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ZU Cramorant+OO etc. [Done]

Sputnik

Bono My Tires are Deceased
is a Contributor Alumnus
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[OVERVIEW]
Cramorant is one of the best users of Defog in ZU due to its access reliable recovery and solid defensive typing. This gives Cramorant a decent defensive profile, and its STAB moves apply pressure to much of the offensive metagame. It notably checks several prominent metagame threats, including Charizard, Hisuian Decidueye, and Typhlosion, and it matches up well against common Stealth Rock setters like Sandaconda, Palossand, and Orthworm. Cramorant also has a unique ability in Gulp Missile, which gives it a unique way to punish attackers. Cramorant's main shortcomings stem from its abysmal physical bulk, as it is generally incapable of switching into any powerful physical attackers. This also leaves it as an unsuitable answer to most of the tier's Fighting-types despite its favorable type matchup. Cramorant's 4x weakness to Electric is also inconvenient, as it is easily forced out by foes such as Jolteon, Magneton, and Lanturn.


[SET]
Defog (Cramorant) @ Heavy-Duty Boots
Ability: Gulp Missile
Tera Type: Ground / Fairy / Dragon
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
- Defog
- Roost
- Surf
- Hurricane

[SET COMMENTS]
Cramorant is a fantastic user of Defog, as it finds many opportunities to switch in battle thanks to its nice defensive profile and perform its role. Surf allows Cramorant to activate Gulp Missile while also giving it a reliable and accurate STAB move that pressures common entry hazard setters like Sandaconda and Rhydon. Hurricane OHKOes Hisuian Decidueye, KOes Passimian after Spikes damage, and 2HKOes Floatzel while generally applying good pressure to most non-Flying-resistant offensive threats. Roost allows Cramorant to stay healthy throughout a match and reliably check what it is usually tasked with. 96 Speed EVs allow Cramorant to outspeed Adamant Sandslash and maximum Speed Dudunsparce. The rest of the EVs are dumped into Special Defense to handle foes such as Charizard and Typhlosion better. Tera Ground allows Cramorant to turn its Electric weakness into an immunity in an emergency, allowing it to check and block Volt Switch from Jolteon and Magneton. It also turns its Rock weakness into a resistance, which allows it to take on foes such as Lycanroc and Regirock in a pinch. Alternatively, Tera Fairy can be used to give Cramorant a highly useful defensive typing that allows it to turn the tables on attackers such as Clawitzer and Alolan Exeggutor while still removing its problematic Electric weakness. Finally, Tera Dragon allows Cramorant to turn its Electric weakness into a resistance while retaining its resistances to Water- and Fire-type attacks.

Cramorant fits well on many bulky offense and balance teams thanks to its ability to Defog, check relevant metagame threats, and force chip damage on foes with Gulp Missile. Entry hazard removal is paramount to the success of all sorts of teammates; fast pivots like Floatzel and Passimian, bulky teammates such as Dipplin and Porygon2, and strong wallbreakers like Typhlosion and Alolan Exeggutor all appreciate Cramorant clearing hazards for them so they can come into battle safely. Cramorant's physical bulk is very poor, and it should not be relied on as a switch-in to most of the tier's physical attackers. It therefore pairs well with physical walls such as Regirock, Palossand, Dipplin, and Weezing. The latter two work well in particular, as they can absorb Knock Off for Cramorant. Cramorant also requires a switch-in to the tier's Electric-types, as it is forced out by them and becomes an opportunity for them to gain momentum against it with Volt Switch. Ground-types such as Sandaconda, Sandslash, and Rhydon can block Volt Switch and help out versus Jolteon and Rotom. They don't prevent Magneton or Lanturn from pivoting, but additional specially defensive teammates such as Snorlax and Dudunsparce can help out with them. Gulp Missile is adept at chipping foes and potentially spreading paralysis. Strong wallbreakers such as Brute Bonnet, Magneton, Typhlosion, and Hisuian Decidueye appreciate the chip damage and the paralysis-spreading; physical attackers such as Brute Bonnet and Hisuian Decidueye also appreciate the Defense drop allowing them to pick off faster threats with priority, should they come in to attempt a revenge kill. Cramorant struggles to meaningfully pressure special walls such as Dudunsparce, Snorlax, and Porygon2, so teammates that can deal with them, such as Regirock, Orthworm, and Palossand, are good choices.

[STRATEGY COMMENTS]
Other Options
=============

Brave Bird is an option for more consistent Flying-type STAB move that also takes advantage of Gulp Missile's Defense drops, but Cramorant doesn't appreciate the recoil damage, and many offensive threats are threatened more appreciably by Hurricane. A set with Endure over Roost and Custap Berry turns Cramorant into an effective anti-lead that can force significant damage on leads such as Lycanroc and Hisuian Avalugg while also keeping their entry hazards off. This set is much worse against teams without these specific threats, however, so it is niche overall. 140 Speed EVs let Cramorant outspeed Jolly Hisuian Decidueye, while 16 Defense EVs let it avoid a 2HKO from Scarf Passimian's Close Combat and Scarf Floatzel's Wave Crash. Cramorant really needs as much special bulk investment as possible to reliably check Charizard and Typhlosion, however.

Checks and Counters
===================

**Electric-types**: Cramorant is forced out by every Electric-type in the tier. Magneton, Jolteon, Rotom, and Lanturn all force out Cramorant; The former three are capable of easily OHKOing it with STAB moves, and Magneton can even do so with Volt Switch, while the latter two have favorable rolls to do so. Lanturn does not OHKO Cramorant with Volt Switch, but Cramorant cannot hurt it at all with its standard movesets.

**Strong Physical Attackers**: Cramorant's bad physical bulk leaves it very vulnerable to strong physical attackers such as Qwilfish, Glastrier, Snorlax, and Sneasel, though they don't appreciate Gulp Missile's chip damage.

**Rock-types and Rock-type coverage**: Many of the tier's Rock-types threaten Cramorant, as they are either faster than it or take Surf comfortably. Lycanroc is faster than it and easily OHKOes Cramorant, while Naclstack and Regirock avoid a 2HKO from Surf and either threaten it or set up Stealth Rock. Foes such as Sandaconda and Passimian can also fit Rock-type coverage into their movesets, threatening to turn the tables on Cramorant.

**Special Walls**: Special walls such as Porygon2, Articuno, and Dudunsparce take Cramorant's attacks with ease; Porygon2 threatens it with status, while Articuno easily 2HKOes it with Freeze Dry. Dudunsparce is an especially problematic matchup, as Stealth Rock sets keep entry hazards up versus Cramorant consistently, while Coil and Calm Mind sets use it as setup fodder.

**Toxic**: Cramorant's longevity is ruined when it is badly poisoned. Common Pokemon such as Muk, Dudunsparce, and both Qwilfish formes are able to poison it. All but Muk are notable for their ability to set up entry hazards, preventing Cramorant from confidently removing hazards versus them.

**Knock Off**: Knock Off from the likes of Passimian, Grafaiai, Muk, and Gurdurr removes Cramorant's Heavy-Duty Boots, making it much worse at consistently entering battle to remove hazards and greatly reducing its ability to switch into Charizard and Typhlosion.


[CREDITS]
Written by:
https://www.smogon.com/forums/members/sputnik.475916/
Quality checked by:
https://www.smogon.com/forums/members/missangelic.452572/
https://www.smogon.com/forums/members/sleid.601970/
Grammar checked by:
https://www.smogon.com/forums/members/adorluigi.528364/
 
Last edited:
Good work, QC 1/2 when implemented
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[OVERVIEW]
Cramorant is one of the best users of Defog in ZU and has a strong niche in the tier as a result. (Emphasize that Cramorant is excellent against setters like Palo, Sandaconda, Orthworm) Access to reliable recovery and a solid defensive typing gives Cramorant a decent defensive profile, and its STAB moves apply pressure to much of the offensive metagame. It notably checks several prominent metagame threats, including Charizard, Hisuian Decidueye, and Typhlosion. Cramorant also has a unique ability in Gulp Missile, which punishes offensive action with chip damage and potentially paralysis. Cramorant's main shortcomings stem from its abysmal physical bulk, as it is generally incapable of switching into any powerful physical attackers. This also leaves it as an unsuitable answer to most of the tier's Fighting-types despite its favorable type matchup. Cramorant's 4x weakness to Electric is also inconvenient, as it is easily forced out by foes such as Jolteon, Magneton, and Lanturn.


[SET]
Defog (Cramorant) @ Heavy-Duty Boots
Ability: Gulp Missile
Tera Type: Ground / Fairy
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
- Defog
- Roost
- Surf
- Hurricane

[SET COMMENTS]
Surf allows Cramorant to activate Gulp Missile while also giving it a reliable and accurate STAB move. (Mention that Surf threatens hazard setters like Palossand and Regirock) Hurricane OHKOes Hisuian Decidueye, OHKOes Passimian after Spikes, and 2HKOs Floatzel while generally applying good pressure to most offensive threats that do not resist it. Roost allows Cramorant to stay healthy throughout a match and reliably check what it is usually tasked with. Defog allows Cramorant to act as a teams hazard control. 96 Speed EVs outruns Adamant Sandslash, max Speed Dudunsparce, and anything slower. The rest are dumped into Special Defense to handle foes such as Charizard and Typhlosion better. Tera Ground allows Cramorant to turn its electric weakness into an immunity in an emergency, therefore allowing Cramorant to check Jolteon and block Volt Switch from Magneton. (Also mention that Tera Ground gives a Rock resistance, several hazard setters use Rock moves and it's a weakness) Alternatively, Tera Fairy can be used to give Cramorant a highly useful defensive typing that allows it to turn the tables on attackers such as Clawitzer and Alolan Exeggutor while still removing its problematic Electric weakness. Heavy-Duty Boots allows Cramorant to avoid Stealth Rock damage.

Cramorant fits well on many bulky offense and balance teams thanks to its ability to Defog, check relevant metagame threats, and force chip onto opponents with Gulp Missile. (Emphasize the volume and variety of Pokemon that benefit from Cramorant removing hazards before anything else. Highlight the different kinds of Pokemon are enhanced differently by having hazards off: offensive Pokemon like Typhlosion, defensive ones like Dipplin, pivots like Passimian, etc.) Cramorant's physical bulk is very poor, and it should not be relied on as a switch in to virtually any of the tier's physical attackers. It therefore pairs well with physical walls such as Regirock, Palossand, Dipplin, and Weezing. Cramorant also requires a switch in to the tier's Electric-types, as it is forced out by them and becomes an opportunity for them to gain momentum with Volt Switch. Ground-types such as Sandaconda, Sandslash, and Rhydon can block Volt Switch and help out versus Jolteon and Rotom They are not acceptable switch ins (Porygon2 and Lanturn tend to be more reliable answers to Electric-types given they aren't run over by Specs Jolteon). They don't prevent Magneton or Lanturn from pivoting, but additional special specially defensive teammates such as Snorlax and Porygon2 Dudunsparce can help out with them. Gulp Missile is adept at chipping the opponent and potentially spreading Paralysis. Strong wallbreakers such as Brute Bonnet, Magneton, Typhlosion, and Hisuian Decidueye appreciate the chip damage and the paralysis spreading; physical attackers such as Brute Bonnet and Hisuian Decidueye also appreciate the defense drop allowing them to pick off faster threats with priority should they come in to attempt a revenge kill. (Mention partners that absorb Knock Off so that Cramorant hang onto its Heavy-Duty Boots, like Dipplin, Muk, Weezing, etc)



[STRATEGY COMMENTS]
Other Options
=============

Deviating from the standard moveset is generally not advised, as Cramorant really needs all of its standard moves to perform its role properly (Mention that Brave Bird can be run instead of Hurricane for a more reliable attack that can capitalize on Defense drops from Gulp Missile. Also mention Custap Berry sets) 140 Speed EVs can be used to outrun Jolly Hisuian Decidueye, while 16 EVs can be shifted over to defense to avoid a 2HKO from Scarf Passimian's Close Combat and Scarf Floatzel's Wave Crash. Tera Rock can be considered if your team is really weak to Oricorio and Calm Mind Dudunsparce, but it is generally inferior otherwise

Checks and Counters
===================

**Electric-types**: Cramorant is forced out by every Electric-type in the tier. Magneton, Jolteon, Rotom, and Lanturn all force out Cramorant; The former three are capable of easily OHKOing it with STAB moves, and Magneton can even do so with Volt Switch, while the latter two have favorable rolls to do so. Lanturn does not OHKO Cramorant with Volt Switch, but Cramorant cannot hurt it at all with its standard movesets. They also can't be paralyzed by Gulp Missile.

**Strong Physical Attackers**: Cramorant's bad physical bulk leaves it very vulnerable to strong physical attackers such as Qwilfish, Glastrier, Snorlax, and Sneasel, although they don't appreciate Gulp Missile chip.

**Rock-types and Rock-type Coverage**: Many of the tier's Rock-types threaten Cramorant, as they are either faster than it or take Surf comfortably. Lycanroc, Naclstack, and Regirock threaten Cramorant with their STAB moves; the latter two avoid a 2HKO from Surf and either threaten it in return or set up Stealth Rock, while Lycanroc is faster and easily OHKOes Cramorant. (Mention Pokemon like Passimian and Sandaconda that can use Rock-type moves to hit Cramorant super effectively)

Add a section for specially defensive Pokemon like Snorlax, Dudunsparce, and Porygon2 that can 1v1 Cramorant

Add a section for Toxic, especially as Qwilfish formes have it


[CREDITS]

Written by:
https://www.smogon.com/forums/members/sputnik.475916/
Quality checked by:
https://www.smogon.com/forums/members/missangelic.452572/

Grammar checked by:
 
good work. dm me if you have any questions
[OVERVIEW]
Cramorant is one of the best users of Defog in ZU and has a strong niche in the tier as a result. Access to reliable recovery and a solid defensive typing gives Cramorant a decent defensive profile, and its STAB moves apply pressure to much of the offensive metagame (combine these first two sentences into one by removing what you have after "ZU" in sentence one and just go straight into the because it has access to recovery, etc). It notably checks several prominent metagame threats, including Charizard, Hisuian Decidueye, and Typhlosion, and it matches up well against common Stealth Rock setters like Sandaconda, Palossand, and Orthworm. Cramorant also has a unique ability in Gulp Missile, which punishes offensive action with chip damage and potentially paralysis (dont describe what Gulp Missle does because it's dex info, mention how it just deters attackers). Cramorant's main shortcomings stem from its abysmal physical bulk, as it is generally incapable of switching into any powerful physical attackers. This also leaves it as an unsuitable answer to most of the tier's Fighting-types despite its favorable type matchup. Cramorant's 4x weakness to Electric is also inconvenient, as it is easily forced out by foes such as Jolteon, Magneton, and Lanturn.

[SET]
Defog (Cramorant) @ Heavy-Duty Boots
Ability: Gulp Missile
Tera Type: Ground / Fairy (add Dragon since it still gives you a resistance to electric while still letting you check the fire types, add a sentence below about it too please)
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
- Defog
- Roost
- Surf
- Hurricane

[SET COMMENTS]
Start off this sentence by sort of reiterating why cram is a great defogger, then go into Surf Surf allows Cramorant to activate Gulp Missile while also giving it a reliable and accurate STAB move that pressures common hazard setters like Sandaconda and Rhydon. Hurricane OHKOes Hisuian Decidueye, OHKOes Passimian after Spikes, and 2HKOs Floatzel while generally applying good pressure to most offensive threats that do not resist it. Roost allows Cramorant to stay healthy throughout a match and reliably check what it is usually tasked with. Defog allows Cramorant to act as a teams hazard control (sentence not needed as it is implied). 96 Speed EVs outruns Adamant Sandslash, max Speed Dudunsparce, and anything slower (mentioning "and anything slower" should removed as it is implied, just say specific important mons that it creeps). The rest are dumped into Special Defense to handle foes such as Charizard and Typhlosion better. Tera Ground allows Cramorant to turn its electric weakness into an immunity in an emergency, therefore allowing Cramorant to check Jolteon and block Volt Switch from Magneton (doesnt it block volt from jolt too? seems odd to specify just magneton here). It also turns its Rock weakness into a resistance, allowing it to take on foes such as Lycanroc and Regirock in an emergency. Alternatively, Tera Fairy can be used to give Cramorant a highly useful defensive typing that allows it to turn the tables on attackers such as Clawitzer and Alolan Exeggutor while still removing its problematic Electric weakness. Heavy-Duty Boots allows Cramorant to avoid Stealth Rock damage (just delete this as it's implied by the item description and it being weak to rocks).

Cramorant fits well on many bulky offense and balance teams thanks to its ability to Defog, check relevant metagame threats, and force chip onto opponents with Gulp Missile. Hazard removal is paramount to the success of all sorts of teammates; fast pivots like Floatzel and Passimian, bulky teammates such as Dipplin and Porygon2, and strong wallbreakers like Typhlosion and Alolan Exeggutor all appreciate Cramorant clearing hazards for them so they can come into battle safely. Cramorant's physical bulk is very poor, and it should not be relied on as a switch in to virtually any of the tier's physical attackers (you mention it's a good check to decid but then say it's bad vs all physical attackers? just be more specific on which special attackers in general or remove hecid as a mon it can check). It therefore pairs well with physical walls such as Regirock, Palossand, Dipplin, and Weezing. The latter two work well in particular, as they can absorb Knock Off attempts for Cramorant. Cramorant also requires a switch in to the tier's Electric-types, as it is forced out by them and becomes an opportunity for them to gain momentum with Volt Switch. Ground-types such as Sandaconda, Sandslash, and Rhydon can block Volt Switch and help out versus Jolteon and Rotom. They don't prevent Magneton or Lanturn from pivoting, but additional specially defensive teammates such as Snorlax and Dudunsparce can help out with them. Gulp Missile is adept at chipping the opponent and potentially spreading Paralysis. Strong wallbreakers such as Brute Bonnet, Magneton, Typhlosion, and Hisuian Decidueye appreciate the chip damage and the paralysis spreading; physical attackers such as Brute Bonnet and Hisuian Decidueye also appreciate the defense drop allowing them to pick off faster threats with priority should they come in to attempt a revenge kill. mention teammates to help switch into the special walls you mention below

[STRATEGY COMMENTS]
Other Options
=============

Brave Bird is an option for more consistent Flying STAB that also takes advantage of Gulp Missile defense drops, but Cramorant doesn't appreciate the recoil damage and many offensive threats are threatened more appreciably by Hurricane. A set with Endure over Defog and Custap Berry instead of Heavy-Duty Boots allows Cramorant to fish for Gulp Missile chip and paralysis with more consistency, and virtually guarantees a paralysis on the opponent if played correctly, but the loss of Defog significantly reduces Cramorant's overall utility (you actually remove Roost since you use this as an anti lead). 140 Speed EVs can be used to outrun Jolly Hisuian Decidueye, while 16 EVs can be shifted over to defense to avoid a 2HKO from Scarf Passimian's Close Combat and Scarf Floatzel's Wave Crash mention why this isnt worth the mention in the main set.

Checks and Counters
===================

**Electric-types**: Cramorant is forced out by every Electric-type in the tier. Magneton, Jolteon, Rotom, and Lanturn all force out Cramorant; The former three are capable of easily OHKOing it with STAB moves, and Magneton can even do so with Volt Switch, while the latter two have favorable rolls to do so. Lanturn does not OHKO Cramorant with Volt Switch, but Cramorant cannot hurt it at all with its standard movesets. They also can't be paralyzed by Gulp Missile.

**Strong Physical Attackers**: Cramorant's bad physical bulk leaves it very vulnerable to strong physical attackers such as Qwilfish, Glastrier, Snorlax, and Sneasel, although they don't appreciate Gulp Missile chip.

**Rock-types and Rock-type coverage**: Many of the tier's Rock-types threaten Cramorant, as they are either faster than it or take Surf comfortably. Lycanroc, Naclstack, and Regirock threaten Cramorant with their STAB moves; the latter two avoid a 2HKO from Surf and either threaten it in return or set up Stealth Rock, while Lycanroc is faster and easily OHKOes Cramorant. Foes such as Sandaconda and Passimian can also fit Rock-type coverage onto their movesets, therefore threatening to turn the tables on Cramorant.

**Specially Defensive Pokemon**: Specially Defensive walls such as Porygon2, Articuno, and Dudunsparce take Cramorant's attacks with ease; Porygon2 threatens it with status, while Articuno easily 2HKOs it with Freeze Dry. Dudunsparce is an especially problematic matchup, as Stealth Rock sets keep the hazard up versus Cramorant consistently while Coil and Calm Mind sets use it as setup fodder.

**Toxic**: Cramorant's longevity is ruined when it is badly poisoned. Common Pokemon such as Muk, Dudunsparce, and both Qwilfish forms are capable of inflicting the status condition. The latter three are notable for their ability to set up entry hazards, preventing Cramorant from confidently removing hazards versus them.

mention knock off users since they greatly cut crams ability to check stuff it's supposed to check

Written by:
https://www.smogon.com/forums/members/user1.100/
Quality checked by:
https://www.smogon.com/forums/members/user3.102/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/

dont forget to add these
 
[OVERVIEW]
Cramorant is one of the best users of Defog in ZU due to its access reliable recovery and a solid defensive typing. This gives Cramorant a decent defensive profile, and its STAB moves apply pressure to much of the offensive metagame. It notably checks several prominent metagame threats, including Charizard, Hisuian Decidueye, and Typhlosion, and it matches up well against common Stealth Rock setters like Sandaconda, Palossand, and Orthworm. Cramorant also has a unique ability in Gulp Missile, which gives it a unique way to punish attackers. Cramorant's main shortcomings stem from its abysmal physical bulk, as it is generally incapable of switching into any powerful physical attackers. This also leaves it as an unsuitable answer to most of the tier's Fighting-types despite its favorable type matchup. Cramorant's 4x weakness to Electric is also inconvenient, as it is easily forced out by foes such as Jolteon, Magneton, and Lanturn.


[SET]
Defog (Cramorant) @ Heavy-Duty Boots
Ability: Gulp Missile
Tera Type: Ground / Fairy / Dragon
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
- Defog
- Roost
- Surf
- Hurricane

[SET COMMENTS]
Cramorant is a fantastic user of Defog, as it finds many places opportunities to switch in into battle thanks to its nice defensive profile and to perform its role. Surf allows Cramorant to activate Gulp Missile while also giving it a reliable and accurate STAB move that pressures common entry hazard setters like Sandaconda and Rhydon. Hurricane OHKOes Hisuian Decidueye, OHKOes KOes (I needed to switch a verb out to make the list work) Passimian after Spikes damage, and 2HKOs 2HKOes Floatzel while generally applying good pressure to most non-Flying-resistant offensive threats that do not resist it. Roost allows Cramorant to stay healthy throughout a match and reliably check what it is usually tasked with. 96 Speed EVs outruns allow Cramorant to outspeed Adamant Sandslash and max maximum Speed Dudunsparce. The rest of the EVs are dumped into Special Defense to handle foes such as Charizard and Typhlosion better. Tera Ground allows Cramorant to turn its electric Electric weakness into an immunity in an emergency, therefore allowing it Cramorant to check and block Volt Switch from Jolteon and Magneton. It also turns its Rock weakness into a resistance, allowing which allows it to take on foes such as Lycanroc and Regirock in a pinch an emergency. Alternatively, Tera Fairy can be used to give Cramorant a highly useful defensive typing that allows it to turn the tables on attackers such as Clawitzer and Alolan Exeggutor while still removing its problematic Electric weakness. Finally, Tera Dragon allows Cramorant to turn its Electric-weakness Electric weakness into a resistance while retaining its resistances to Water- and Fire-type attacks. (this line is just dex info honestly)

Cramorant fits well on many bulky offense and balance teams thanks to its ability to Defog, check relevant metagame threats, and force chip damage on foes onto opponents with Gulp Missile. Hazard Entry hazard removal is paramount to the success of all sorts of teammates; fast pivots like Floatzel and Passimian, bulky teammates such as Dipplin and Porygon2, and strong wallbreakers like Typhlosion and Alolan Exeggutor all appreciate Cramorant clearing hazards for them so they can come into battle safely. Cramorant's physical bulk is very poor, and it should not be relied on as a switch-in switch in to most of the tier's physical attackers. It therefore pairs well with physical walls such as Regirock, Palossand, Dipplin, and Weezing. The latter two work well in particular, as they can absorb Knock Off attempts for Cramorant. Cramorant also requires a switch in switch-in to the tier's Electric-types, as it is forced out by them and becomes an opportunity for them to gain momentum against with Volt Switch. Ground-types such as Sandaconda, Sandslash, and Rhydon can block Volt Switch and help out versus Jolteon and Rotom. They don't prevent Magneton or Lanturn from pivoting, but additional specially defensive teammates such as Snorlax and Dudunsparce can help out with them. Gulp Missile is adept at chipping foes the opponent and potentially spreading paralysis Paralysis. Strong wallbreakers such as Brute Bonnet, Magneton, Typhlosion, and Hisuian Decidueye appreciate the chip damage and the paralysis-spreading (<-hyphen); physical attackers such as Brute Bonnet and Hisuian Decidueye also appreciate the defense Defense drop allowing them to pick off faster threats with priority, (comma) should they come in to attempt a revenge kill. Cramorant struggles to meaningfully pressure special walls such as Dudunsparce, Snorlax, and Porygon2, so teammates that can deal with them, such as Regirock, Orthworm, and Palossand, are good choices.

[STRATEGY COMMENTS]
Other Options
=============

Brave Bird is an option for more consistent Flying STAB Flying-type STAB move that also takes advantage of Gulp Missile's Defense Missile defense drops, but Cramorant doesn't appreciate the recoil damage, (comma) and many offensive threats are threatened more appreciably by Hurricane. A set with Endure over Roost and Custap Berry instead of Heavy-Duty Boots turns Cramorant into an effective anti-lead that can force significant damage onto on leads such as Lycanroc and Hisuian Avalugg while also keeping their entry hazards off. This set is much worse into against teams without these specific threats, however, so it is niche overall. 140 Speed EVs let Cramorant outspeed can be used to outrun Jolly Hisuian Decidueye, while 16 EVs can be shifted over to defense to Defense EVs let it avoid a 2HKO from Scarf Passimian's Close Combat and Scarf Floatzel's Wave Crash. Cramorant really needs as much special bulk investment as possible to reliably check Charizard and Typhlosion, however.

Checks and Counters
===================

**Electric-types**: Cramorant is forced out by every Electric-type in the tier. Magneton, Jolteon, Rotom, and Lanturn all force out Cramorant; The former three are capable of easily OHKOing it with STAB moves, and Magneton can even do so with Volt Switch, while the latter two have favorable rolls to do so. Lanturn does not OHKO Cramorant with Volt Switch, but Cramorant cannot hurt it at all with its standard movesets. They also can't be paralyzed by Gulp Missile.

**Strong Physical Attackers**: Cramorant's bad physical bulk leaves it very vulnerable to strong physical attackers such as Qwilfish, Glastrier, Snorlax, and Sneasel, though although they don't appreciate Gulp Missile's chip damage Missile chip.

**Rock-types and Rock-type coverage**: Many of the tier's Rock-types threaten Cramorant, as they are either faster than it or take Surf comfortably. Lycanroc is faster than it and easily OHKOes Cramorant, while Naclstack and Regirock avoid a 2HKO from Surf and either threaten it or set up Stealth Rock. Lycanroc, Naclstack, and Regirock threaten Cramorant with their STAB moves; the latter two avoid a 2HKO from Surf and either threaten it in return or set up Stealth Rock, while Lycanroc is faster and easily OHKOes Cramorant. Foes such as Sandaconda and Passimian can also fit Rock-type coverage into onto their movesets, therefore threatening to turn the tables on Cramorant.

**Special Walls ly Defensive Pokemon**: Specially Defensive Special walls such as Porygon2, Articuno, and Dudunsparce take Cramorant's attacks with ease; Porygon2 threatens it with status, while Articuno easily 2HKOes 2HKOs it with Freeze Dry. Dudunsparce is an especially problematic matchup, as Stealth Rock sets keep the hazard entry hazards up versus Cramorant consistently, (comma) while Coil and Calm Mind sets use it as setup fodder.

**Toxic**: Cramorant's longevity is ruined when it is badly poisoned. Common Pokemon such as Muk, Dudunsparce, and both Qwilfish formes are able to poison it forms are capable of inflicting the status condition. The latter three All but Muk are notable for their ability to set up entry hazards, preventing Cramorant from confidently removing hazards versus them.

**Knock Off**: Knock Off from the likes of Passimian, Grafaiai, Muk, and Gurdurr removes Cramorant's Heavy-Duty Boots, making it much worse at consistently entering battle to remove hazards and greatly reducing its ability to switch into Charizard and Typhlosion.


[CREDITS] note: this should be for OO, C&C, and overview; sets without those do not need this
Written by:
https://www.smogon.com/forums/members/user1.100/
Quality checked by:
https://www.smogon.com/forums/members/user3.102/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
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