Drampa (Done)

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LCPL Champion
[OVERVIEW]

Drampa's rainbow of a movepool, unique typing, and useful abilities make it a phenomenal anti-meta Pokemon. Boasting a nuclear Draco Meteor and strong coverage moves, Drampa can prove quite difficult to switch into for walls like Copperajah and Dhelmise. Drampa can also use its utility moves in Calm Mind and Roost to set up on special attackers, even beating traditional checks like Sylveon, Diancie, and Stakataka. However, Drampa's poor Speed often leaves it on the back foot against many metagame staples, especially given a type disadvantage, such as Sylveon, Toxicroak, and Tyrantrum. It also falls victim to smart pivoting; opponents can bring in a faster check on a resisted attack, such as Talonflame on Flamethrower or Diancie on Hyper Voice. This can make mispredicting or setting up at the wrong time quite costly.

[SET]
name: Calm Mind Sweeper
move 1: Calm Mind
move 2: Roost
move 3: Hyper Voice
move 4: Flamethrower / Surf
item: Leftovers
ability: Berserk / Sap Sipper
nature: Modest
evs: 52 HP / 240 SpA / 216 Spe

[SET COMMENTS]
Set Details
====

Hyper Voice is Drampa's best STAB attack for sweeping; with Flamethrower to hit Steel-types or Surf to hit Rock-types, it can have near-perfect coverage. It can use Fire Blast or Hydro Pump as a stronger alternative, or it can opt for Focus Blast to cover both Steel- and Rock-types. However, the lower PP and accuracy can make these moves not worth it, especially since the listed moves get the job done anyway. With the given Speed and HP EVs, Drampa can reliably use Calm Mind on incoming defensive Sylveon and keep boosting to beat them one-on-one, avoiding a 2HKO from Hyper Voice at +2 and getting Berserk boosts every so often as well. The Speed also prevents maximum Speed Copperajah from revenge killing with Superpower. Sap Sipper coupled with Roost makes Drampa a sturdy check to common Grass-types such as Vileplume and Decidueye but makes beating Sylveon harder.

Because of Drampa's ability to effectively weaken or beat supposed checks like defensive Sylveon and Steel-types, Pokemon that may struggle to break through those foes such as Choice Scarf Indeedee-F and Heliolisk make for great partners, especially since they compensate for Drampa's relatively poor Speed. Reliable checks to Fighting-types like Toxicroak and Scrafty help Drampa a lot, making Weezing and Talonflame very suitable teammates as well. Steel-types can help manage opposing Fairy-, Dragon-, and Ice-types for Drampa. Lastly, Poison-types such as Vileplume and the aforementioned Weezing help Drampa, as they take on both Fairy- and Fighting-types.

[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast
move 4: Focus Blast / Surf
item: Choice Specs
ability: Sap Sipper / Berserk
nature: Modest
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]
Set Details
====

Choice Specs Drampa makes the most of its amazing coverage and incredibly high Special Attack, threatening OHKOs or 2HKOs on a vast majority of the metagame, given it locks into the right move. Fire Blast and Surf are essentially interchangeable with Flamethrower and Hydro Pump, which provide obvious tradeoffs and benefits. Focus Blast compresses coverage and hits the likes of Copperajah, Stakataka, and Snorlax. Sap Sipper allows Drampa another method of entry to wreak havoc, something many powerful wallbreakers so desperately want, pivoting in on common Grass-types such as Rotom-C while completely walling Decidueye's STAB moves and preventing Vileplume from healing with Strength Sap. Berserk can be used to further boost Drampa's Special Attack, although it becomes somewhat redundant given how powerful Drampa already is.

Common pivots such as Silvally-Ground and Rotom-C provide relatively safe points of entry for Drampa to wreak havoc. Drampa's positive matchup against the Grass-types that commonly respond to those pivots makes this pairing even better. Steel-types such as Stakataka and Escavalier naturally pair well with Drampa, as they take on Fairy- and Dragon-types such as Sylveon and Alolan Exeggutor, both of which can outspeed and threaten an OHKO on Drampa.

[STRATEGY COMMENTS]
Other Options
====

Drampa can meet both sets in the middle through a Life Orb set with three attacks and Roost, although it may find itself lacking in either damage output or longevity. Beyond this, despite the myriad of moves mentioned that Drampa can feasibly run, not even half are listed; boasting coverage options like Energy Ball, Hurricane, Shadow Ball, and Thunderbolt, each with varying degrees of actual viability, Drampa has many specific moves that may be the perfect piece in a puzzle for any given team.

Drampa can make use of its support moves such as Defog and Glare along with Roost and a great, albeit double-edged, defensive typing, although generally there are better Pokemon to fulfill these niches.

Checks and Counters
====

**Fairy-types**: Sylveon can check Drampa, but Calm Mind + Roost Drampa can beat defensive sets, while Choice Specs Sylveon struggles to hit the field if Drampa is wielding its own Choice Specs. Diancie can pivot into a majority of Drampa's moves, although it fears repeated Water-type attacks.

**Fighting-types**: Although many often cannot switch in directly, all viable Fighting-types force Drampa to switch out quite reliably. Gallade and Scrafty have the natural bulk to switch into most moves besides a Choice Specs-boosted Draco Meteor, and Passimian and Toxicroak can take a hit from an unboosted Drampa.

**Special Tanks**: Pokemon such as Snorlax, Assault Vest Copperajah, and Stakataka can tank Drampa's STAB moves and unboosted coverage moves, retaliating with huge damage or forcing Drampa out to prevent a Calm Mind sweep. Beyond these, most specially defensive Pokemon such as Vaporeon and Galarian Stunfisk require a commitment from Drampa to be hit for any meaningful damage, often being threatened by one specific move.

[CREDITS]
- Written by: [[Togkey, 400664]]
- Quality checked by: [[Rabia, 336073], [S1nn0hC0nfirm3d, 231074]]
- Grammar checked by: [[Adeleine, 517429], [Rabia, 336073]]
 

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add remove comments
[OVERVIEW]

Drampa's rainbow of a movepool, unique typing, and utilitarian abilities make it a phenomenal anti-meta Pokemon. Boasting a nuclear Draco Meteor and the ever-reliable Hyper Voice as STAB moves with complementary coverage moves like Surf and Fire Blast, Drampa can prove to be quite difficult to switch into. Beyond its offensive prowess, Drampa can also make use of its utility moves such as Calm Mind and Roost to set up on special attackers, even beating traditional checks like Sylveon, Diancie, or Stakataka. Drampa can make use of its typing, moves, and abilities to the fullest, but that doesn't make it exempt to the one weakness that holds so many Pokemon back; a poor speed stat. Because of Drampa's naturally low speed stat, it if often left on the defensive backfoot against many metagame staples, especially given a type disadvantage such as Sylveon, Toxicroak, and Tyrantrum. (would also mention the Speed means have even more need to predict properly, and in general balance/bulky teams' defensive cores can pivot around Drampa pretty reliably)

[SET]
name: Calm Mind Sweeper
move 1: Calm Mind
move 2: Roost
move 3: Hyper Voice
move 4: Flamethrower / Surf
item: Leftovers
ability: Berserk / Sap Sipper
nature: Modest
evs: 52 HP / 240 SpA / 216 Spe

[SET COMMENTS]
Set Details
====

Hyper Voice coupled with Flamethrower or Surf allows Drampa to hit everything including Steel- and Rock-types respectively. Fire Blast or Hydro Pump can be used as a stronger alternative coverage move, or Focus Blast to cover both bases, although the lower PP and accuracy can prove to make these moves not worth the slot given Drampa doesn't need them to get the job done anyway. (Focus Blast sounds awful on this set because you are now no longer a check to the Ghost-types) With the given speed and HP, Drampa can reliably Calm Mind on incoming defensive Sylveon and boost to beat it one-on-one, avoiding a 2HKO from Hyper Voice after 2 boosts, and getting a Berserk special attack boost every so often as well. (add Sap Sipper stuff here) The speed also outpaces max speed Copperajah, which is a solid short-term check to Drampa as it can always take a single boosted hit and retaliate with an OHKO with Superpower.

Because of its ability to effectively weaken or beat supposed checks like defensive Sylveon and Steel-types, Pokemon that may struggle to break through those themselves such as Choice Scarf Indeedee-F or Heliolisk make for great partners, especially given that they compensate for Drampa's relatively poor speed. Reliable checks to opposing Fighting-types like Toxicroak and Scrafty that can threaten Drampa can help it a lot, making Weezing and Talonflame very suitable teammates as well. Lastly, Steel-types can help manage opposing Fairy-, Dragon-, and Ice-types for Drampa.

[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast
move 4: Focus Blast / Surf
item: Choice Specs
ability: Sap Sipper / Berserk
nature: Modest
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]
Set Details
====

Choice Specs Drampa makes the most of its amazing coverage and incredibly high base Special Attack, threatening 1 or 2HKO's on a vast majority of the metagame given it locks into the right move. Again, Fire Blast or Flamethrower and Hydro Pump or Surf, they're essentially interchangeable with obvious tradeoffs but nailing their targets just the same. Focus Blast proves to be useful for hitting the likes of Copperajah, Stakataka, and Snorlax with one move. Sap Sipper allows Drampa another method of entry to wreak havoc, something many powerful wallbreakers so desperately want, pivoting in on common Grass-types such as Rotom-Mow, while completely walling Decidueye's STAB moves and preventing Vileplume from healing with Strength Sap. Berserk can be used to further boost Drampa's special attack, although it becomes redundant at a point given how powerful Drampa already is. (I would recommend not mentioning Berserk for this set personally; I think Sap Sipper utility is too good to pass up especially taking into account what you said about chances to switch in increasing because of it)

While Drampa's moves are very powerful, each of them come with their own set of very common resistances or immunities, making it very hard to lock into one move and guaranteed damage something, given Drampa's Normal- Dragon-, Fighting-, and Water-type moves all have type or ability immunities commonly seen within the metagame, such as Golurk, Sylveon, Dhelmise, or Toxicroak, respectively. This means Drampa doesn't have as "spammable" of a move as Exploud's Boomburst, for example. Again, Drampa's poor speed means it often struggles in the face of other slow but powerful wallbreakers such as Alolan-Exeggutor, Choice Specs Sylveon, or Golurk. (we mentioned exactly zero teammates here D: also a lot of this is probably better off shortened and worked into the overview. for teammates, obv a lot of what you wrote in CM still applies; I'd also address pivot teammates because poor Speed = more easily forced out)

[STRATEGY COMMENTS]
Other Options
====

Drampa can meet both sets in the middle with a Life Orb set with 3 attacks and Roost, although it may find itself lacking in either damage output or longevity, which the two main sets preform much better. Beyond this, despite the myriad of moves mentioned that Drampa can feasibly run, that doesn't even cover half of it; boasting coverage from Energy Ball to Hurricane to Shadow Ball to Thunderbolt each with varying degrees of actual viability, although a specific move may be the perfect piece in a puzzle for any given Drampa team.

Drampa can make use of its support moves such as Defog or Glare along with Roost and a great, albeit double-edged, defensive typing, although generally there are better Pokemon to fulfill these niches.

Checks and Counters
====

**Fairy-types** While depending on the set, Drampa can end up doing pretty well against Fairy-types, it still needs the right combination of moves to take on specific Sylveon sets and needs Surf or Hydro Pump to even remotely threaten Diancie.

**Fighting-types** Although many often cannot switch in directly, they all threaten Drampa to switch out quite reliably. Gallade and Scrafty have the natural bulk to switch into most moves besides a Choice Specs Draco Meteor, and Passimian and Toxicroak can take a hit from an unboosted Drampa.

**Special tanks** Pokemon such as Snorlax or Assault Vest Copperajah can simply tank Drampa's attacks and retaliate with huge damage back. Beyond these, most specially defensive Pokemon such as Vaporeon or Stunfisk-Galar may be threatened by one specific move from Drampa but require a commitment from Drampa to be hit for any meaningful damage. (def still mention Stakataka here; it pivots around both sets well enough and beats CM if Drampa isn't Surf)

[CREDITS]
- Written by: [[Togkey, 400664]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
QC 1/2 when done
 
add remove comments
[OVERVIEW]

Drampa's rainbow of a movepool, unique typing, and utilitarian abilities make it a phenomenal anti-meta Pokemon. Boasting a nuclear Draco Meteor and the ever-reliable Hyper Voice as STAB moves with complementary coverage moves like Surf and Fire Blast, Drampa can prove to be quite difficult to switch into. Beyond its offensive prowess, Drampa can also make use of its utility moves such as Calm Mind and Roost to set up on special attackers, even beating traditional checks like Sylveon, Diancie, or Stakataka. Drampa can make use of its typing, moves, and abilities to the fullest, but that doesn't make it exempt to the one weakness that holds so many Pokemon back; a poor speed stat. Because of Drampa's naturally low speed stat, it if often left on the defensive backfoot against many metagame staples, especially given a type disadvantage such as Sylveon, Toxicroak, and Tyrantrum. (would also mention the Speed means have even more need to predict properly, and in general balance/bulky teams' defensive cores can pivot around Drampa pretty reliably)

[SET]
name: Calm Mind Sweeper
move 1: Calm Mind
move 2: Roost
move 3: Hyper Voice
move 4: Flamethrower / Surf
item: Leftovers
ability: Berserk / Sap Sipper
nature: Modest
evs: 52 HP / 240 SpA / 216 Spe

[SET COMMENTS]
Set Details
====

Hyper Voice coupled with Flamethrower or Surf allows Drampa to hit everything including Steel- and Rock-types respectively. Fire Blast or Hydro Pump can be used as a stronger alternative coverage move, or Focus Blast to cover both bases, although the lower PP and accuracy can prove to make these moves not worth the slot given Drampa doesn't need them to get the job done anyway. (Focus Blast sounds awful on this set because you are now no longer a check to the Ghost-types) With the given speed and HP, Drampa can reliably Calm Mind on incoming defensive Sylveon and boost to beat it one-on-one, avoiding a 2HKO from Hyper Voice after 2 boosts, and getting a Berserk special attack boost every so often as well. (add Sap Sipper stuff here) The speed also outpaces max speed Copperajah, which is a solid short-term check to Drampa as it can always take a single boosted hit and retaliate with an OHKO with Superpower.

Because of its ability to effectively weaken or beat supposed checks like defensive Sylveon and Steel-types, Pokemon that may struggle to break through those themselves such as Choice Scarf Indeedee-F or Heliolisk make for great partners, especially given that they compensate for Drampa's relatively poor speed. Reliable checks to opposing Fighting-types like Toxicroak and Scrafty that can threaten Drampa can help it a lot, making Weezing and Talonflame very suitable teammates as well. Lastly, Steel-types can help manage opposing Fairy-, Dragon-, and Ice-types for Drampa.

[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast
move 4: Focus Blast / Surf
item: Choice Specs
ability: Sap Sipper / Berserk
nature: Modest
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]
Set Details
====

Choice Specs Drampa makes the most of its amazing coverage and incredibly high base Special Attack, threatening 1 or 2HKO's on a vast majority of the metagame given it locks into the right move. Again, Fire Blast or Flamethrower and Hydro Pump or Surf, they're essentially interchangeable with obvious tradeoffs but nailing their targets just the same. Focus Blast proves to be useful for hitting the likes of Copperajah, Stakataka, and Snorlax with one move. Sap Sipper allows Drampa another method of entry to wreak havoc, something many powerful wallbreakers so desperately want, pivoting in on common Grass-types such as Rotom-Mow, while completely walling Decidueye's STAB moves and preventing Vileplume from healing with Strength Sap. Berserk can be used to further boost Drampa's special attack, although it becomes redundant at a point given how powerful Drampa already is. (I would recommend not mentioning Berserk for this set personally; I think Sap Sipper utility is too good to pass up especially taking into account what you said about chances to switch in increasing because of it)

While Drampa's moves are very powerful, each of them come with their own set of very common resistances or immunities, making it very hard to lock into one move and guaranteed damage something, given Drampa's Normal- Dragon-, Fighting-, and Water-type moves all have type or ability immunities commonly seen within the metagame, such as Golurk, Sylveon, Dhelmise, or Toxicroak, respectively. This means Drampa doesn't have as "spammable" of a move as Exploud's Boomburst, for example. Again, Drampa's poor speed means it often struggles in the face of other slow but powerful wallbreakers such as Alolan-Exeggutor, Choice Specs Sylveon, or Golurk. (we mentioned exactly zero teammates here D: also a lot of this is probably better off shortened and worked into the overview. for teammates, obv a lot of what you wrote in CM still applies; I'd also address pivot teammates because poor Speed = more easily forced out)

[STRATEGY COMMENTS]
Other Options
====

Drampa can meet both sets in the middle with a Life Orb set with 3 attacks and Roost, although it may find itself lacking in either damage output or longevity, which the two main sets preform much better. Beyond this, despite the myriad of moves mentioned that Drampa can feasibly run, that doesn't even cover half of it; boasting coverage from Energy Ball to Hurricane to Shadow Ball to Thunderbolt each with varying degrees of actual viability, although a specific move may be the perfect piece in a puzzle for any given Drampa team.

Drampa can make use of its support moves such as Defog or Glare along with Roost and a great, albeit double-edged, defensive typing, although generally there are better Pokemon to fulfill these niches.

Checks and Counters
====

**Fairy-types** While depending on the set, Drampa can end up doing pretty well against Fairy-types, it still needs the right combination of moves to take on specific Sylveon sets and needs Surf or Hydro Pump to even remotely threaten Diancie.

**Fighting-types** Although many often cannot switch in directly, they all threaten Drampa to switch out quite reliably. Gallade and Scrafty have the natural bulk to switch into most moves besides a Choice Specs Draco Meteor, and Passimian and Toxicroak can take a hit from an unboosted Drampa.

**Special tanks** Pokemon such as Snorlax or Assault Vest Copperajah can simply tank Drampa's attacks and retaliate with huge damage back. Beyond these, most specially defensive Pokemon such as Vaporeon or Stunfisk-Galar may be threatened by one specific move from Drampa but require a commitment from Drampa to be hit for any meaningful damage. (def still mention Stakataka here; it pivots around both sets well enough and beats CM if Drampa isn't Surf)

[CREDITS]
- Written by: [[Togkey, 400664]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
QC 1/2 when done
Implemented but left Berserk on the Specs set but explained why Sap is better
 
[OVERVIEW]

Drampa's rainbow of a movepool, unique typing, and utilitarian abilities make it a phenomenal anti-meta Pokemon. Boasting a nuclear Draco Meteor and the ever-reliable Hyper Voice as STAB moves with complementary coverage moves like Surf and Fire Blast strong coverage, Drampa can prove to be quite difficult for walls like Copperajah and Dhelmise to switch into (This sentence is a bit of a mouthful and it can be condensed while still making the same point. I added two examples of special walls that have a hard time coming into its attacks without actually listing the attacks; that's what the set details will be for) . Beyond its offensive prowess, (you continue this sentence talking about Drampa being a setup sweeper. That would still be offensive prowess, so you're not moving away from talking about its offensive potential.) Drampa can also make use of its utility moves such as Calm Mind and Roost to set up on special attackers, even beating traditional checks like Sylveon, Diancie, or Stakataka. Drampa can make use of its typing, moves, and abilities to the fullest, but that doesn't make it is not (fluff; you already mentioned these traits; just go right into the negative) exempt to the one weakness that holds so many Pokemon back; a poor speed stat. Because of Drampa's naturally low speed stat, it (fluff; you just mentioned speed) It is if often left on the defensive backfoot against many metagame staples, especially given a type disadvantage such as Sylveon, Toxicroak, and Tyrantrum. Drampa's poor speed also lets it fall victim to smart pivoting on respective moves as there's a very high chance whatever is coming in on Drampa is naturally faster, such as Talonflame coming in on Flamethrower or Diancie on Hyper Voice. (This last point should be clearer. You just want to say that Drampa may unintentionally invite in strong attackers like Toxicroak and Diancie that will force it out if it uses the wrong attack versus them. This sentence would then imply the problems with Choice Specs or using status moves / attacks that have no effect when up against Pokemon that can create a switch-in opportunity as a result)

[SET]
name: Calm Mind Sweeper
move 1: Calm Mind
move 2: Roost
move 3: Hyper Voice
move 4: Flamethrower / Surf
item: Leftovers
ability: Berserk / Sap Sipper
nature: Modest
evs: 52 HP / 240 SpA / 216 Spe

[SET COMMENTS]
Set Details
====
Hyper Voice coupled with Flamethrower or Surf allows Drampa to hit everything including is Drampa's best STAB attack for sweeping, and Drampa only needs coverage with either Flamethrower or Surf for Steel- and Rock-types respectively (The "hit everything" point sounds misleading as neither coverage is perfectly neutral or the sort, and there could have been a better way to explain why Hvoice is prioritized). Fire Blast or Hydro Pump can be used as a stronger alternative coverage move, or Focus Blast to cover both Steel- and Rock-types but unable to hit Ghost-types, although the lower PP and accuracy can prove to make these moves not worth the slot given Drampa doesn't need them to get the job done anyway. With the given speed and HP, Drampa can reliably Calm Mind on incoming defensive Sylveon and boost to beat it one-on-one, avoiding a 2HKO from Hyper Voice after 2 boosts, and getting a Berserk special attack boost every so often as well. The speed also outpaces prevents max speed Copperajah from revenge killing with Superpower (fluff; trimmed it down to the main point), which is a solid short-term check to Drampa as it can always take a single boosted hit and retaliate with an OHKO with Superpower. Sap Sipper coupled with Roost allows Drampa to be a sturdy check to common Grass-types such as Vileplume and Decidueye.

Because of its ability to effectively weaken or beat supposed checks like defensive Sylveon and Steel-types, Pokemon that may struggle to break through those themselves such as Choice Scarf Indeedee-F or Heliolisk make for great partners, especially given that they compensate for Drampa's relatively poor speed. Reliable checks to opposing Fighting-types like Toxicroak and Scrafty that can threaten Drampa can help it a lot, making Weezing and Talonflame very suitable teammates as well. Lastly, Steel-types can help manage opposing Fairy-, Dragon-, and Ice-types for Drampa. (As a wincondition, are there any wallbreakers or lures that you found help remove one of Drampa's counters so it's easier for it to sweep? Try adding that here if you had something in mind; if not, no problem)

[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast
move 4: Focus Blast / Surf
item: Choice Specs
ability: Sap Sipper / Berserk
nature: Modest
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]
Set Details
====

Choice Specs Drampa makes the most of its amazing coverage and incredibly high base Special Attack, threatening 1 or 2HKO's on a vast majority of the metagame given it locks into the right move. Again, Fire Blast or Flamethrower and Hydro Pump or Surf, they're essentially interchangeable with obvious tradeoffs but nailing their targets just the same. Focus Blast proves to be useful for hitting the likes of Copperajah, Stakataka, and Snorlax with one move. Sap Sipper allows Drampa another method of entry to wreak havoc, something many powerful wallbreakers so desperately want, pivoting in on common Grass-types such as Rotom-Mow, while completely walling Decidueye's STAB moves and preventing Vileplume from healing with Strength Sap. Berserk can be used to further boost Drampa's special attack, although it becomes redundant at a point given how powerful Drampa already is. Despite Drampa's power, each move has a common resistance or immunity; Normal- Dragon-, Fighting-, and Water-type moves against Pokemon such as Golurk, Sylveon, Dhelmise, or Toxicroak, respectively. This means Drampa doesn't have as "spammable" of a move as Exploud's Boomburst, or Indeedee-F's Expanding Force, for example. Again, Drampa's poor speed means it often struggles in the face of other slow but powerful wallbreakers such as Alolan-Exeggutor, Choice Specs Sylveon, or Golurk. (This paragraph is for set details, not an overview of Drampa's weaknessess. Rabia already suggested this part was better for the overview, and you hit all those points up there anyways. Removing this is for the best)

Common pivots such as Silvally-Ground and Rotom-Mow prove to be great pivots for Drampa as they provide relatively safe points of entry for Drampa to wreak havoc. Drampa's positive matchup into the Grass-types that commonly respond to the aforementioned Silvally-Ground and Rotom-Mow makes this pairing even better for synergy (perfect). Steel-types such as Stakataka and Escavalier naturally pair well with Drampa's Dragon-typing (fluff), as they take on Fairy- and Dragon-types such as Sylveon and Exeggutor-Alola respectively, both of which can outspeed and threaten an OHKO on Drampa.

[STRATEGY COMMENTS]
Other Options
====

Drampa can meet both sets in the middle with a Life Orb set with 3 attacks and Roost, although it may find itself lacking in either damage output or longevity, which the two main sets preform much better. Beyond this, despite the myriad of moves mentioned that Drampa can feasibly run, that doesn't even cover half of it; boasting coverage from Energy Ball to Hurricane to Shadow Ball to Thunderbolt each with varying degrees of actual viability, although a specific move may be the perfect piece in a puzzle for any given Drampa team.

Drampa can make use of its support moves such as Defog or Glare along with Roost and a great, albeit double-edged, defensive typing, although generally there are better Pokemon to fulfill these niches.

Checks and Counters
====

**Fairy-types**: While depending on the set, Drampa can end up doing pretty well against Fairy-types, it still needs the right combination of moves to take on specific Sylveon sets and needs Surf or Hydro Pump to even remotely threaten Diancie. (Rewrite this point to have once sentence for Sylveon and another for Diancie. These are the only viable Fairy-types and I think you'll get the two different matchups across better with two sentences anyways)

**Fighting-types**: Although many often cannot switch in directly, they all threaten Drampa to switch out quite reliably. Gallade and Scrafty have the natural bulk to switch into most moves besides a Choice Specs Draco Meteor, and Passimian and Toxicroak can take a hit from an unboosted Drampa.

**Special tanks**: Pokemon such as Snorlax, Assault Vest Copperajah, and Stakataka can simply tank Drampa's attacks and retaliate with huge damage back. Beyond these, most specially defensive Pokemon such as Vaporeon or Stunfisk-Galar may be threatened by one specific move (The former three are all bopped by Focus Blast, so this point would apply to them as well. Try to distinguish these tanks as bulky offensive threats that discourage Drampa's STAB attacks and prevent sweeping attempts) from Drampa but require a commitment from Drampa to be hit for any meaningful damage.

[CREDITS]
- Written by: [[Togkey, 400664]]
- Quality checked by: [[Rabia, 336073], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]

QC 2/2. I mostly tried to cut down on fluff and made sure the analysis stays on track with both substance and format: a lot of fine tunning. Great job!
 
Add/Fix Remove Comment
(AC): Add Comma

[OVERVIEW]

Drampa's rainbow of a movepool, unique typing, and utilitarian abilities make it a phenomenal anti-meta Pokemon. Boasting a nuclear Draco Meteor and strong coverage moves, Drampa can prove to be quite difficult to switch into for walls like Copperajah and Dhelmise. Drampa can also make use of use its utility moves such as in Calm Mind and Roost to set up on special attackers, even beating traditional checks like Sylveon, Diancie, or and Stakataka. Drampais not exempt to the one weakness that holds so many Pokemon back; a poor speed stat. It is often left However, Drampa's poor Speed often leaves it on the defensive backfoot back foot against many metagame staples, especially given a type disadvantage, (AC) such as Sylveon, Toxicroak, and Tyrantrum. Drampa's poor speed also lets it fall victim to smart pivoting on respective moves as there's a very high chance whatever is coming in on Drampa is naturally faster, It also falls victim to smart pivoting, especially since most incoming foes outspeed it, such as Talonflame coming in on Flamethrower or Diancie on Hyper Voice. Using the wrong move or choosing to set up at the wrong time can allow a timely switchin for something like Sylveon or Passimian to come in and threaten you. This risk can make mispredicting or setting up at the wrong time quite costly.

[SET]
name: Calm Mind Sweeper
move 1: Calm Mind
move 2: Roost
move 3: Hyper Voice
move 4: Flamethrower / Surf
item: Leftovers
ability: Berserk / Sap Sipper
nature: Modest
evs: 52 HP / 240 SpA / 216 Spe

[SET COMMENTS]
Set Details
====
Hyper Voice is Drampa's best STAB attack for sweeping, and Drampa only needs coverage with one coverage move for most foes, either Flamethrower or Surf for Steel- and Rock-types, (AC) respectively. Fire Blast or Hydro Pump can be used as a stronger alternative coverage move, It can use Fire Blast and Hydro Pump as a stronger alternative, or Focus Blast to cover both Steel- and Rock-types but unable to hit Ghost-types, although the lower PP and accuracy can prove to make these moves not worth the slot given Drampa doesn't need them to make these moves not worth it—as can Focus Blast leaving it helpless against Steel-types—since the listed moves get the job done anyway. With the given speed Speed and HP EVs, Drampa can reliably use Calm Mind on incoming defensive Sylveon and boost keep boosting to beat it one-on-one, avoiding a 2HKO from Hyper Voice after 2 boosts, and getting a Berserk special attack boost at +2 and getting Berserk boosts every so often as well. The speed Speed also prevents max speed maximum Speed Copperajah from revenge killing with Superpower. Sap Sipper coupled with Roost allows Drampa to be makes Drampa a sturdy check to common Grass-types such as Vileplume and Decidueye.

Because of its Drampa's ability to effectively weaken or beat supposed checks like defensive Sylveon and Steel-types, Pokemon that may struggle to break through those themselves foes such as Choice Scarf Indeedee-F or and Heliolisk make for great partners, especially given that since they compensate for Drampa's relatively poor speed. Speed. Reliable checks to opposing Fighting-types like Toxicroak and Scrafty that can threaten Drampa can help it help Drampa a lot, making Weezing and Talonflame very suitable teammates as well. Lastly, Steel-types can help manage opposing Fairy-, Dragon-, and Ice-types for Drampa. Lastly, Poison-types such as Vileplume and the aforementioned Weezing help Drampa, (AC) as they take on both Fairy- and Fighting-types.

[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast
move 4: Focus Blast / Surf
item: Choice Specs
ability: Sap Sipper / Berserk
nature: Modest
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]
Set Details
==== (removed line break under)
Choice Specs Drampa makes the most of its amazing coverage and incredibly high base Special Attack, threatening 1 or 2HKO's OHKOs or 2HKOs on a vast majority of the metagame, (AC) given it locks into the right move. Again, Fire Blast or Flamethrower and Hydro Pump or Surf, they're essentially interchangeable with obvious tradeoffs but nailing their targets just the same. Fire Blast and Surf are essentially interchangeable with Flamethrower and Hydro Pump, which provide obvious tradeoffs and benefits. Focus Blast proves to be useful for hitting the likes of Copperajah, Stakataka, and Snorlax with one move. Sap Sipper allows Drampa another method of entry to wreak havoc, something many powerful wallbreakers so desperately want, pivoting in on common Grass-types such as Rotom-Mow, Rotom-C while completely walling Decidueye's STAB moves and preventing Vileplume from healing with Strength Sap. Berserk can be used to further boost Drampa's special attack, Special Attack, although it becomes redundant at a point somewhat redundant given how powerful Drampa already is.

Common pivots such as Silvally-Ground and Rotom-Mow prove to be great pivots for Drampa as they Rotom-C provide relatively safe points of entry for Drampa to wreak havoc. Drampa's positive matchup into against the Grass-types that commonly respond to the aforementioned Silvally-Ground and Rotom-Mow those pivots makes this pairing even better for synergy. Steel-types such as Stakataka and Escavalier naturally pair well with Drampa, as they take on Fairy- and Dragon-types such as Sylveon and Exeggutor-Alola respectively Alolan Exeggutor, both of which can outspeed and threaten an OHKO on Drampa.

[STRATEGY COMMENTS]
Other Options
==== (removed line break under)
Drampa can meet both sets in the middle with through a Life Orb set with 3 three attacks and Roost, although it may find itself lacking in either damage output or longevity, which the two main sets preform much better. Beyond this, despite the myriad of moves mentioned that Drampa can feasibly run, that doesn't even cover half of it; not even half are listed; boasting coverage options from Energy Ball to Hurricane to Shadow Ball to Thunderbolt, (AC) each with varying degrees of actual viability, although a specific move Drampa has many specific moves that may be the perfect piece in a puzzle for any given Drampa team.

Drampa can make use of its support moves such as Defog or Glare along with Roost and a great, albeit double-edged, defensive typing, although generally there are better Pokemon to fulfill these niches. (an example or two would be rad)

Checks and Counters
==== (removed line break under)
**Fairy-types**: Drampa can manage to beat opposing Fairy-types, but only with a specific set. with a combination of Calm Mind and Roost, Drampa can beat defensive Sylveon Sylveon can check Drampa, but Calm Mind + Roost Drampa can beat defensive sets, while Choice Specs Sylveon struggles to hit the field if Drampa is wielding its own Choice Specs. Diancie can pivot in on into a majority of Drampa's moves, although it fears repeated Water-type attacks.

**Fighting-types**: Although many often cannot switch in directly, they all threaten all viable Fighting-types force Drampa to switch out quite reliably. Gallade and Scrafty have the natural bulk to switch into most moves besides a Choice Specs-boosted Draco Meteor, and Passimian and Toxicroak can take a hit from an unboosted Drampa.

**Special tanks**: Tanks**: Pokemon such as Snorlax, Assault Vest Copperajah, and Stakataka can tank Drampa's STAB moves and unboosted coverage move and retaliate moves, retaliating with huge damage back or force or forcing Drampa out to prevent a Calm Mind sweep. Beyond these, most specially defensive Pokemon such as Vaporeon or Stunfisk-Galar may be threatened by one specific move from Drampa but and Galarian Stunfisk require a commitment from Drampa to be hit for any meaningful damage, often being threatened by one specific move.

[CREDITS]
- Written by: [[Togkey, 400664]]
- Quality checked by: [[Rabia, 336073], (added space) [S1nn0hC0nfirm3d, 231074]]
- Grammar checked by: [[Adeleine, 517429], [username2, userid2]]
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add remove comments
[OVERVIEW]

Drampa's rainbow of a movepool, unique typing, and utilitarian useful abilities make it a phenomenal anti-meta Pokemon. Boasting a nuclear Draco Meteor and strong coverage moves, Drampa can prove quite difficult to switch into for walls like Copperajah and Dhelmise. Drampa can also use its utility moves in Calm Mind and Roost to set up on special attackers, even beating traditional checks like Sylveon, Diancie, and Stakataka. However, Drampa's poor Speed often leaves it on the defensive back foot against many metagame staples, especially given a type disadvantage, (AC) such as Sylveon, Toxicroak, and Tyrantrum.(period) It also falls victim to smart pivoting, especially since most incoming foes outspeed it, such as Talonflame coming in on Flamethrower or Diancie on Hyper Voice. It also falls victim to smart pivoting; opponents can bring in a faster check on a resisted attack, such as Talonflame on Flamethrower or Diancie on Hyper Voice. This risk can make mispredicting or setting up at the wrong time quite costly.

[SET]
name: Calm Mind Sweeper
move 1: Calm Mind
move 2: Roost
move 3: Hyper Voice
move 4: Flamethrower / Surf
item: Leftovers
ability: Berserk / Sap Sipper
nature: Modest
evs: 52 HP / 240 SpA / 216 Spe

[SET COMMENTS]
Set Details
====

Hyper Voice is Drampa's best STAB attack for sweeping;(comma -> semicolon) and Drampa only needs one coverage move for most foes, either Flamethrower or Surf for Steel- and Rock-types, respectively with Flamethrower to hit Steel-types or Surf to hit Rock-types, it can have near-perfect coverage. It can use Fire Blast and or Hydro Pump as a stronger alternative, or it can opt for Focus Blast to cover both Steel- and Rock-types.(comma -> period) although the lower PP and accuracy can make these moves not worth it—as can Focus Blast leaving it helpless against Steel-types—since the listed moves get the job done anyway However, the lower PP and accuracy can make these moves not worth it, especially since the listed moves get the job done anyway. With the given Speed and HP EVs, Drampa can reliably use Calm Mind on incoming defensive Sylveon and keep boosting to beat it them one-on-one, avoiding a 2HKO from Hyper Voice at +2 and getting Berserk boosts every so often as well. The Speed also prevents maximum Speed Copperajah from revenge killing with Superpower. Sap Sipper coupled with Roost makes Drampa a sturdy check to common Grass-types such as Vileplume and Decidueye but makes beating Sylveon harder.

Because of Drampa's ability to effectively weaken or beat supposed checks like defensive Sylveon and Steel-types, Pokemon that may struggle to break through those foes such as Choice Scarf Indeedee-F and Heliolisk make for great partners, especially since they compensate for Drampa's relatively poor Speed. Reliable checks to opposing Fighting-types like Toxicroak and Scrafty help Drampa a lot, making Weezing and Talonflame very suitable teammates as well. Steel-types can help manage opposing Fairy-, Dragon-, and Ice-types for Drampa. Lastly, Poison-types such as Vileplume and the aforementioned Weezing help Drampa, as they take on both Fairy- and Fighting-types.

[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast
move 4: Focus Blast / Surf
item: Choice Specs
ability: Sap Sipper / Berserk
nature: Modest
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]
Set Details
====

Choice Specs Drampa makes the most of its amazing coverage and incredibly high base Special Attack, threatening OHKOs or 2HKOs on a vast majority of the metagame, given it locks into the right move. Fire Blast and Surf are essentially interchangeable with Flamethrower and Hydro Pump, which provide obvious tradeoffs and benefits. Focus Blast proves useful for hitting compresses coverage and hits the likes of Copperajah, Stakataka, and Snorlax with one move. Sap Sipper allows Drampa another method of entry to wreak havoc, something many powerful wallbreakers so desperately want, pivoting in on common Grass-types such as Rotom-C while completely walling Decidueye's STAB moves and preventing Vileplume from healing with Strength Sap. Berserk can be used to further boost Drampa's Special Attack, although it becomes somewhat redundant given how powerful Drampa already is.

Common pivots such as Silvally-Ground and Rotom-C provide relatively safe points of entry for Drampa to wreak havoc. Drampa's positive matchup against the Grass-types that commonly respond to those pivots makes this pairing even better. Steel-types such as Stakataka and Escavalier naturally pair well with Drampa, as they take on Fairy- and Dragon-types such as Sylveon and Alolan Exeggutor, both of which can outspeed and threaten an OHKO on Drampa.

[STRATEGY COMMENTS]
Other Options
====

Drampa can meet both sets in the middle through a Life Orb set with three attacks and Roost, although it may find itself lacking in either damage output or longevity. Beyond this, despite the myriad of moves mentioned that Drampa can feasibly run, not even half are listed; boasting coverage options from Energy Ball to Hurricane to Shadow Ball to Thunderbolt like Energy Ball, Hurricane, Shadow Ball, and Thunderbolt, each with varying degrees of actual viability, Drampa has many specific moves that may be the perfect piece in a puzzle for any given team.

Drampa can make use of its support moves such as Defog or and Glare along with Roost and a great, albeit double-edged, defensive typing, although generally there are better Pokemon to fulfill these niches.

Checks and Counters
====

**Fairy-types**: Sylveon can check Drampa, but Calm Mind + Roost Drampa can beat defensive sets, while Choice Specs Sylveon struggles to hit the field if Drampa is wielding its own Choice Specs. Diancie can pivot into a majority of Drampa's moves, although it fears repeated Water-type attacks.

**Fighting-types**: Although many often cannot switch in directly, all viable Fighting-types force Drampa to switch out quite reliably. Gallade and Scrafty have the natural bulk to switch into most moves besides a Choice Specs-boosted Draco Meteor, and Passimian and Toxicroak can take a hit from an unboosted Drampa.

**Special Tanks**: Pokemon such as Snorlax, Assault Vest Copperajah, and Stakataka can tank Drampa's STAB moves and unboosted coverage moves, retaliating with huge damage or forcing Drampa out to prevent a Calm Mind sweep. Beyond these, most specially defensive Pokemon such as Vaporeon and Galarian Stunfisk require a commitment from Drampa to be hit for any meaningful damage, often being threatened by one specific move.

[CREDITS]
- Written by: [[Togkey, 400664]]
- Quality checked by: [[Rabia, 336073], [S1nn0hC0nfirm3d, 231074]]
- Grammar checked by: [[Adeleine, 517429], [username2, userid2]]
decent bit of minor formatting issues (leaving in GP comments, spacing problems) that I didn't comment on; be more cognizant when implementing checks in the future

gp 2/2 when done GP Team
 
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