I've decided to do a Peer Edit for Probopass because the analysis it has now is really lacking in my opinion, and I doubt that the UU metagame had settled when it was written. I didn't change the Counters section, I didn't know whether I should include it but I felt it would be safer to include it.
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[SET]
name: Special Wall / Support
move 1: Stealth Rock
move 2: Thunder Wave / Toxic
move 3: Earth Power
move 4: Hidden Power Rock / Flash Cannon
item: Leftovers
ability: Magnet Pull
nature: Calm
evs: 252 HP / 168 Def / 88 Spe
[SET COMMENTS]
<p>Probopass, quite unlike Nosepass of Advance, is a very potent wall in UU. Unlike its Rock/Steel counterpart Aggron, Probopass is primarily used for special walling; its ability to wall special attacks is nearly unrivaled in UU. This set gives it support options that it can use with its large bulk. Stealth Rock is the primary option of the set, as the move is much less common in UU than in OU, seeing how the main "bulky grounds" (Quagsire and Gastrodon) do not have access to it. However, if a Pokemon on your team does have Stealth Rock, feel free to replace it with Explosion or another support option (discussed in Other Options). The second moveslot is for status. Thunder Wave is recommended to hit fast, powerful Fighting-types or sweepers with Earthquake that Probopass seems to attract like a magnet (no pun intended). Toxic is also a fine option to wear down bulky Waters, especially Quagsire, that have a tendency to switch into Probopass.</p>
<p>Earth Power is incredibly useful to hit the Ground-bound Steel-types Probopass will be trapping with Magnet Pull. Earth Power has the added benefit of allowing Probopass to counter Ninetales quite effectively, as long as you are wary of Hypnosis. The 88 EVs are there to outspeed defensive Aggron (Rock Polish or Choice Band variations will outspeed you), as well as Steelix. Hidden Power Rock and Flash Cannon are useful STAB options, the former getting better coverage with Earth Power and the latter hitting Claydol and most Ice-types harder. Thunder or Thunderbolt are also options if you want to hurt bulky waters that aren't part Ground-type while keeping Thunder Wave.</p>
[SET]
name: Magnet Rise
move 1: Magnet Rise
move 2: Earth Power
move 3: Taunt / Substitute
move 4: Hidden Power Rock
item: Leftovers
ability: Magnet Pull
nature: Modest
evs: 168 HP / 252 SpA / 88 Spe
[SET COMMENTS]
<p>Unlike the last set, which mainly served to wall, this set is specifically designed to switch into and trap the Steel-types of UU, as well as eliminating one of Probopass's crippling weaknesses. Magnet Rise helps block Steelix's and Aggron's potential Earthquake, meaning that you completely wall them. Substitute is useful for Bastiodon, whom you outspeed and set up a Substitute before they can Taunt, or possibly even use Metal Burst. It also helps Probopass avoid deadly fighting-type attacks. Taunt is for Roar or Baton Pass, and every Steel-type in UU (barring Probopass) has at least one of those options. Hidden Power Rock is listed over Flash Cannon because Claydol isn't an issue after you've become immune to Ground-type attacks, and Hidden Power Rock hits Water-types harder than Flash Cannon. However, Flash Cannon is worth considering to hit Hitmontop and other Fighting-types harder than Earth Power or Hidden Power Rock.</p>
<p>This Probopass set is much more offensive than the previous set, to increase the power of Earth Power against other Steel-types, but it still can take hits fairly well. Overall, don't expect too much of its mediocre 75 base special attack.</p>
[SET]
name: Choice Specs
move 1: Earth Power
move 2: Hidden Power Grass
move 3: Flash Cannon / Explosion
move 4: Thunderbolt
item: Choice Specs
ability: Magnet Pull
nature: Modest
evs: 168 HP / 252 SpA / 88 Spe
[SET COMMENTS]
<p>Though this set looks strange at first glance, Probopass actually makes good use of Choice Specs due to his large special movepool, despite Base 70 Special Attack. Earth Power is useful as ever, OHKOing Aggron and dealing up to 80% to Steelix. With Choice Specs attatched, Earth Power also does respectable damage to Lanturn and Muk as well. Hidden Power Grass is for Gastrodon mostly, which would wall everything else otherwise. Flash Cannon is for a primary STAB attack, but Explosion is an option to take out Hypno and Grumpig once they've figured out the Choice Specs surprise. Thunderbolt are for the "bulky waters", mainly Poliwrath, because 4 of the water-types in UU are immune to Electric (Lanturn, Whiscash, Quagsire, Gastrodon).</p>
[Other Options]
<p>Gravity is an option to support your team mates, and allows Probopass to use attacks like Zap Cannon and Thunder more effectively. Hidden Power Ice is a must if you attempt to use this in OU, lest you allow Garchomp free switch-ins, which is a dangerous thing to do whatever your team is. Protect can scout for Choice Banders so you aren't caught in a guessing game (Do I leave in Probopass on Granbull's Return or switch to Altaria to avoid an Earthquake?) Explosion is always a worthwhile option to take out Probopass with a bang, hopefully bringing something with it.</p>
[EVs]
<p>Max out HP first in order to get the best defenses possible with Probopass's terrible 60 base HP. The 88 speed EVs reaches 138 Speed, which outspeeds standard Aggron (4 Speed EVs) by a point. Don't bother to aim for a higher speed -- Probopass is slow enough that it won't be outspeeding anything worth noting without impractical amounts of speed EVs.</p>
[Opinion]
<p>One of Advance's most forgettable Pokemon, Nosepass, got a much-needed evo, and the result is something with enormously high defenses but poor typing to make up for it. Pair it up with a sturdy Flying-type to soak up those Earthquakes and Close Combats, though, and you've got a very potent walling duo. Probopass walls nearly every special attacker in UU without trouble, has plenty of support options, and with a little Wish support it just doesn't die. Unless it Explodes, of course.</p>
[Counters]
<p>As with other Steel/Rocks, Earthquake and strong Fighting moves in general always work. However, unlike Bastiodon, Probopass has something resembling offense, and unlike Aggron, it doesn't die to unresisted special attacks. Still, Quagsire, Gastrodon, Pinsir, and most pure Fighting-types—really, anything that Probopass can't hit for super effective damage—will work well as counters.</p>
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[SET]
name: Special Wall / Support
move 1: Stealth Rock
move 2: Thunder Wave / Toxic
move 3: Earth Power
move 4: Hidden Power Rock / Flash Cannon
item: Leftovers
ability: Magnet Pull
nature: Calm
evs: 252 HP / 168 Def / 88 Spe
[SET COMMENTS]
<p>Probopass, quite unlike Nosepass of Advance, is a very potent wall in UU. Unlike its Rock/Steel counterpart Aggron, Probopass is primarily used for special walling; its ability to wall special attacks is nearly unrivaled in UU. This set gives it support options that it can use with its large bulk. Stealth Rock is the primary option of the set, as the move is much less common in UU than in OU, seeing how the main "bulky grounds" (Quagsire and Gastrodon) do not have access to it. However, if a Pokemon on your team does have Stealth Rock, feel free to replace it with Explosion or another support option (discussed in Other Options). The second moveslot is for status. Thunder Wave is recommended to hit fast, powerful Fighting-types or sweepers with Earthquake that Probopass seems to attract like a magnet (no pun intended). Toxic is also a fine option to wear down bulky Waters, especially Quagsire, that have a tendency to switch into Probopass.</p>
<p>Earth Power is incredibly useful to hit the Ground-bound Steel-types Probopass will be trapping with Magnet Pull. Earth Power has the added benefit of allowing Probopass to counter Ninetales quite effectively, as long as you are wary of Hypnosis. The 88 EVs are there to outspeed defensive Aggron (Rock Polish or Choice Band variations will outspeed you), as well as Steelix. Hidden Power Rock and Flash Cannon are useful STAB options, the former getting better coverage with Earth Power and the latter hitting Claydol and most Ice-types harder. Thunder or Thunderbolt are also options if you want to hurt bulky waters that aren't part Ground-type while keeping Thunder Wave.</p>
[SET]
name: Magnet Rise
move 1: Magnet Rise
move 2: Earth Power
move 3: Taunt / Substitute
move 4: Hidden Power Rock
item: Leftovers
ability: Magnet Pull
nature: Modest
evs: 168 HP / 252 SpA / 88 Spe
[SET COMMENTS]
<p>Unlike the last set, which mainly served to wall, this set is specifically designed to switch into and trap the Steel-types of UU, as well as eliminating one of Probopass's crippling weaknesses. Magnet Rise helps block Steelix's and Aggron's potential Earthquake, meaning that you completely wall them. Substitute is useful for Bastiodon, whom you outspeed and set up a Substitute before they can Taunt, or possibly even use Metal Burst. It also helps Probopass avoid deadly fighting-type attacks. Taunt is for Roar or Baton Pass, and every Steel-type in UU (barring Probopass) has at least one of those options. Hidden Power Rock is listed over Flash Cannon because Claydol isn't an issue after you've become immune to Ground-type attacks, and Hidden Power Rock hits Water-types harder than Flash Cannon. However, Flash Cannon is worth considering to hit Hitmontop and other Fighting-types harder than Earth Power or Hidden Power Rock.</p>
<p>This Probopass set is much more offensive than the previous set, to increase the power of Earth Power against other Steel-types, but it still can take hits fairly well. Overall, don't expect too much of its mediocre 75 base special attack.</p>
[SET]
name: Choice Specs
move 1: Earth Power
move 2: Hidden Power Grass
move 3: Flash Cannon / Explosion
move 4: Thunderbolt
item: Choice Specs
ability: Magnet Pull
nature: Modest
evs: 168 HP / 252 SpA / 88 Spe
[SET COMMENTS]
<p>Though this set looks strange at first glance, Probopass actually makes good use of Choice Specs due to his large special movepool, despite Base 70 Special Attack. Earth Power is useful as ever, OHKOing Aggron and dealing up to 80% to Steelix. With Choice Specs attatched, Earth Power also does respectable damage to Lanturn and Muk as well. Hidden Power Grass is for Gastrodon mostly, which would wall everything else otherwise. Flash Cannon is for a primary STAB attack, but Explosion is an option to take out Hypno and Grumpig once they've figured out the Choice Specs surprise. Thunderbolt are for the "bulky waters", mainly Poliwrath, because 4 of the water-types in UU are immune to Electric (Lanturn, Whiscash, Quagsire, Gastrodon).</p>
[Other Options]
<p>Gravity is an option to support your team mates, and allows Probopass to use attacks like Zap Cannon and Thunder more effectively. Hidden Power Ice is a must if you attempt to use this in OU, lest you allow Garchomp free switch-ins, which is a dangerous thing to do whatever your team is. Protect can scout for Choice Banders so you aren't caught in a guessing game (Do I leave in Probopass on Granbull's Return or switch to Altaria to avoid an Earthquake?) Explosion is always a worthwhile option to take out Probopass with a bang, hopefully bringing something with it.</p>
[EVs]
<p>Max out HP first in order to get the best defenses possible with Probopass's terrible 60 base HP. The 88 speed EVs reaches 138 Speed, which outspeeds standard Aggron (4 Speed EVs) by a point. Don't bother to aim for a higher speed -- Probopass is slow enough that it won't be outspeeding anything worth noting without impractical amounts of speed EVs.</p>
[Opinion]
<p>One of Advance's most forgettable Pokemon, Nosepass, got a much-needed evo, and the result is something with enormously high defenses but poor typing to make up for it. Pair it up with a sturdy Flying-type to soak up those Earthquakes and Close Combats, though, and you've got a very potent walling duo. Probopass walls nearly every special attacker in UU without trouble, has plenty of support options, and with a little Wish support it just doesn't die. Unless it Explodes, of course.</p>
[Counters]
<p>As with other Steel/Rocks, Earthquake and strong Fighting moves in general always work. However, unlike Bastiodon, Probopass has something resembling offense, and unlike Aggron, it doesn't die to unresisted special attacks. Still, Quagsire, Gastrodon, Pinsir, and most pure Fighting-types—really, anything that Probopass can't hit for super effective damage—will work well as counters.</p>