DP Probopass

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>
 
Unlike its Rock/Steel counterpart Aggron, Probopass is primarily used for special walling, a task at which it is nearly unrivaled in terms of pure walling ability
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
I would just omit this sentence.
that have a tendency to switch in on Probopass.
who have a tendency to switch into Probopass.
Earth Power is incredibly useful for a Pokemon with Magnet Pull in an environment full of ground-bound Steel-types
Earth power is incredibly useful to hit the Steel-types you will trap with Magnet Pull.
The 92 EVs are there
You only list 88 Speed EVs on the set, so one of those places need to be changed.
Earth Power has the added benefit of allowing Probopass to counter Ninetales quite effectively, as long as you are wary of Hypnosis.
This sentence would be better placed as the second sentence in the paragraph.
meaning that you completely wall them
I would replace that by saying: preventing them from damaging you.
Substitute is useful for Bastiodon, whom you outspeed and set up a Substitute before they can Taunt, or possibly even use Metal Burst, but it also helps Probopass in general to avoid fighting-type attacks.
place a period after Metal Burst, and then say: Substitute also helps Probopass avoid deadly fighting attacks.
Taunt is for Roar or Baton Pass, and every Steel-type in UU (barring Probopass) has at least one of those options.
I would say "Taunt allows you to stop Roar and Baton Pass. Every Steel-type is UU (barring Probopass) has at least one of those options, so Taunt fits with the trapping nature of the set."
to maximise Probopass's damaging power against other Steels with Earth Power
to allow Probopass to do the most damage possible with Earth Power
Don't expect too much of its mediocre 75 base special attack.
Add Overall at the beginning of the sentence to add a since of closure and to sum up your points
(Do I leave in Probopass on Granbull's Return or switch to Scyther to avoid an Earthquake?)
I don't think the example is too necessary
First and foremost, HP is the most important stat. With Probopass's terrible 60 base HP, all defensive EVs should be placed in HP.
Max out HP first in order to get the best defenses possible with Probopass's terrible 60 base HP.
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, and Probopass is bulky enough where it's not very important to outspeed much unless they pack a Ground or Fighting attack.
I would just end the sentence at "impractical amounts of speed EVs" and delete the last part
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
Nosepass, one of Advance's most forgotten Pokemon, got a much needed evolution in D/P. Probopass has enormously high defenses but a rather poor typing to make up for them.
 
A mention on how fucking badass Probopass is at countering Porygon-Z (without the rare HP Fighting), especially in Sand Stream, deserves a mention.

Considering how much he should be switching in and out, a Choice Specs set should be listed that's pretty much identical to the given set now (except with Thunderbolt as an option).

Flash Cannon's coverage is kind of shitty. I mean he does kinda need STAB, but maybe HP Rock would be better... I dunno.
 
Agreeing with Chris is Me in that Hidden Power Rock would be better unless you like Stone Edge. But Flash cannon gives nothing that rock and ground wont give and rock and ground is a really fierce combo of attacks that is not resisted in UU.

It also hits the amazingly high number of bugs you will find crawling around in uu.
 
But Flash cannon gives nothing that rock and ground wont give and rock and ground is a really fierce combo of attacks that is not resisted in UU.

Except for Claydol!

Flash Cannon is usable just for hitting Claydol, imo, although there are probably better moves than it for Nosepass2.

EdgeQuake/EarthPower+HPRock are otherwise generally solid move selections though and it would be hard to argue against a set featuring these moves.
 
Flash Cannon is also invaluable against Glaceon, although really Glaceon is the only reason I've ever run Flash Cannon on Probopass ... so perhaps HP: Rock could be listed as an option along side it?
 
Flash Cannon hits Claydol, Glaceon and Froslass, the last being extremely common for it to be an issue. Also typically, there isn't much HP Rock hits that Thunderbolt doesn't already.
 
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.

This is a bit misleading. There are four Ice types in UU who are part Water, so they take more damage from HP Rock than they do from Flash Cannon. Flash Cannon hits Claydol, Solrock, Cradily, a few Ice-types (Glaceon, Froslass) and Fighters harder, HP Rock does more to Flying-types, Rotom, and Water/Ice-types. I usually go for Flash Cannon or HP Ice on the support set, both have proved more useful than HP Rock.

Needs a Choice Specs set too. I tried out Flash Cannon/Earth Power/Thunderbolt/HP Grass and it worked pretty well. Well enough to have its own set anyway. HP Grass and Thunderbolt mess up Water types, and CS Flash Cannon actually hurts most Fighting types quite badly. Usually enough to 2HKO the Hitmons and Primeape, and you have Thunderbolt for Poliwrath and Earth Power for Toxicroak.

You can expand on the Counters section, it could do with mentions of more specific Pokemon.

The rest looks good, although you should remove the bold tags. You don't need them, the SCMS automatically adds them.
 
This is a bit misleading. There are four Ice types in UU who are part Water, so they take more damage from HP Rock than they do from Flash Cannon. Flash Cannon hits Claydol, Solrock, Cradily, a few Ice-types (Glaceon, Froslass) and Fighters harder, HP Rock does more to Flying-types, Rotom, and Water/Ice-types. I usually go for Flash Cannon or HP Ice on the support set, both have proved more useful than HP Rock.

Can you explain what HP Ice does? I suppose it hits Claydol and most Grass-types a bit harder than Flash Cannon, but outside of that I don't see how it's particularly useful in UU. You lose on valuable coverage against Fighting-types and Ice-types as well.

Needs a Choice Specs set too. I tried out Flash Cannon/Earth Power/Thunderbolt/HP Grass and it worked pretty well. Well enough to have its own set anyway. HP Grass and Thunderbolt mess up Water types, and CS Flash Cannon actually hurts most Fighting types quite badly. Usually enough to 2HKO the Hitmons and Primeape, and you have Thunderbolt for Poliwrath and Earth Power for Toxicroak.

I mentioned Choice Specs in other options. Does it need its own set? The problem, I think, is that its SpA is so mediocre that if it doesn't hit something (with decent bulk) super-effective, it can't do much to it. Of course, this is purely in theory, I've never tried a Specs set.
 
Ground/Electric/Ice hits the entire game for neutral damage or better, plus hits Ground types super-effective. In OU it's definitely the best option if one uses Probopass as a Choice attacker or something...

With Choice Specs he gets over 400 SAtk, which is pretty good for UU. He also gets Earth Power, which kills Lanturn off. Here's a set:

Probopass @ Choice Specs
EVs: 252 HP / 4 Atk / 252 SAtk; Quiet
- Earth Power
- Thunderbolt
- Hidden Power [Rock / Ice / Grass]
- Explosion / Flash Cannon

Probopass can boost his below-average Special Attack with Choice Specs to hit over 400. With Earth Power to hurt other Probopass and Lanturn, he can be a decent threat in UU. Thunderbolt hits other Waters and Skarmory if you're brave enough to use Probopass in OU; since Thunderbolt has more PP than Roost you don't have to worry about going last against Skarmory. Hidden Power Rock gets STAB and hits Bug-types much harder than Thunderbolt; Ice and Grass tackle Ground types in OU and UU respectively. Explosion is always a good move to literally go out with a bang; Flash Cannon can be used for STAB if you don't want to Explode.

An alternate EV spread is 172 HP / 252 SAtk / 84 Spd Modest to outspeed Aggron and Mawille.
 
It really shouldn't be Quiet honestly...

As long Steelix and Aggron is present and Probopass can outspeed and threaten them, then it really wants to be able to outspeed it for a revenge kill. (Yes, I'm aware revenge kill + Probopass is an odd image.)
 
Quiet's there if you don't care about Speed but do care about Explosion. For a Steelix / Aggron revenge killer, the other spread given works.
 
I tried the Specs set, with HP Grass/Flash Cannon/Earth Power/Thunderbolt. It worked all right, but it got walled by Hypno (the downside of running Flash Cannon over Explosion), and I was disappointed by the fact that it couldn't OHKO Steelix with Earth Power (it took 80%), but its results were better than I expected. The type coverage it gets really does make up for the fact that its special attack is so mediocre.
 
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