to be a specific "run tusk with this" mention imo) Skarmory can also set Spikes, which pairs well with Great Tusk's Knock Off. Great Tusk is weak to damage overtime from repeatedly switching into attacks, as it doesn't have access to passive recovery other than Leftovers which can be removed. On top of that, because this set is more offensive, it doesn't take hits as well as a defensive Great Tusk. (it's best to avoid references to other sets so a reader only needs to read the one set they're using without requiring other sets for context. you can just say "it doesn't take hits well" and you can highlight special hits more) Partners like Amoonguss and Alomomola can take physical hits and heal them off over the course of the match. Alomomola offers Wish Support and Scald burns which keep Tusk healthy and lets it eat hits easier. Amoonguss offers a Fairy resistance and can Spore offensive threats to sleep. Great Tusk is generally weak to special attackers thanks to its measly 53 SpD. Partners like Galarian-Slowking and Heatran can patch up this weakness, with their typings synergizing well with Great Tusk.


[SET CREDITS]
Written by: matte you need the url https://www.smogon.com/forums/members/matte.634393/ not just a tag
Quality checked by:
Grammar checked by:
 

autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Dedicated Tournament Hostis a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
llmk when this is implemented and i'll stamp, also let me know if i need to change colours or anything
:sv/great-tusk:

[SET]
Name: Offensive Utility
Move 1: Headlong Rush / Earthquake
Move 2: Ice Spinner / Close Combat
Move 3: Knock Off / Temper Flare
Move 4: Rapid Spin
Item: Heavy-Duty Boots / Leftovers / Booster Energy
Tera type: Ground / Steel / Fire
Ability: Protosynthesis
Nature: Jolly
Evs: 252 Atk / 4 Def / 252 Spe
Great Tusk excels in the OU metagame due to its role compression, hazard removal, offensive and defensive typing, and bulk, enabling it to check a variety of top-tier threats like Kingambit, Gliscor, and Gholdengo. It is also the best entry hazard remover in the tier and can threaten common hazard setters and spinblockers such as Landorus-T, Dragapult, Glimmora and many others with its movepool.
No need to say "and many more" - examples imply there is more. You can just say Landorus-T, Dragapult, and Glimmora

Headlong Rush is for strong STAB, being able to OHKO offensive Kingambit. Headlong Rush is run over Earthquake not be weakened under Grassy Terrain. Do be aware of the drawbacks though, of lowering both of your defenses.
Just saying dropping defenses is dex info - you've just said what the move does. Instead, you can talk about how dropping defenses means Tusk can less reliably check things (with examples)

Ice Spinner hits Flying types like Landorus-Therian and Gliscor and Dragon types like Dragonite and Hydrapple. Temper Flare can be ran over this to ease prediction against Air Balloon Gholdengo, as if it attempts to block Rapid Spin, Temper Flare's power will doubled next turn enabling Great Tusk to OHKO it. It also doubles as strong coverage in general if used under Sun. Knock Off disrupts anything that switches in, and can be used to make progress by removing items like Leftovers or Boots. Rapid Spin is used for Hazard Removal as boosting Great Tusk's speed, letting it outspeed the entire unboosted meta.
Your paragraph order should follow the set order. Knock Off is first on the set, so it should be first on the paragraph too (before Temper Flare)

Heavy-Duty Boots makes Great Tusk's job of removing hazards easier, as it ignores the chip from hazards, as well as the Speed drop from Webs, allowing it to come in more times to remove hazards.
Tusk comes in for more than just removal.

Leftovers is an alternative option, giving healing over time, but you are weak to Hazard chip, potentially taking massive damage on switchin and Poision.
You can mention specifically that it can struggle into Spikes stack balances without Boots so the point has examples

Booster Energy can be ran of more offensive teams that care less about longevity, making it easier for Great Tusk to remove hazards thanks to the speed boost. This Ev spread gives an attack boost in Sun or if running Booster Energy. Tera Ground powers up Headlong Rush now being able to OHKO max defensive Gholdengo, as well as still keeping its Electric immunity.
Why is an Electric immunity relevant? What can it switch into/check?

Tera Steel can check Iron Boulder, resisting both Mighty Cleave and Zen Headbutt giving Great Tusk a turn to OHKO it with Headlong Rush after,
Tera Ground is objectively better for checking Boulder - you already resist Cleave, most Boulders don't run Zen, and Steel makes you weak to CC/EQ now. CC is usually the strongest hit they have against Tusk

and gives a multitude of resistances that where prior weaknesses, like Fairy, Psychic, Grass and Ice. Tera Fire gives notable resistances to Fairy, Grass and Ice. It also provides a Burn immunity which helps check Cinderace.
You list a lot of resistances here, so I'd give some examples about what these resistances actually help you check in OU. It's dex info to explain the type chart and what it does, so our analyses give examples of what makes these defensive typings relevant in OU

Great Tusk works well on balance structures, as its able to support its teammates by preventing hazard chip, which can help teammates weak to chip come in easier as well as guaranteed progress with Knock Off.
Great Tusk does not only fit on balance, and honestly offensive Tusk is far better on offense/BO than nay balance team rn. The first sentence of this paragraph needs to explain that it can fit on multiple different playstyles, such as sun, bulky offense, and balance. Listing multiple playstyles in this sentence also helps to connect it to the next sentence about sun

If used on Sun, Great Tusk helps support the Steath Rocks weak Torkoal, making it able to come in and set sun more times, as well as being a potent wallbreaker with its power boost it gets in the Sun.
You can mention some other sun teammates here too - Gouging Fire is a good one because it can pair decently off sun as well

Great Tusk is weak to damage overtime from repeatedly switching into attacks, as it doesn't have access to passive recovery other than Leftovers which can be removed. On top of that, because this set is more offensive, it doesn't take hits as well. Partners like Amoonguss, Alomomola and Skarmory can take physical hits and heal them off over the course of the match. Alomomola offers Wish Support and Scald burns which keep Tusk healthy and lets it eat hits easier. Amoonguss offers a Fairy resistance and can Spore offensive threats to sleep.
Amoonguss and Alomomola aren't really too relevant in OU rn and don't pair well enough with Tusk to deserve their own point. These examples are a lot more balance focused than a more BO/offense style that fits this set better


Skarmory benefits from Great Tusk as their typings complement each other well, being able to resist each others weaknesses, and Skarmory has access to reliable recovery in Roost making up for Great Tusk's lack of recovery other than Leftovers which is prone to getting removed or outdamaged.
They don't resist each other's weaknesses - Tusk is weakn to Ice and Water, and Skarmory is weak to Fire. Skarm is a fine example but only really for synergy wiith Spikes + Knock and less so typing wise

Skarmory can also set Spikes, which pairs well with Great Tusk's Knock Off. Great Tusk is generally weak to special attackers thanks to its measly 53 SpD. Partners like Galarian-Slowking and Heatran can patch up this weakness, with their typings synergizing well with Great Tusk, helping it check special threats like Iron Valiant and Volcarona.

Overall, this team options paragraph focuses far too much on balance instead of talking about more offensive/bulky offensive structures when it does best on. Here are some things worth ading:
- Kingambit - best mon in the tier, decent synergy with knock + breaking for each other. Spin means Gambit can run lefties and not be so weak to Spikes balances too
- Hazard-weak teammates like Kyurem/Enam - Tusk is a really good support for offense and spin enables these mons to come in more times and break effectively for Tusk
- Other breakers like Specs Pult can also appreciate being able to come in more times too

It's also important to keep in mind that Tusk is pretty much a support mon, so it usually supports other teammates before it needs support itself. Offensive synergy is better to describe this. If you want to add more points on offensive synergy, feel free


[SET CREDITS]
Written by: https://www.smogon.com/forums/members/matte.634393/
Quality checked by:
Grammar checked by:

Implemented
GP Team


 

veti

Supreme Overlord
is a Pre-Contributor
Comment

Not QC 2/2 yet, I want to reread this after being implemented.

[SET]
Name: Offensive Utility
Move 1: Headlong Rush / Earthquake
Move 2: Ice Spinner / Close Combat
Move 3: Knock Off / Temper Flare
Move 4: Rapid Spin
Item: Heavy-Duty Boots / Leftovers / Booster Energy
Tera type: Ground / Steel / Fire
Ability: Protosynthesis
Nature: Jolly
Evs: 252 Atk / 4 Def / 252 Spe

Great Tusk is a great mon in the OU metagame due to its role compression, hazard removal, offensive and defensive typing, and bulk, enabling it to check a variety of top-tier threats like Kingambit, Gliscor, and Gholdengo. It is also the best entry hazard remover in the tier and can threaten common hazard setters and spinblockers such as Landorus-T, Dragapult and Glimmora with its movepool

Headlong Rush is for strong STAB, being able to OHKO offensive Kingambit. Headlong Rush is run over Earthquake not be weakened under Grassy Terrain.
Could be combined into one sentence.

Do be aware of the drawbacks though, of lowering both of your defenses, opens you up to an OHKO from Triple Axel from Weavile.

Ice Spinner hits Flying types like Landorus-Therian and Gliscor and Dragon types like Dragonite and Hydrapple.
Dragonite is already a flying type and Hydrapple isn't super common, could be condensed into just flying types.

Temper Flare can be ran over this to ease prediction against Air Balloon Gholdengo, as if it attempts to block Rapid Spin, Temper Flare's power will doubled next turn enabling Great Tusk to OHKO it. It also doubles as strong coverage in general if used under Sun. Knock Off disrupts anything that switches in, and can be used to make progress by removing items like Leftovers or Boots.

Rapid Spin for Hazard Removal as boosting Great Tusk's speed, letting it outspeed the entire unboosted meta.
Doesn't outspeed Deoxys Speed

Heavy-Duty Boots makes Great Tusk's job of removing hazards easier, as it ignores the chip from hazards, as well as the Speed drop from Webs, allowing it to come in more times to make progress. Leftovers is an alternative option, giving healing over time, but you are weak to Hazard chip, potentially taking massive damage on switchin and Poision. Booster Energy can be ran of more offensive teams that care less about longevity, making it easier for Great Tusk to remove hazards thanks to the speed boost. This Ev spread gives an attack boost in Sun or running Booster Energy. Tera Ground powers up Headlong Rush now being able to OHKO max defensive Gholdengo,

as well as still keeping its Electric immunity.
What is electric immunity useful for?

Tera Steel can check Iron Boulder, resisting both Mighty Cleave and Zen Headbutt giving Great Tusk a turn to OHKO it with Headlong Rush after, and gives a multitude of resistances that where prior weaknesses, like Fairy, Psychic, Grass and Ice.
Cut a type and give some examples of what those resists help against, Iron Boulder can also be cut.

Tera Fire gives notable resistances to Fairy, Grass and Ice.
Same as last but don't need to cut a type

It also provides a Burn immunity which helps check Cinderace.
No mention of temper flare in the paragraph

Great Tusk works well on offensive structures, as its able to support its teammates by preventing hazard chip, which can help teammates weak to chip come in easier as well as guaranteed progress with Knock Off. If used on Sun, Great Tusk helps support the Steath Rocks weak Torkoal, making it able to come in and set sun more times, as well as being a potent wallbreaker with its power boost it gets in the Sun.

It pairs well with Choiced breakers and Rocks weak pokemon like Enamorus and Gouging Fire,
Kyurem should be included

as they appreciate the hazard removal so they can come in more times. Tusk also pairs well with Kingambit, as the hazard removal lets it run Leftovers for more longevity or an offensive item like Black Glasses to hit harder. Great Tusk is weak to damage overtime from repeatedly switching into attacks, as it doesn't have access to passive recovery other than Leftovers which can be removed. On top of that, because this set is more offensive, it doesn't take hits as well.

Partners like Skarmory can take physical hits and heal them off over the course of the match.
Not a bad example but generally this tusk is used on more offensive stuff that dislikes Skarmory being passive against fighting resistances so it isn't the most relevant.

Skarmory benefits from Great Tusk as their typings complement each other well, being able to resist each others weaknesses, and Skarmory has access to reliable recovery in Roost making up for Great Tusk's lack of recovery other than Leftovers which is prone to getting removed or outdamaged. Skarmory can set Spikes, which pairs well with Great Tusk's Knock Off to make progress. Great Tusk is generally weak to special attackers thanks to its measly 53 SpD. Partners like Galarian-Slowking and Heatran can patch up this weakness, with their typings synergizing well with Great Tusk, helping it check special threats like Iron Valiant and Volcarona.
 

veti

Supreme Overlord
is a Pre-Contributor
2/2

Great Tusk works well on offensive structures, as its able to support its teammates by preventing hazard chip, which can help teammates weak to chip come in easier as well as guaranteed progress with Knock Off. If used on Sun, Great Tusk helps support the Steath Rocks weak Torkoal, making it able to come in and set sun more times, as well as being a potent wallbreaker with its power boost it gets in the Sun. It pairs well with Choiced breakers and Rocks weak pokemon like Enamorus, Kyurem and Gouging Fire, as they appreciate the hazard removal so they can come in more times. Tusk also pairs well with Kingambit, as the hazard removal lets it run Leftovers for more longevity or an offensive item like Black Glasses to hit harder. Great Tusk is weak to damage overtime from repeatedly switching into attacks, as it doesn't have access to passive recovery other than Leftovers which can be removed. On top of that, because this set is more offensive, it doesn't take hits as well.


Partners like Skarmory can take physical hits and heal them off over the course of the match. Skarmory benefits from Great Tusk as their typings complement each other well, being able to resist each others weaknesses, and Skarmory has access to reliable recovery in Roost making up for Great Tusk's lack of recovery other than Leftovers which is prone to getting removed or outdamaged. Skarmory can set Spikes, which pairs well with Great Tusk's Knock Off to make progress.
Use bulky offense pokemon instead, such as Ogerpon Wellspring that can cover tusks water weakness and need it's spin to function better and Primarina that synergizes well defensively resisting ice, water and eating special attacks but hates hazards.

Great Tusk is generally weak to special attackers thanks to its measly 53 SpD. Partners like Galarian-Slowking and Heatran can patch up this weakness, with their typings synergizing well with Great Tusk, helping it check special threats like Iron Valiant and Volcarona.
 
remove add comment
[SET]
Name: Offensive Utility
Move 1: Headlong Rush / Earthquake
Move 2: Ice Spinner / Close Combat
Move 3: Knock Off / Temper Flare
Move 4: Rapid Spin
Item: Heavy-Duty Boots / Leftovers / Booster Energy
Tera type: Ground / Steel / Fire
Ability: Protosynthesis
Nature: Jolly
Evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS] (also left align the whole thing)
Great Tusk is a great mon Pokemon in the OU metagame due to its role compression, hazard removal, offensive and defensive typing, and bulk, enabling it to check a variety of top-tier threats like Kingambit, Gliscor, and Gholdengo. It is also the best entry hazard remover in the tier and can threaten common hazard setters and spinblockers such as Landorus-T, Dragapult, (AC) and Glimmora. (AP) with its movepool Headlong Rush is for strong STAB, being able to OHKOes offensive Kingambit. Headlong Rush and is run over Earthquake not be because it's not weakened under Grassy Terrain. Do be aware of the drawbacks though; (RC, ASC) of lowering both of your Great Tusk's defenses (RC) opens you it up to an OHKO from Triple Axel from Weavile Weavile's Triple Axel. Ice Spinner hits Flying-types (AH) like Landorus-Therian and Gliscor and Dragon-types (AH) like Dragonite and Hydrapple. Temper Flare can be ran used over this to ease prediction against Air Balloon Gholdengo, as if. (AP) If it attempts to block Rapid Spin, Temper Flare's power will doubled doubles next turn, (AC) enabling Great Tusk to OHKO it. It also doubles serves as strong coverage in general if used under Sun sun. Knock Off disrupts anything that switches in (RC) and can be used to make progress by removing items like Leftovers or and Heavy-Duty Boots (move this line over tflare to match set order). Rapid Spin serves for Hazard Removal as while boosting Great Tusk's speed Speed, letting it outspeed the entire unboosted metagame. Heavy-Duty Boots makes Great Tusk's job of removing hazards easier, as it ignores the chip from hazards (RC) as well as the Speed drop from Webs Sticky Web, allowing it to come switch in more times to make progress. Leftovers is an alternative option, giving healing over time. (RC, AP) but you are However, it leaves Great Tusk weak to Hazard hazard chip, potentially resulting in it taking massive damage on switch-in (AH) and Poision (is it poison or position? assuming it's the former, write "being poisoned"). Booster Energy can be ran of used on more offensive teams that care less about longevity, making it easier for Great Tusk to remove hazards thanks to its stronger offensive presence. This Ev EV spread gives it an attack boost in Sun sun or when running Booster Energy. Tera Ground powers up Headlong Rush, (AC) allowing it now being able to OHKO max defensive Defense Gholdengo (RC) as well as still keeping its Electric immunity. Tera Steel can check Gliscor, as you become Great Tusk becomes immune to its Toxic (RC) and can 2HKO with Ice Spinner. Steel gives a multitude of resistances that were prior weaknesses, like Fairy, Psychic, Grass, (AC) and Ice, which helps it to check Weavile and Calm Mind Iron Valliant Valiant. Tera Fire gives notable resistances to Fairy, (AC) checking Iron Valiant (RH), and Grass, (AC) which resists resisting Grassy Glide (more of a qc thing ig but shouldnt rilla be mentioned here?). It also provides a Burn immunity, (AC) which helps check Cinderace.

Great Tusk works well on offensive structures, as its it's able to support its teammates by preventing entry hazard chip, which can help teammates weak to chip come in easier as well as guaranteed guarantee progress with Knock Off. If used on Sun sun teams, Great Tusk helps support the Steath Rocks weak Torkoal Stealth Rock-weak Torkoal, making it able to come switch (u used come in the last sentence so yea) in and set sun more times, as well as being a potent wallbreaker with its the power boost it gets in the Sun sun. It pairs well with Choiced breakers and Rocks weak pokemon Stealth Rock-weak Pokemon like Enamorus, Kyurem, (AH) and Gouging Fire, as they appreciate the hazard removal so they can come in more times. Great Tusk also pairs well with Kingambit, as the hazard removal lets it run Leftovers for more longevity or an offensive item like Black Glasses to hit harder. Great Tusk is weak to damage overtime over time from repeatedly switching into attacks, as it doesn't have access to passive recovery other than Leftovers, (AC) which can be removed. On top of that, because this set is more offensive, it doesn't take hits as well. Ogerpon-Wellspring is a good partner for Great Tusk, (AC) as it provides a Water immunity, and is it's prone to getting chipped down by hazards. Great Tusk's removal lets it switch in more, and Ice Spinner threatens the Dragon's Dragon-types that Ogerpon stuggle Ogerpon-W struggles with. Great Tusk is generally weak to special attackers thanks to its measly 53 SpD Special Defense. Partners like Galarian Slowking (RH), Heatran, (AC) and Primarina can patch up this weakness, with their typings synergizing well with Great Tusk, helping it check special threats like Iron Valiant and Volcarona. Great Tusk's hazard removal lets them more consistently wall these threats more consistently.

If I like your post, it means I have implemented it! ALSO PLEASE NOTE THIS: I have dyslexia, so reading small text is hard for me, and also different colored text. For future checks, please make your changes with the colors: Blue, Red, Light Purple or Green!
(Please change font size to 15)


[SET CREDITS]
Written by: https://www.smogon.com/forums/members/matte.634393/
Quality checked by:
Grammar checked by:
 
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autumn

only i will remain
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1/1 GP Team done add zastra to credits as well
if this is too small, when you click reply, highlight all text and change font size to 18, then back to 15 when you're done
:sv/great-tusk:
[SET]
Name: Offensive Utility
Move 1: Headlong Rush / Earthquake
Move 2: Ice Spinner / Close Combat
Move 3: Knock Off / Temper Flare
Move 4: Rapid Spin
Item: Heavy-Duty Boots / Leftovers / Booster Energy
Tera type: Ground / Steel / Fire
Ability: Protosynthesis
Nature: Jolly
Evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Great Tusk is a great Pokemon in the OU metagame due to its role compression, entry hazard removal, offensive and defensive typing, and bulk, enabling it to check a variety of top-tier threats like Kingambit, Gliscor, and Gholdengo. It is the best entry hazard remover in the tier and can threaten common hazard setters and spinblockers such as Landorus-T, Dragapult, and Glimmora Landorus-T, Glimmora, and Dragapult. (listing all hazard setters first and all spinblockers second) Headlong Rush OHKOes offensive Kingambit and is run over Earthquake because it's is not weakened under Grassy Terrain unlike Earthquake. Do be aware of the drawbacks though; lowering both of Great Tusk's defenses opens it up to an OHKO from Weavile's Triple Axel. Ice Spinner hits Flying-types like Landorus-T and Gliscor and Dragon-types like Dragonite and Hydrapple. Knock Off disrupts anything that switches foes that switch in and can be used to make makes progress by removing items like Leftovers and Heavy-Duty Boots. Temper Flare can be used over this to ease prediction against Air Balloon Gholdengo. If it attempts to block Rapid Spin, Temper Flare's power doubles next turn, enabling Great Tusk to OHKO it. It Temper Flare also serves as strong coverage in general if used under sun. Rapid Spin serves for Hazard Removal provides hazard removal while boosting Great Tusk's Speed to 450. Heavy-Duty Boots makes Great Tusk's job of removing hazards easier, as it ignores the chip damage from hazards as well as the Speed drop from Sticky Web, allowing it to switch in more times to make progress. Leftovers is an alternative option, giving Great Tusk healing over time. However, it leaves Great Tusk weak to hazard chip, potentially resulting in it taking massive damage on switch-in and being Poisoned poisoned. Booster Energy can be used on more offensive teams that care less about longevity, making it easier for Great Tusk to remove hazards thanks to its stronger offensive presence. This EV spread gives it an attack Attack boost in sun or when running Booster Energy. Tera Ground powers up Headlong Rush, allowing it to OHKO max maximum Defense Gholdengo, (AC) and it also keeps Great Tusk's as well as still keeping its Electric immunity. Tera Steel can help Great Tusk check Gliscor, as Great Tusk becomes immune Gliscor by providing it with an immunity to its Toxic, (AC) and it can 2HKO Gliscor with Ice Spinner without being chipped. Tera Steel gives Great Tusk a multitude of resistances that were prior weaknesses, like Fairy, Psychic, Grass, and Ice, which helps it to check Calm Mind Iron Valiant and Weavile and Calm Mind Iron Valiant. (this should really have a grass and psychic example too) Tera Fire also gives it notable resistances to Fairy, checking Iron Valiant, and Grass, resisting Rillaboom's Grassy Glide. It also provides a Burn burn immunity, which helps check Cinderace.

Great Tusk works well on offensive structures due to its entry hazard removal capabilities, as it's able to support its teammates by preventing entry hazard chip, which can help teammates weak to chip come in easier them as well as guarantee them come in more easily; it also guarantees progress with Knock Off. If used on sun teams, Great Tusk helps support the Stealth Rock-weak Torkoal, making it able enabling it to switch in and set sun more times, as well as being a potent wallbreaker itself with the power boost it gets in the sun. It Great Tusk pairs well with Choiced breakers Choice-locked wallbreakers and Stealth Rock-weak Pokemon like Enamorus, Kyurem, and Gouging Fire, as they appreciate the hazard removal so they can come in more times switch in more reliably. Great Tusk also pairs well with Kingambit, as the hazard removal lets it run Leftovers for more longevity or an offensive item like Black Glasses to hit harder. Great Tusk is weak to damage over time from repeatedly switching struggles to repeatedly switch into attacks, as it doesn't have access to passive recovery other than Leftovers, which can be removed, and the offensive nature of this set means it doesn't take hits well. On top of that, because this set is more offensive, it doesn't take hits as well. Ogerpon-W is a good partner for Great Tusk, as it provides a Water immunity, and it's prone to getting chipped down by hazards immunity and benefits from Great Tusk's hazard removal to switch in more frequently. Great Tusk's removal lets it switch in more, and In return, Great Tusk's Ice Spinner threatens the Dragon-types that Ogerpon-W struggles with. Great Tusk is generally weak to special attackers thanks to its measly Special Defense. Partners like Galarian Slowking, Heatran, and Primarina can patch up this weakness (RC) with their typings synergizing well with Great Tusk, helping it check by checking special threats like Iron Valiant and Volcarona, and their typings synergize well with Great Tusk. In return, Great Tusk's hazard removal lets them wall these threats more consistently.

[SET CREDITS]
Written by: https://www.smogon.com/forums/members/matte.634393/
Quality checked by:
Grammar checked by:
 
Last edited:

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