Copyediting Glimmora [QC 2/2] [GP 0/1]

Bobsican

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[SET]
name: Suicide Lead
move 1: Power Gem
move 2: Mortal Spin
move 3: Stealth Rock / Spikes
move 4: Spikes / Mud Shot
item: Focus Sash
ability: Toxic Debris
nature: Timid
evs: 68 Def / 252 SpA / 188 Spe or 40 Def / 244 SpA / 224 Spe
tera type: Steel

[SET COMMENTS]

* Having the capability to set all entry hazards without becoming passive thanks to Toxic Debris, combined with role compression to cripple a good portion of its checks, Glimmora is a potent hazard setter for hyper offense teams.
* Power Gem allows Glimmora to hit super effectively common Defoggers in Ho-Oh and Yveltal, applying offensive pressure to keep entry hazards on the field.
* Mortal Spin gives Glimmora a chance to remove entry hazards from other suicide leads such as Shuckle, Mega Diancie, and opposing Glimmora, and cripples with poisoning foes such as support Arceus formes without Refresh, Zygarde, and Primal Groudon.
* Mud Shot cripples foes that try to setup on it such as Primal Groudon, Necrozma-DM, and Zacian-C, additionally it eases the matchup against Eternatus by causing it to become easier to revenge kill with a lowered Speed stat, punishing the act of it switching in to remove Toxic Spikes. With it, Glimmora can outspeed opposing Glimmora and Mega Diancie and potentially finish them off with Mortal Spin to prevent any hazard from staying on its side of the field, but this limits its capability to set entry hazards out of a lack of move slots.
* The given EV spread avoids a OHKO after Stealth Rock from Arceus-Ghost's Shadow Force, Choice Band Tera Flying Rayquaza's Dragon Ascent, and +1 Zacian-C's Close Combat while also outspeeding fully invested neutral natured base 90 Speed foes such as Primal Groudon and Primal Kyogre, granting more odds to set entry hazards, with the rest being added to Special Attack to maximize damage output, but it's to be noted that this spread can't outspeed Zacian-C after a Speed drop from Mud Shot. An alternate spread of 40 Def / 244 SpA / 224 Spe fixes this while retaining the Rayquaza and Zacian-C benchmarks and the capability to OHKO specially offensive Yveltal with Power Gem after Stealth Rock.
* Tera Steel prevents opposing Glimmora from removing entry hazards with Mortal Spin, Glimmora however shouldn't usually Terastallize as other Pokemon it's partnered with generally make better use of Terastallizing.
* If the opposing team has a Poison-type like Glimmora or Eternatus, setting Toxic Spikes shouldn't be a priority as they will get quickly removed as soon they enter the field, unless its team is designed to mitigate this issue, thus making it desirable to focus on setting Stealth Rock or Spikes to still discourage switches. Similarly, as Glimmora can remove Toxic Spikes by switching in as long it survives entry hazards, it can still become useful mid-game after getting worn down in such matchups.
* Against Trick Room teams, Glimmora should be kept for the mid-game as it can't set hazards on their usual lead in Hatterene out of its Magic Bounce ability, especially as Toxic Spikes hinder the longevity of such teams, and can prove useful to stall out Trick Room turns by being sacked.
* Against stall teams, setting Toxic Spikes and using Mortal Spin should be priorities to hinder the longevity of such teams, especially as Glimmora can do this multiple times across the match out of not taking damage as quickly as in other matchups.
* Wallbreakers such as Zacian-C, Double Dance Primal Groudon, and Necrozma-DM appreciate the entry hazards set by Glimmora to ensure more KOes, they also act as counterplay to Eternatus to limit its capability to come in to remove Toxic Spikes with offensive pressure.

[SET CREDITS]
Set(s) by:
https://www.smogon.com/forums/members/bobsican.434487/
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bumboclaat.523420/
https://www.smogon.com/forums/members/entrocefalo.399174/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
 
Last edited:

bumboclaat

Primal Groudon used Overheat
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Give me a shout when the changes are applied

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[SET]
name: Suicide Lead
move 1: Power Gem
move 2: Mortal Spin / Mud Shot
move 3: Stealth Rock
move 4: Spikes / Mud Shot
item: Focus Sash
ability: Toxic Debris
nature: Naive / Timid
evs: 8 Atk / 60 Def / 252 SpA / 188 Spe or 68 Def / 252 SpA / 188 Spe
tera type: Steel

[SET COMMENTS]

* Having the capability to set all entry hazards without becoming passive thanks to Toxic Debris, combined with role compression to cripple a good portion of its checks, Glimmora is a potent hazard setter for hyper offense teams. is the term suicide lead? If it isn't it should be emphasized that Glimmora is primarily a lead. The way this is written implies that is is a good hazard setter thoughout the course of the game.
* Power Gem allows Glimmora to hit super effectively common Defoggers in Ho-Oh and Yveltal, applying offensive pressure to keep entry hazards.
* Mortal Spin gives Glimmora a chance to remove entry hazards from other suicide leads such as Shuckle, Mega Diancie, and opposing Glimmora. it is worth talking about the poison from mortal spin. It makes playing around Glimmora awkward for a lot of balance and BO teams. Mud Shot cripples foes that try to setup on it such as Primal Groudon, Necrozma-DM, and Zacian-C. Running both in combination allows Glimmora to ensure outspeeding opposing Glimmora and Mega Diancie and potentially finish them off with Mortal Spin to prevent any hazard from staying on its side of the field, but this limits its capability to set entry hazards out of a lack of move slots. Talk about mud shot making Eternatus apprehensive about leading or switching in to remove t spikes as it will no longer outspeed wallbreakers.
* The given EV spread with a Naive nature avoids a OHKO after Stealth Rock from Arceus-Ghost's Shadow Force and Choice Band Tera Flying Rayquaza's Dragon Ascent, while also outspeeding fully invested neutral natured base 90 Speed foes such as Primal Groudon and Prmal Kyogre, and the rest is added into offenses to maximize damage output. Alternatively, if not running Mortal Spin, the secondary spread with a Timid nature slightly raises Glimmora's mixed bulk to raise odds at setting hazards against foes, notably avoiding a 2HKO from special utility Giratina-O's Hex. We should discuss this later in the C&C discord but these calcs don't really matter. Glimm is a suicide lead for nearly all non stall matchups so it isn't taking entry hazard damage. The Giratina-O calc is cool, the spread has no HP or SpD investment so there isn't really any point in mentioning it. If something needs to be talked about 252 SpA Evs let Glimmora OHKO specially offensive Yveltal after rocks.
* Tera Steel prevents opposing Glimmora from removing entry hazards with Mortal Spin, Glimmora however shouldn't usually Terastallize as other Pokemon it's partnered with generally make better use of Terastallizing.
* If the opposing team has a Poison-type like Glimmora or Eternatus, setting Toxic Spikes shouldn't be a priority as they will get quickly removed as soon they enter the field, unless its team is designed to mitigate this issue. Similarly, as Glimmora can remove Toxic Spikes by switching in as long it survives entry hazards, it can still become useful mid-game after getting worn down in such matchups.
* Against Trick Room teams, Glimmora should be kept for the mid-game as it can't set hazards on their usual lead in Hatterene out of its Magic Bounce ability, especially as Toxic Spikes hinder the longevity of such teams, and can prove useful to stall out Trick Room turns by being sacked. Mention how Glimmora actually annoys stall a fair bit, especially relative to other HO leads. Nothing really damages it that much and spreading poison is valuable.
* Wallbreakers such as Zacian-C, Double Dance Primal Groudon, and Necrozma-DM appreciate the entry hazards set by Glimmora to ensure more KOes, they also act as counterplay to Eternatus and opposing Glimmora to limit their capability to come in with offensive pressure. Are two Glimmora HO's going to be saving their Glimmoras for the midgame? That is how this comes across.

[SET CREDITS]
Set(s) by:
https://www.smogon.com/forums/members/bobsican.434487/
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bumboclaat.523420/
https://www.smogon.com/forums/members/user3.103/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
 
Last edited:

entrocefalo

is a Forum Moderatoris a Top Tiering Contributor
NatDex Slam Winner
Great work! here some comments

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[SET]
name: Suicide Lead
move 1: Power Gem
move 2: Mortal Spin / Mud Shot
move 3: Stealth Rock / Spikes
move 4: Spikes / Mud Shot
item: Focus Sash
ability: Toxic Debris
nature: Naive / Timid
evs: 8 Atk / 60 Def / 252 SpA / 188 Spe or 68 Def / 252 SpA / 188 Spe no need of atk nature since mortal spin damage is negligible
tera type: Steel
Do we want a glimmora without spin? Usually you drop one kind of hazard if you want to fit mud shot. This is more relevant here than in Uber (where it is dropped sometimes) since here you have pdon/ogre/arceus formes that enojy spin support, even in ho
[SET COMMENTS]

* Having the capability to set all entry hazards without becoming passive thanks to Toxic Debris, combined with role compression to cripple a good portion of its checks, Glimmora is a potent hazard setter for hyper offense teams.
* Power Gem allows Glimmora to hit super effectively common Defoggers in Ho-Oh and Yveltal, applying offensive pressure to keep entry hazards.

* Mortal Spin gives Glimmora a chance to remove entry hazards from other suicide leads such as Shuckle, Mega Diancie, and opposing Glimmora, and cripples with poisoning foes such as support Arceus formes without Refresh, Zygarde, and Primal Groudon. Mud Shot cripples foes that try to setup on it such as Primal Groudon, Necrozma-DM, and Zacian-C, additionally it eases the matchup against Eternatus by causing it to become easier to revenge kill with a lowered Speed stat, punishing the act of it switching in to remove Toxic Spikes. Running both in combination allows Glimmora to ensure outspeeding opposing Glimmora and Mega Diancie and potentially finish them off with Mortal Spin to prevent any hazard from staying on its side of the field, but this limits its capability to set entry hazards out of a lack of move slots.
* The given EV spread with a Naive nature avoids a OHKO after Stealth Rock from Arceus-Ghost's Shadow Force and Choice Band Tera Flying Rayquaza's Dragon Ascent, while also outspeeding fully invested neutral natured base 90 Speed foes such as Primal Groudon and Prmal Primal Kyogre, and the rest is added into offenses to maximize damage output. Alternatively, if not running Mortal Spin, the secondary spread with a Timid nature slightly raises Glimmora's mixed bulk to raise odds at setting hazards against foes. Note that you are not faster than Zacian-C with this spread, I would probably mention that.

* Tera Steel prevents opposing Glimmora from removing entry hazards with Mortal Spin, Glimmora however shouldn't usually Terastallize as other Pokemon it's partnered with generally make better use of Terastallizing.
* If the opposing team has a Poison-type like Glimmora or Eternatus, setting Toxic Spikes shouldn't be a priority as they will get quickly removed as soon they enter the field, unless its team is designed to mitigate this issue. Similarly, as Glimmora can remove Toxic Spikes by switching in as long it survives entry hazards, it can still become useful mid-game after getting worn down in such matchups. Even with a T-spike absorber in the back you want to set Hazards in order to force at certain moments the opponent switch and take advantage from it.

* Against Trick Room teams, Glimmora should be kept for the mid-game as it can't set hazards on their usual lead in Hatterene out of its Magic Bounce ability, especially as Toxic Spikes hinder the longevity of such teams, and can prove useful to stall out Trick Room turns by being sacked.
* Against stall teams, setting Toxic Spikes and using Mortal Spin should be priorities to hinder the longevity of such teams, especially as Glimmora can do this multiple times across the match out of not taking damage as quickly as in other matchups. Do you want to mention full boots stall? In this mu glimm is useless as Hazard setter, but can be crucial as removal
* Wallbreakers such as Zacian-C, Double Dance Primal Groudon, and Necrozma-DM appreciate the entry hazards set by Glimmora to ensure more KOes, they also act as counterplay to Eternatus to limit its capability to come in to remove Toxic Spikes with offensive pressure.

[SET CREDITS]
Set(s) by:
https://www.smogon.com/forums/members/bobsican.434487/
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bumboclaat.523420/
https://www.smogon.com/forums/members/entrocefalo.399174/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
 

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