Melmetal [QC 1/2]

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[Overview]

Melmetal has cemented itself as a potent threat in the OverUsed metagame thanks to it's superb bulk and offensive presence. These traits make it very versatile, enabling it to run a variety of sets to fill different teambuilding roles as either a wallbreaker, or a check to powerful offensive threats in the tier such as Tapu Lele and Dragapult. Because of this versatility, Melmetal can be an effective choice for multiple playstyles, typically bulky offense and balance. No matter the set, Melmetal's overall bulk permits it to act as a valuable anti-offense mon capable of blanket checking several setup win conditions that fail to immediately OHKO it, such as Dragon Dance Dragapult, Calm Mind Tapu Fini, Swords Dance Weavile lacking Low Kick, and Dragonite. Melmetal's main flaw lies in its Speed, where it often has to run lots of investment on offensive sets in order to outpace even slow targets such as Clefable and Corviknight. In addition, its powerful signature move Double Iron Bash is somewhat inhibited by the threat of contact damage or status and it's low 8 PP. Melmetal is also prone to being overwhelmed thanks to this low speed and lack of reliable recovery inhibiting its defensive value the more it gets chipped.

[SET]
name: Protective Pads
move 1: Double Iron Bash
move 2: Thunder Punch
move 3: Earthquake
move 4: Thunder Wave
item: Protective Pads
ability: Iron Fist
nature: Adamant
evs: 40 HP / 252 Atk / 104 SpD / 112 Spe

[SET COMMENTS]

With Protective Pads, Melmetal is completely protected from contact damage and contact status, alleviating a significant weakness. This set takes full advantage of Melmetal's signature move Double Iron Bash, which hits twice and has an effectively 51% chance to flinch the opposing Pokemon. On its own, Double Iron Bash is tremendously powerful and heavily damages even common Melmetal pivots such as Landorus-Therian. Thunder Wave targets other standard Melmetal switch-ins such as Toxapex, Slowbro, Corviknight and Skarmory, and paired with Double Iron Bash Melmetal has high odds of rendering the opponent immobile for that turn with either a flinch or full paralysis. This enables Melmetal to pick off these annoying defensive roadblocks with Thunder Punch once they have been sufficiently weakened. Earthquake rounds out this set's coverage, enabling it to beat Steel-type targets such as Heatran after paralysis and OHKO Magnezone on the switch. The provided EV spread is fast enough to outpace uninvested Hippowdon by 2 points, avoids the 2HKO from Hippowdon's Earthquake, and survives Magma Storm from Heatran after one round of Stealth Rock.

Because this Melmetal set typically targets defensive Pokemon such as Corviknight, Skarmory, Buzzwole and Toxapex, offensive Pokemon that share similar checks such as Weavile or Urshifu-R can benefit from the pressure placed on these targets to handle both threats at once. In turn, Weavile provides Melmetal with useful Knock Off support to remove Black Sludge from targets like Toxapex, and Leftovers from targets like Ferrothorn, making them easier for Melmetal to defeat, and can keep Garchomp in check with the threat of Ice Shard, while Urshifu-R's U-Turn support can bring Melmetal in against their shared checks, though this is more useful if those targets have already been paralyzed beforehand. Hex Dragapult appreciates Melmetal spreading status alongside it, so that it can find more breaking and cleaning opportunities with Hex, and be freed to run Will-O-Wisp instead of Thunder Wave, and standard Choice Specs Dragapult also appreciates the strain Melmetal places on Toxapex and Corviknight, which are often used to blanket check it. In addition, Melmetal can be positioned via Dragapult's U-Turn against its common switch-ins such as Clefable and Blissey. This Melmetal set is walled by Zapdos and has difficulty breaking past Gastrodon, so utility Pokemon that can take advantage of them such as specially defensive Heatran, Hippowdon, Blissey, Tangrowth and Galarian Slowking, or powerful breakers that can punish them, such as Choice Band Tyranitar, Tapu Lele, and Kartana, all make solid partners and appreciate the Thunder Wave support Melmetal provides. Melmetal often finds itself forced out by powerful breakers with Fighting, Ground or Fire coverage, such as Galarian Zapdos, Buzzwole, Choice Band Kartana, Blacephalon, Heatran, and Garchomp. As such, countermeasures to these threats are appreciated. Toxapex can scout the move of choice from Galarian Zapdos or Buzzwole and chip it with Rocky Helmet, as well as provide a general Fire resist for Melmetal. Shed Shell can be used instead of Rocky Helmet to allow Toxapex to act as a situational Heatran switch-in. Buzzwole itself can make a good teammate for Melmetal, as it counters standard Scarf, Band and Swords Dance Kartana sets lacking Aerial Ace, while also providing a check to Ground-types such as Garchomp and Landorus-Therian. Zapdos also assists in taking on Fighting-type nuisances to Melmetal such as Hawlucha lacking Stone Edge in addition to the aforementioned two Fighting-types, while also threatening to Static paralyze Pokemon that Melmetal typically can't easily Thunder Wave, such as Galarian Zapdos or Urshifu-R. Landorus-Therian itself makes a solid teammate for Melmetal, as it provides a general defensive glue against Ground-types like opposing Landorus-Therian and Garchomp, while pivoting out against switch-ins like Clefable and Tapu Fini that Melmetal can take advantage of.

[SET]
name: Assault Vest
move 1: Double Iron Bash
move 2: Superpower
move 3: Thunder Punch
move 4: Ice Punch
item: Assault Vest
ability: Iron Fist
nature: Careful
evs: 128 HP / 116 Atk / 252 SpD / 12 Spe

[SET COMMENTS]

Assault Vest allows Melmetal to act as a specially defensive glue for teams that are looking to improve their matchup against some of the tier's strongest specially offensive breakers, such as Tapu Lele, Dragapult, and Moltres-Galar, in a slot that still pressures offensive threats like Arctozolt and Dragonite. With Assault Vest to boost its ordinarily middling special defense, Melmetal's massive HP stat enables it to tank even powerful super effective hits and defeat opponents like Blacephalon, Heatran, Nasty Plot Tornadus-Therian, and Nidoking in a one on one. Superpower is generally the move of choice over Earthquake because it enables Melmetal to super effectively hit a wide variety of Steel-types like Heatran, Ferrothorn, and Magnezone without sacrificing the useful BoltBeam coverage that Ice Punch and Thunder Punch provide, enabling it to hit switch-ins like Landorus-Therian, Garchomp, Corviknight, and Pelipper much harder. 12 speed EVs allows Melmetal to outspeed uninvested Toxapex by one point, while 128 HP EVs and 116 Attack EVs gives Melmetal enough bulk and immediate power to properly check the powerful offensive threats that it needs to.

Because Assault Vest Melmetal is particularly annoyed by contact damage from Iron Barbs and Steel-types that commonly carry Rocky Helmet, countermeasures to help negate this are appreciated. Magnezone is capable of trapping and removing Ferrothorn and common Rocky Helmet carriers like Corviknight and Skarmory from the battle, opening Melmetal up to attack more comfortably against the opponent's team in their absence, and make progress against the rest of their Pokemon. Knock Off support from Pokemon such as Weavile, Landorus-Therian and Kartana can remove Rocky Helmet from targets like the aforementioned Corviknight and Skarmory, as well as Slowbro, or remove Shed Shell from Steel-types to create more synergy with Magnezone. In return, Melmetal provides them with a solid switch-in against threats like Tapu Lele, Dragapult, and Weavile. This set is set-up fodder for Volcarona, so countermeasures such as Dragonite, Blissey, Choice Band Aqua Jet Urshifu-R, and Garchomp can all help alleviate this issue and give Melmetal more freedom to attack, with Garchomp and Dragonite also providing Melmetal with a Heatran switch-in. Zapdos can help cover it against powerful Fighting-Type breakers such as Buzzwole, Galarian Zapdos, and can threaten to Static paralyze Urshifu-R, while also appreciating Melmetal's ability to switch into threats like Dragapult and Tapu Lele for it. Tornadus-Therian can scout Choice Band or Scarf Kartana's option, or cover Swords Dance and Knock Off, in addition to pivoting Melmetal in against common specially defensive answers such as Blissey and Galarian Slowking, both of which Melmetal can threaten out.

[SET]
name: Choice Band
move 1: Double Iron Bash
move 2: Superpower
move 3: Earthquake
move 4: Thunder Punch / Ice Punch
item: Choice Band
ability: Iron Fist
nature: Adamant
evs: 32 HP / 252 Atk / 224 Spe

[SET COMMENTS]

With a Choice Band, Melmetal takes full advantage of its high base 143 attack stat and Iron Fist ability, serving as a dedicated wallbreaker. 224 speed EVs allows Melmetal to outpace Clefable. This is important because it stops the foe from knocking off Melmetal's Choice Band, paralyzing it with Thunder Wave, or hitting it with a boosted Thunder or Flamethrower in a one on one scenario. This set runs both Superpower and Earthquake to assist Melmetal when trying to make midgrounds against cores with multiple Steel-types, such as Ferrothorn and Heatran. On the other hand, Earthquake is generally safer vs Magnezone builds to avoid being trapped easily, and can serve as a midground against Toxapex. Thunder Punch gives Melmetal a strong option against would-be switch-ins like Corviknight and Skarmory, but if Melmetal is being run alongside a partner like Magnezone to remove these targets, it is free to run Ice Punch to nail Landorus-Therian with an OHKO on the switch, as well as have an option to hit Zapdos super effectively.

Melmetal needs to find opportunities to punch holes in the opponent's team early-game and mid-game, so naturally it benefits from partners that provide it with safe switch ins. Tornadus-Therian, Dragapult and Tapu Koko can force switches and use U-Turn to position Melmetal against specially defensive answers such as Blissey and Galarian Slowking. Rotom-W provides a Ground-type immunity and Heatran pivot for Melmetal, and provides a slow Volt Switch against the same specially defensive targets. Landorus-Therian provides a useful Ground-type immunity for Melmetal, can set Stealth Rock to help chip down Corviknight and Skarmory into KO range for Melmetal, and can pivot Melmetal in with U-Turn against switch-ins like Clefable and Tapu Fini. The aforementioned Magnezone traps and removes major annoyances such as Skarmory, Corviknight and Ferrothorn, all of which Melmetal enjoys being gone so that it can more comfortably make use of it's monstrously powerful Double Iron Bash. Choice Band Melmetal appreciates Future Sight support to ease prediction in breaking down defensive cores such as Toxapex, Hippowdon and Corviknight, so Slowking, Galarian Slowking, Slowbro, and Choice Scarf Tapu Lele with Future Sight all make solid teammates. Notably, Slowbro is capable of pivoting in against Pokemon that force Melmetal out, like Urshifu-R, Galarian Zapdos, Landorus-Therian, and Garchomp. Late game cleaners such as Swords Dance Weavile, Dragapult, Choice Scarf Blacephalon, Choice Scarf Kartana, and Dragonite all appreciate Melmetal's immediate power to soften up teams to close out the game.


[CREDITS]
- Written by: [[Azure Nights, 431662]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 
Last edited:
let's get back into the swing of things

comments in orange
additions/changes in purple
removals will be striked

[Overview]

Melmetal has cemented itself as a potent threat in the OverUsed metagame thanks to its it's superb bulk and offensive presence. These traits make it very versatile, enabling it to run a variety of sets to fill different teambuilding roles as either a wallbreaker, or a defensive answer to powerful Ice- and Psychic-types in the tier, such as Kyurem and Tapu Lele. Because of this versatility, Melmetal can be an effective choice for many playstyles, typically bulky offense and , balance, and semi-stall. Lack of longevity makes it kinda less good on semi-stall; nice with Wish support but not worth emphasizing here imo, but it's certainly great on BOs and balances for sure No matter the set, Melmetal's overall bulk permits it to act as a valuable anti-offense mon capable of blanket checking several setup win conditions that fail to immediately OHKO it, such as Dragon Dance Dragapult, Calm Mind Tapu Fini, Calm Mind Clefable, Swords Dance Weavile lacking Low Kick, and Dragonite to name a few. CM Clefable is a very awkward and very conditional mention considering most Clef variants outpace Melmetal and a decent amount have coverage to pressure non-AV variants. You can just omit it tbh Melmetal's main flaw lies in its it's Speed, where it often has to run lots of investment on offensive sets in order to outpace even slow targets such as Clefable and Corviknight. Corviknight is a bit more important and Hippowdon doesn't need too much. In addition, its powerful signature move Double Iron Bash is somewhat inhibited by the threat of contact damage or status and it's low 8 PP. Proneness to being overwhelmed is a really big problem too, considering that its lack of reliable recovery can devalue its defensive merits in the long run, especially in tandem with its speed which makes it less valuable as it gets chipped since it can't retaliate or revenge kill anything without just... fainting. When using Melmetal, pay attention to the opponent's Team Preview, and avoid recklessly attacking against Pokemon that can exploit these weaknesses, such as Iron Barbs Ferrothorn, Static Zapdos, Flame Body Volcarona, and Pressure Corviknight. You don't need this; you can easily emphasize this just as fine with the previous sentence. Melmetal often forces switches, so if the opponent is likely to switch to one of these Pokemon, doubling into a Pokemon that can punish that option can be a strong opportunity to gain momentum, keeping Melmetal healthy to fulfill its role. This is teammates section material, not for here

[SET]
name: Protective Pads
move 1: Double Iron Bash
move 2: Thunder Punch
move 3: Earthquake
move 4: Thunder Wave
item: Protective Pads
ability: Iron Fist
nature: Adamant
evs: 40 HP / 252 Atk / 104 SpD / 112 Spe

[SET COMMENTS]

With Protective Pads, Melmetal is completely protected from contact damage and contact status, alleviating a one of it's significant weaknesses. This set takes full advantage of Melmetal's signature move Double Iron Bash, which hits twice and has an effectively 51% 30% chance to flinch the opposing Pokemon on each hit. Talk about how potent DIB is as a standalone move, and how it thrashes even the most standard of Melm pivots like Lando really well. Paired with Thunder Wave, it has high odds of flinching through defensive roadblocks such as Toxapex, Slowbro, Corviknight, and Skarmory, all of which can be picked off by Thunder Punch after they are sufficiently weakened. I mean, what are you targeting with Thunder Wave in particular? What it targets and thus allows it to exploit exactly is a really huge caveat of this set and directly abuse common switch-ins to its DIB so I would be sure to emphasize that more. Earthquake rounds out this set's coverage, enabling it to beat OHKO Steel-type targets such as Heatran after paralysis and OHKO Magnezone on the switch. To emphasize Thunder Wave's general spammability The provided EV spread is fast enough to outpace uninvested Hippowdon by 2 points, avoids the 2HKO from Hippowdon's Earthquake, and survives Magma Storm from Heatran after one round of Stealth Rock.

Because this Melmetal set typically targets defensive Pokemon such as Corviknight, Skarmory, Buzzwole and Toxapex, offensive Pokemon that share similar checks such as Weavile or Urshifu-R can benefit from the pressure placed on these targets to handle both threats at once. Can either of these Pokemon provide any support for Melmetal? Weavile's Knock Off support is fantastic for letting it beat stuff like Hippowdon and Toxapex a lot more easily since Leftovers can pull it out of some good ranges and Urshifu's U-turn support is always quite nice, but probably worth mentioning it's only really helpful if Urshifu's U-turn targets are paralyzed beforehand. Hex Dragapult appreciates Melmetal spreading status alongside it, so that it can find more breaking and cleaning opportunities with Hex, and be freed up to run Will-O-Wisp instead of Thunder Wave. Standard Specs Pult loves this level of pressure too especially against Toxapex and Corviknight which tend to be used as buffers against Dragapult. In addition, Melmetal can be positioned via Dragapult's U-turn come in on and punish against its common switch-insU-Turn targets for Dragapult, such as Clefable and Blissey. Just making this a bit more clear This Melmetal set is essentially walled by Zapdos and has difficulty breaking past Gastrodon, so utility Pokemon that can take advantage of them it such as specially defensive Heatran, Hippowdon, or Blissey, or powerful breakers that can punish them it, such as Choice Specs Kyurem, Tyranitar and Tapu Lele, all make solid partners. They also appreciate the Twave support Melmetal often finds itself forced out by powerful breakers with Fighting, Ground or Fire coverage, such as Galarian Zapdos, Buzzwole, Choice Band Kartana, Blacephalon, Heatran, and Garchomp. As such, countermeasures to these threats are appreciated. Dragonite resists Fire- and Fighting-type attacks, and is immune to Ground-type attacks all in one slot, while Melmetal resists Ice-type, Dragon-type and Fairy-type attacks for it, giving them particularly notable defensive synergy. Shaving this down a bit since this section is really really bloated as is, but if you're 100% on having Dragonite then talk about things like Heatran, Heal Bell support, etc, and Melmetal deterring Kyurem's Ice-type STAB. Toxapex can scout the move of choice from Galarian Zapdos or Buzzwole and chip it with Rocky Helmet, as well as provide a general Fire resist for Melmetal. Shed Shell can be used instead of Rocky Helmet to allow Toxapex to act as a situational Heatran switch-in. (AP) , giving Toxapex the opportunity to swap into Heatran, Knock Off it's item, and switch out to a teammate that can cover both Magma Storm and Earth Power for that turn. Buzzwole itself can make a good teammate for Melmetal, as it counters standard Scarf, Band and Swords Dance Kartana sets lacking the rare Aerial ace, while providing a general ground/fighting resist and Garchomp check. I would emphasize specific Pokemon that Buzzwole checks, as opposed to general type-synergy unless several of these types of Pokemon are consistently checked. Considering that GZap/Lucha exist it's not really the most comfy thing to mention in this context. Zapdos also assists in taking on Fighting-type nuisances to Melmetal such as Hawlucha lacking Stone Edge in addition to the aforementioned two Fighting-types, and Landorus-Therian. Landorus-T is not the most comfy MU without Hurricane so be careful with this mention. Static/Defog support is also neat for Pokemon that Melmetal can't really assuredly lock a paralysis against otherwise, namely things like Galarian Zapdos. Landorus-Therian itself makes a solid teammate for Melmetal, as it provides a general defensive glue against Ground-types like opposing Landorus-Therian and Garchomp. Can it pivot against anything that Melmetal exploits? Weavile can help keep Garchomp in check with the threat of Ice Shard, as well as provide an important Ghost resist to revenge kill Blacephalon and Dragapult. You talk about Weavile already, you can just briefly mention this in the Weavile sentence you already have

[SET]
name: Assault Vest
move 1: Double Iron Bash
move 2: Superpower
move 3: Thunder Punch
move 4: Ice Punch
item: Assault Vest
ability: Iron Fist
nature: Careful
evs: 128 HP / 116 Atk / 252 SpD / 12 Spe

[SET COMMENTS]

Assault Vest allows Melmetal to act as a specially defensive glue for teams that are looking to improve their matchup against some of the tier's strongest specially offensive breakers, such as Tapu Lele, Kyurem, Dragapult, and Moltres-Galar, and Hydreigon, Hydra's not rly relevant rn in a slot that also allows Melmetal to retain all of its normal anti-offense traits while also able being able to situationally blanket check many of the tier's special attackers if need be. You can easily condense this, saying something like "in a slot that can also maintain pressure against dangerous offensive threats like [insert things here]" gets the point across much more concisely and clearly. With Assault Vest to boost its it's ordinarily middling special defense, Melmetal's massive HP stat enables it to tank even powerful super effective hits and defeat opponents like [examples] the threat in front of it in a one on one scenario. 12 speed EVs make Melmetal faster than uninvested Toxapex by one point, while the rest of the spread rounds out Melmetal's overall bulk and power evenly. What does evenly mean? What about its Attack?

Assault Vest Melmetal is particularly vulnerable to contact damage from Iron Barbs and Rocky Helmet users. Magnezone is capable of trapping and removing Ferrothorn and common Rocky Helmet carriers like Corviknight and Skarmory from the battle, opening Melmetal up to attack more comfortably against the opponent's team in their absence, and make progress against the rest of their Pokemon. What about Knock Off support, and things Melmetal can do in return for them? This set is set-up fodder for entirely set up on by Volcarona, so countermeasures such as Dragonite, Blissey, Choice Band Aqua Jet Urshifu-R, and Garchomp can all help alleviate this issue and give Melmetal more freedom to attack, with Garchomp and Dragonite also providing Melmetal with a Heatran switch-in. Dragonite is particuarly notable, as it resists all of Melmetal's type weaknesses and Melmetal resists all of it's type weaknesses in return. Kartana and Weavile are commonly forced out by fast, specially offensive threats such as Dragapult and Choice Scarf Tapu Lele, so they appreciate having Melmetal as a specially bulky glue to cover them. Move this to after the contact damage point and talk about their access to Knock Off Zapdos can help cover it against powerful Fighting-Type breakers such as Buzzwole, Galarian Zapdos, and can threaten to Static paralyze Urshifu-R, while also appreciating Melmetal's ability to switch into Kyurem and Tapu Lele for it. Melmetal threatens all 3 with Static though. Tornadus-Therian can scout Choice Band or Scarf Kartana's option, or cover Swords Dance and Knock Off. Don't forget pivoting support

[SET]
name: Choice Band
move 1: Double Iron Bash
move 2: Superpower
move 3: Earthquake
move 4: Thunder Punch / Ice Punch
item: Choice Band
ability: Iron Fist
nature: Adamant
evs: 32 HP / 252 Atk / 224 Spe

[SET COMMENTS]

With a Choice Band, Melmetal takes full advantage of its high base 143 attack stat and Iron Fist ability, serving as a dedicated wallbreaker. 224 speed EVs allows makes Melmetal to outpace Clefable by 4 points, allowing it to outpace speed creeping Clefables. This is important because it stops the foe from knocking off Melmetal's Choice Band, paralyzing it with Thunder Wave, or hitting it with a boosted Thunder or Flamethrower in a one on one scenario. This set runs both Superpower and Earthquake to assist Melmetal when trying to make midgrounds against cores with multiple Steel-types, such as Ferrothorn and + Heatran. On the other hand Additionally, Earthquake is generally safer vs Magnezone builds, as being locked into any other move will get Melmetal trapped and removed from the battle. it midgrounds toxapex as well Thunder Punch gives Melmetal a strong option against would-be switch-ins like Corviknight and Skarmory, but if Melmetal is being run alongside a partner like Magnezone to remove these targets, it is free to run Ice Punch to nail Landorus with an OHKO on the switch, as well as have an option to hit Zapdos super effectively.

Melmetal needs The general gameplan of this set is to find opportunities to punch holes in the opponent's team early-game and mid-game, so naturally it benefits from partners that provide it with safe switch ins. Tornadus-Therian, Dragapult and Tapu Koko can force switches and use U-Turn or Volt Switch to position Melmetal in against specially defensive answers such as Blissey and Galarian Slowking, providing Melmetal with an immediate opportunity to punish. Rotom-W provides a Ground-type immunity and Heatran pivot Fire resist for Melmetal, and provides a slow Volt Switch against the same specially defensive targets. Landorus-Therian provides a useful Ground-type immunity for Melmetal, can set Stealth Rock to assist Melmetal's wallbreaking, against what and can form a Volt-Turn core with some of the Pokemon listed above to provide Melmetal with more safe switch-in opportunities. Just talk about what Lando pivots against instead. The aforementioned Magnezone traps and removes major annoyances such as Skarmory, Corviknight and Ferrothorn, all of which Melmetal enjoys having removed from the game so that it can more comfortably make use of its monstrously powerful Double Iron Bash without fear of contact damage. Choice Band Melmetal appreciates Future Sight support to ease prediction in breaking down defensive cores such as Toxapex, Hippowdon and Corviknight, so Slowking, Galarian Slowking, Slowbro, and Choice Scarf Tapu Lele with Future Sight all make solid teammates. Notably, Slowbro provides a Fire and Fighting resist for Melmetal, Again, focus on specific Pokemon it beats and not specific type synergies and Ice Beam sets are capable of checking Garchomp as well. checks chompanyway Late game cleaners such as Swords Dance Weavile, Dragapult, Choice Scarf Blacephalon, Choice Scarf Kartana, and Dragonite all appreciate Melmetal's immediate power to soften up teams to close out the game.


[CREDITS]
- Written by: [[Azure Nights, 431662]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]

let me eye this over one more time before i stamp
 
Last edited:
comments in orange
additions/changes in purple
removals will be striked

[Overview]

Melmetal has cemented itself as a potent threat in the OverUsed metagame thanks to its superb physical bulk, great coverage, and high Attack stat high offensive presence. These traits make it very versatile, enabling it to run a variety of sets to fill different teambuilding roles as either a wallbreaker, or a defensive answer to powerful Ice- and Psychic-types in the tier, such as Kyurem and Tapu Lele. Different mon over Kyurem Because of this versatility, Melmetal can be an effective choice for multiple playstyles, typically bulky offense and balance. No matter the set, Melmetal's overall bulk permits it to act as a valuable anti-offense mon capable of blanket checking several setup win conditions that fail to immediately OHKO it, such as Dragon Dance Dragapult, Calm Mind Tapu Fini, Swords Dance Weavile lacking Low Kick, and Dragonite. Melmetal's main flaw lies in its Speed, where it often has to run lots of investment on offensive sets in order to outpace even slow targets such as Clefable and Corviknight. In addition, its powerful signature move Double Iron Bash is somewhat inhibited by the threat of contact damage or status and it's low 8 PP. This reads as though DIB is the only thing affected by status, but it's p clear that status screws it over so it's not worth mentioning Melmetal is also prone to being overwhelmed thanks to its this low Speed and lack of reliable recovery inhibiting its defensive value the more it gets chipped.

[SET]
name: Protective Pads
move 1: Double Iron Bash
move 2: Thunder Punch
move 3: Earthquake
move 4: Thunder Wave
item: Protective Pads
ability: Iron Fist
nature: Adamant
evs: 40 HP / 252 Atk / 104 SpD / 112 Spe

[SET COMMENTS]

With Protective Pads, Melmetal is completely protected from contact damage and contact status, alleviating a significant weakness. This set takes full advantage of Melmetal's signature move Double Iron Bash, which hits twice and has an effectively 51% chance to flinch the opposing Pokemon. On its own, Double Iron Bash is tremendously powerful and heavily damages even common Melmetal pivots such as Landorus-Therian. Thunder Wave targets other standard Melmetal switch-ins such as Toxapex, Slowbro, Corviknight and Skarmory, and paired with Double Iron Bash Melmetal has high odds of rendering the opponent immobile for that turn with either a flinch or full paralysis. This enables Melmetal to pick off these annoying defensive roadblocks with Thunder Punch once they have been sufficiently weakened. Earthquake rounds out this set's coverage, enabling it to beat Steel-type targets such as Heatran after paralysis and OHKO Magnezone on the switch. The provided EV spread is fast enough to outpace uninvested Hippowdon by 2 points, avoids the 2HKO from Hippowdon's Earthquake, and survives Magma Storm from Heatran after one round of Stealth Rock.

Because this Melmetal set typically targets defensive Pokemon such as Corviknight, Skarmory, Buzzwole and Toxapex, offensive Pokemon that share similar checks such as Weavile or Urshifu-R can benefit from the pressure placed on these targets to handle both threats at once. In turn, Weavile provides Melmetal with useful Knock Off support to remove Leftovers from targets like Toxapex and Hippowdon, making them easier for Melmetal to defeat, and can keep Garchomp in check with the threat of Ice Shard. (AP) Meanwhile, Urshifu-R's U-Turn support can bring Melmetal in against their shared checks, though this is more useful if those targets have already been paralyzed beforehand. Which shared checks Hex Dragapult appreciates Melmetal spreading status alongside it, so that it can find more breaking and cleaning opportunities with Hex, and be freed to run Will-O-Wisp instead of Thunder Wave, and standard Choice Specs Dragapult also appreciates the strain Melmetal places on Toxapex and Corviknight, which are often used to blanket check it. In addition, Melmetal can be positioned via Dragapult's U-Turn against its common switch-ins such as Clefable and Blissey. This Melmetal set is walled by Zapdos and has difficulty breaking past Gastrodon, so utility Pokemon that can take advantage of them such as specially defensive Heatran, Hippowdon, Blissey, Tangrowth and Galarian Slowking, or powerful breakers that can punish them, such as Choice Specs Kyurem, Tyranitar, Tapu Lele, and Kartana, all make solid partners and appreciate the Thunder Wave support Melmetal provides. Remove Kyurem mention, and honestly the thing about utility pokemon that punishes them could be cleaned up a bit. try to restructure it to make it clear which one checks what Melmetal often finds itself forced out by powerful breakers with Fighting, Ground or Fire coverage, such as Galarian Zapdos, Buzzwole, Choice Band Kartana, Blacephalon, Heatran, and Garchomp. As such, countermeasures to these threats are appreciated. Toxapex can scout the move of choice from Galarian Zapdos or Buzzwole and chip it with Rocky Helmet, as well as provide a general Fire resist for Melmetal. Shed Shell can be used instead of Rocky Helmet to allow Toxapex to act as a situational Heatran switch-in. Buzzwole itself can make a good teammate for Melmetal, as it counters standard Scarf, Band and Swords Dance Kartana sets lacking Aerial Ace, while also providing a check to Ground-types such as Garchomp and Landorus-Therian. Zapdos also assists in taking on Fighting-type nuisances to Melmetal such as Hawlucha lacking Stone Edge in addition to the aforementioned two Fighting-types, while also threatening to Static paralyze Pokemon that Melmetal typically can't easily Thunder Wave, such as Galarian Zapdos or Urshifu-R. Landorus-Therian itself makes a solid teammate for Melmetal, as it provides a general defensive glue against Ground-types like opposing Landorus-Therian and Garchomp, while pivoting out against switch-ins like Clefable and Tapu Fini that Melmetal can take advantage of.

[SET]
name: Assault Vest
move 1: Double Iron Bash
move 2: Superpower
move 3: Thunder Punch
move 4: Ice Punch
item: Assault Vest
ability: Iron Fist
nature: Careful
evs: 128 HP / 116 Atk / 252 SpD / 12 Spe

[SET COMMENTS]

Assault Vest allows Melmetal to act as a specially defensive glue for teams that are looking to improve their matchup against some of the tier's strongest specially offensive breakers, such as Tapu Lele, Kyurem, Dragapult, and Moltres-Galar, in a slot that still pressures offensive threats like Arctozolt and Dragonite. Kyurem removal With Assault Vest to boost its ordinarily middling special defense, Melmetal's massive HP stat enables it to tank even powerful super effective hits and defeat opponents like Blacephalon, Heatran, Nasty Plot Tornadus-Therian, and Nidoking in a one on one. Superpower is generally the move of choice over Earthquake because it enables Melmetal to super effectively hit a wide variety of Steel-types like Heatran, Ferrothorn, and Magnezone without sacrificing the useful BoltBeam coverage that Ice Punch and Thunder Punch provide, enabling it to hit switch-ins like Landorus-Therian, Garchomp, Corviknight, and Pelipper much harder. 12 speed EVs allows Melmetal to outspeed uninvested Toxapex by one point, while 128 HP EVs and 116 Attack EVs gives Melmetal enough bulk and immediate power to properly check the powerful offensive threats that it needs to.

Assault Vest Melmetal is particularly vulnerable to contact damage from Iron Barbs and Rocky Helmet users. Magnezone is capable of trapping and removing Ferrothorn and common Rocky Helmet carriers like Corviknight and Skarmory from the battle, opening Melmetal up to attack more comfortably against the opponent's team in their absence, and make progress against the rest of their Pokemon. Knock Off support from Pokemon such as Weavile, Landorus-Therian and Kartana can remove Rocky Helmet from targets like the aforementioned Corviknight and Skarmory, as well as Slowbro, or remove Shed Shell from Steel-types to create more synergy with Magnezone. In return, Melmetal provides them with a solid switch-in against threats like Kyurem, opposing Weavile, Tapu Lele, and Dragapult. This set is set-up fodder for Volcarona, so countermeasures such as Dragonite, Blissey, Choice Band Aqua Jet Urshifu-R, and Garchomp can all help alleviate this issue and give Melmetal more freedom to attack, with Garchomp and Dragonite also providing Melmetal with a Heatran switch-in. Zapdos can help cover it against powerful Fighting-Type breakers such as Buzzwole, Galarian Zapdos, and can threaten to Static paralyze Urshifu-R, while also appreciating Melmetal's ability to switch into Kyurem and Tapu Lele for it. Tornadus-Therian can scout Choice Band or Scarf Kartana's option, or cover Swords Dance and Knock Off, in addition to pivoting Melmetal in against common specially defensive answers such as Blissey and Galarian Slowking, both of which Melmetal can threaten out.

[SET]
name: Choice Band
move 1: Double Iron Bash
move 2: Superpower
move 3: Earthquake
move 4: Thunder Punch / Ice Punch
item: Choice Band
ability: Iron Fist
nature: Adamant
evs: 32 HP / 252 Atk / 224 Spe

[SET COMMENTS]

With a Choice Band, Melmetal takes full advantage of its high base 143 attack stat and Iron Fist ability, serving as a dedicated wallbreaker. 224 speed EVs allows Melmetal to outpace Clefable. This is important because it stops the foe from knocking off Melmetal's Choice Band, paralyzing it with Thunder Wave, or hitting it with a boosted Thunder or Flamethrower in a one on one scenario. This set runs both Superpower and Earthquake to assist Melmetal when trying to make midgrounds against cores with multiple Steel-types, such as Ferrothorn and Heatran. On the other hand, Earthquake is generally safer vs Magnezone builds to avoid being trapped easily, and can serve as a midground against Toxapex. Thunder Punch gives Melmetal a strong option against would-be switch-ins like Corviknight and Skarmory, but if Melmetal is being run alongside a partner like Magnezone to remove these targets, it is free to run Ice Punch to nail Landorus-Therian with an OHKO on the switch, as well as have an option to hit Zapdos super effectively.

Melmetal needs to find opportunities to punch holes in the opponent's team early-game and mid-game, so naturally it benefits from partners that provide it with safe switch ins. Tornadus-Therian, Dragapult and Tapu Koko can force switches and use U-Turn to position Melmetal against specially defensive answers such as Blissey and Galarian Slowking. Rotom-W provides a Ground-type immunity and Heatran pivot for Melmetal, and provides a slow Volt Switch against the same specially defensive targets. Landorus-Therian provides a useful Ground-type immunity for Melmetal, can set Stealth Rock to help chip down Corviknight and Skarmory into KO range for Melmetal, and can pivot Melmetal in with U-Turn against switch-ins like Clefable and Tapu Fini. The aforementioned Magnezone traps and removes major annoyances such as Skarmory, Corviknight and Ferrothorn, all of which Melmetal enjoys being gone so that it can more comfortably make use of it's monstrously powerful Double Iron Bash. Choice Band Melmetal appreciates Future Sight support to ease prediction in breaking down defensive cores such as Toxapex, Hippowdon and Corviknight, so Slowking, Galarian Slowking, Slowbro, and Choice Scarf Tapu Lele with Future Sight all make solid teammates. Notably, Slowbro is capable of pivoting in against Pokemon that force Melmetal out, like Urshifu-R, Galarian Zapdos, Landorus-Therian, and Garchomp. Late game cleaners such as Swords Dance Weavile, Dragapult, Choice Scarf Blacephalon, Choice Scarf Kartana, and Dragonite all appreciate Melmetal's immediate power to soften up teams to close out the game.


[CREDITS]
- Written by: [[Azure Nights, 431662]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]

nuke all kyurem mentions and qc 1/2
 
[Overview]

Melmetal has cemented itself as a potent threat in the OverUsed metagame thanks to it's superb bulk and offensive presence. These traits make it very versatile, enabling it to run a variety of sets to fill different teambuilding roles as either a wallbreaker, or a check to powerful offensive threats in the tier such as Tapu Lele and Dragapult. Because of this versatility, Melmetal can be an effective choice for multiple playstyles, typically bulky offense and balance. No matter the set, Melmetal's overall bulk permits it to act as a valuable anti-offense mon capable of blanket checking several setup win conditions that fail to immediately OHKO it, such as Dragon Dance Dragapult, Calm Mind Tapu Fini, Swords Dance Weavile lacking Low Kick, and Dragonite. Melmetal's main flaw lies in its Speed, where it often has to run lots of investment on offensive sets in order to outpace even slow targets such as Clefable and Corviknight. In addition, its powerful signature move Double Iron Bash is somewhat inhibited by the threat of contact damage or status and it's low 8 PP. Melmetal is also prone to being overwhelmed thanks to this low speed and lack of reliable recovery inhibiting its defensive value the more it gets chipped. Not really a fan of this low PP business. I know it's a general problem it has, but you're more or less implying that bash is the only way it's getting damage off, which isn't really the best image to paint when it's def not true.

This needs to be condensed; you're just making it harder for people to quickly extract information by padding this like it's a high school essay. I'd prefer it if you were to remove phrases like "cemented itself as a potent threat" or "an effective choice for multiple playstyles, etc." and just immediately establish what Melm does.
Here's an example of what I'd like the overview to look- it's concise and immediately establishes what the mon does without needlessly elaborating the smaller details.

[SET]
name: Protective Pads
move 1: Double Iron Bash
move 2: Thunder Punch
move 3: Earthquake
move 4: Thunder Wave
item: Protective Pads
ability: Iron Fist
nature: Adamant
evs: 40 HP / 252 Atk / 104 SpD / 112 Spe

Superpower > Earthquake; sup's generally the better move.

[SET COMMENTS]

With Protective Pads, Melmetal is completely protected from contact damage and contact status, alleviating a significant weakness. be specific here; what are the mons that are forcing you to run pads? This set takes full advantage of Melmetal's signature move Double Iron Bash, which hits twice and has an effectively 51% chance to flinch the opposing Pokemon. This is completely unnecessary to mention; information about items is accessible just by hovering over the move itself, so there's no reason to include any of this
On its own, Double Iron Bash is tremendously powerful and heavily damages even common Melmetal pivots such as Landorus-Therian. Bash should be self-explanatory; if you want to explain the flinching aspect of it, expand on it in the twave section. Thunder Wave targets other standard Melmetal switch-ins such as Toxapex, Slowbro, Corviknight and Skarmory, and paired with Double Iron Bash Melmetal has high odds of rendering the opponent immobile for that turn with either a flinch or full paralysis. I feel like most of these examples are a little too circumstantial to be mentioned here; you could probably replace the pex / bro mentions with stuff that's shafted harder by twave like scizor and buzzwole? Not too keen on these suggestions either, but I reckon it's a little better than mentioning stuff that can switch to take itself out of tpunch range. This enables Melmetal to pick off these annoying defensive roadblocks with Thunder Punch once they have been sufficiently weakened. I'd prefer it if you were to just mention that tpunch midgrounds pex bro corvi etc. since it's easier for p much everyone to extract exactly what it hits without having to read a micro-essay on twave sequences. Earthquake rounds out this set's coverage, enabling it to beat Steel-type targets such as Heatran after paralysis and OHKO Magnezone on the switch. You're fine to keep the eq mentions as long as you explain the general drawbacks of giving up sup The provided EV spread is fast enough to outpace uninvested Hippowdon by 2 points, avoids the 2HKO from Hippowdon's Earthquake, and survives Magma Storm from Heatran after one round of Stealth Rock. You don't need to specify exactly how much it outspeeds something by; just mention that it allows you to do xyz function.

Because this Melmetal set typically targets defensive Pokemon such as Corviknight, Skarmory, Buzzwole and Toxapex, offensive Pokemon that share similar checks such as Weavile or Urshifu-R can benefit from the pressure placed on these targets to handle both threats at once. In turn, Weavile provides Melmetal with useful Knock Off support to remove Leftovers from targets like Toxapex and Hippowdon, making them easier for Melmetal to defeat, and can keep Garchomp in check with the threat of Ice Shard, while Urshifu-R's U-Turn support can bring Melmetal in against their shared checks, though this is more useful if those targets have already been paralyzed beforehand. I'm absolutely repeating myself at this point, but all of this needs to be condensed. As long as you can describe the basics of "xyz wears down shared checks in abc" then you're absolutely good to go. I'm also really confused about this Hippo mention; correct me if I'm wrong, but you're telling me that Melmetal that's faster than Hippowdon struggles so much w/ Hippo, that it needs to be knocked by Weavile in order for Melm to muscle past it? I know that might not be necessarily what you're trying to convey, but the fact that I can interpret it as such means that you probably should try clear up your phrasing. Hex Dragapult appreciates Melmetal spreading status alongside it, so that it can find more breaking and cleaning opportunities with Hex, and be freed to run Will-O-Wisp instead of Thunder Wave I'm not really a fan of this mention at all; saying you can drop twave for wisp doesn't necessarily sit right w/ me when you have to consider a small list of things before doing it (like if you actually want to be wisping the stuff that both melm and pult normally chuck some status at or if you have other ways of crippling heatran for pult, whether you want to give up on the speed control from pult, etc. etc.) so i'd personally prefer it if you just nuked this mention nd standard Choice Specs Dragapult also appreciates the strain Melmetal places on Toxapex and Corviknight, which are often used to blanket check it. Again, just condense this down to specs having good synergy w/ Melm; merge this point with the latter. In addition, Melmetal can be positioned via Dragapult's U-Turn against its common switch-ins such as Clefable and Blissey.

This Melmetal set is walled by Zapdos and has difficulty breaking past Gastrodon, so utility Pokemon that can take advantage of them such as specially defensive Heatran, Hippowdon, Blissey, Tangrowth and Galarian Slowking, or powerful breakers that can punish them, such as Choice Band Tyranitar, Tapu Lele, and Kartana, all make solid partners and appreciate the Thunder Wave support Melmetal provides. Please cut the examples; there's too much going on in the one sentence Melmetal often finds itself forced out by powerful breakers with Fighting, Ground or Fire coverage, the type chart falls under assumed knowledge (and is already accessible at the top of the page); remove this such as Galarian Zapdos, Buzzwole, Choice Band Kartana, Blacephalon, Heatran, and Garchomp. Again, way too many options - limit the examples to three at most as you're just going to overload the audience w/ too much information As such, countermeasures to these threats are appreciated. Toxapex can scout the move of choice from Galarian Zapdos or Buzzwole and chip it with Rocky Helmet, as well as provide a general Fire resist for Melmetal. Don't need to specify on the type synergy; just mention that it's checking the fighters and leave it at that. You can also remove the helm chip stuff. Shed Shell can be used instead of Rocky Helmet to allow Toxapex to act as a situational Heatran switch-in. This is unnecessary, just remove it. Buzzwole itself can make a good teammate for Melmetal, as it counters standard Scarf, Band and Swords Dance Kartana sets lacking Aerial Ace, this is a really roundabout way of saying "it checks kartana"; just leave it at that. Also idt aerial kart is big enough to the point where you have to namedrop it, so you can just drop the mention entirely. while also providing a check to Ground-types such as Garchomp and Landorus-Therian. Zapdos also assists in taking on Fighting-type nuisances to Melmetal such as Hawlucha lacking Stone Edge in addition to the aforementioned two Fighting-types, while also threatening to Static paralyze Pokemon that Melmetal typically can't easily Thunder Wave, such as Galarian Zapdos or Urshifu-R. there's too much bloat here; you can drop all mentions of static here and just talk about the defensive synergy Landorus-Therian itself makes a solid teammate for Melmetal, as it provides a general defensive glue try to avoid using terms like glue since the majority of your target audience knows fuck all about terms like that against Ground-types like opposing Landorus-Therian and Garchomp, while pivoting out against switch-ins like Clefable and Tapu Fini that Melmetal can take advantage of.

[SET]
name: Assault Vest
move 1: Double Iron Bash
move 2: Superpower
move 3: Thunder Punch
move 4: Ice Punch
item: Assault Vest
ability: Iron Fist
nature: Careful
evs: 128 HP / 116 Atk / 252 SpD / 12 Spe

I'd prefer it if you were to slash Earthquake behind Ice Punch here; tpunch is pathetically weak without investment vs pex + avoiding zone is a lot more important on av, esp when it's generally the only steel on a team

[SET COMMENTS]

Assault Vest allows Melmetal to act as a specially defensive glue for teams that are looking to improve their matchup against some of the tier's strongest specially offensive breakers, just say that it's used on teams that are looking for lele etc. checks such as Tapu Lele, Dragapult, and Moltres-Galar, in a slot that still pressures offensive threats like Arctozolt and Dragonite. I don't necessarily agree w/ this; i've always you're only ever really running av melm on teams that needs the compression of the one mon that checks a billion things as opposed to the whole offensive presence stuff. With Assault Vest to boost its ordinarily middling special defense, Melmetal's massive HP stat enables it to tank even powerful super effective hits and defeat opponents like Blacephalon, Heatran, Nasty Plot Tornadus-Therian, and Nidoking in a one on one. This is p unnecessary Superpower is generally the move of choice over Earthquake because it enables Melmetal to super effectively hit a wide variety of Steel-types like Heatran, Ferrothorn, and Magnezone without sacrificing the useful BoltBeam said this earlier; you don't need to include terms like this b/c all you're doing is causing unnecessary confusion for newer readers. coverage that Ice Punch and Thunder Punch provide, enabling it to hit switch-ins like Landorus-Therian, Garchomp, Corviknight, and Pelipper much harder. 12 speed EVs allows Melmetal to outspeed uninvested Toxapex by one point, again, no need to specify how much you're outspeeding something by, as long as you convey the basic idea that "melm is faster than toxapex", then you've done your job. while 128 HP EVs and 116 Attack EVs gives Melmetal enough bulk and immediate power to properly check the powerful offensive threats that it needs to. saying that "spread makes it bulky" really isn't helpful; given that this is a lot more complicated than your traditional max / max stuff that's on the dex, you actually have to elaborate and explain what it does here.

Assault Vest Melmetal is particularly vulnerable to contact damage from Iron Barbs and Rocky Helmet users. I don't quite understand why this is the first issue that needs to be highlighted. I get the general idea, but there's a billion more problems that AV melm generally has that should be addressed before contact damage; lack of general utility / recovery, overreliance on its item to actually check stuff, and its susceptibility to being knocked are all more pressing matters that should be addressed instead of helm chip. Speaking of pressing matters; I really don't know why you're using this to transition into zone... like I can see where you're coming from, but that's still a huge stretch to make the connection. If you really want to talk about zone, bring up the fact that it can struggle with steels b/c that's actually the reason you're using it (plus the whole zone being a fake steel thing which probably doesn't need to be addressed here) and not some contrived bullshit about avoiding chip from p much two or three mons. I could also talk about how zone doesn't necessarily help with the more common helmet mons like pex / zone / bro to name a few but we both know this isn't worth the time. Magnezone is capable of trapping and removing Ferrothorn and common Rocky Helmet carriers like Corviknight and Skarmory from the battle, opening Melmetal up to attack more comfortably against the opponent's team in their absence, and make progress against the rest of their Pokemon. Again, just make this simple to digest. Knock Off support from Pokemon such as Weavile, Landorus-Therian and Kartana can remove Rocky Helmet from targets like the aforementioned Corviknight and Skarmory, as well as Slowbro, or remove Shed Shell from Steel-types to create more synergy with Magnezone. Please just make this about wearing down shared checks. In return, Melmetal provides them with a solid switch-in against threats like Tapu Lele, Dragapult, and Weavile. If you merged this point with a brief mention of something like weavile being able to weaken corvi or whatever for it, then this would be absolutely perfect. This set is set-up fodder for Volcarona, so countermeasures such as Dragonite, Blissey, when the fuck are you ever using av melm with blissey? Choice Band Aqua Jet Urshifu-R, please just say urshifu and leave it at that - I get that jet is the most reliable way of removing it, but you have to assume that the audience has that assumed knowledge of something (or at least can put two and two together through reading Volc or shifu's entry) and just leave it at a namedrop and Garchomp can all help alleviate this issue and give Melmetal more freedom to attack, completely unnecessary with Garchomp and Dragonite also providing Melmetal with a Heatran switch-in. Zapdos can help cover it against powerful Fighting-Type breakers such as Buzzwole, Galarian Zapdos, and can threaten to Static paralyze Urshifu-R, the implication is that all of them here have to be cautious of static since they all make contact, so singling out urshifu doesn't do anything here while also appreciating Melmetal's ability to switch into threats like Dragapult and Tapu Lele for it. Tornadus-Therian can scout Choice Band or Scarf Kartana's option, or cover Swords Dance and Knock Off christ please just say that it can pivot into kartana in addition to pivoting Melmetal in against common specially defensive answers again, just say it torn can pivot out on its checks such as Blissey and Galarian Slowking, both of which Melmetal can threaten out.

[SET]
name: Choice Band
move 1: Double Iron Bash
move 2: Superpower
move 3: Earthquake
move 4: Thunder Punch / Ice Punch
item: Choice Band
ability: Iron Fist
nature: Adamant
evs: 32 HP / 252 Atk / 224 Spe

[SET COMMENTS]

With a Choice Band, Melmetal takes full advantage of its high base 143 attack stat and Iron Fist ability, serving as a dedicated wallbreaker. This is completely unnecessary, just remove this section. 224 speed EVs allows Melmetal to outpace Clefable. This is important because it stops the foe from knocking off Melmetal's Choice Band, paralyzing it with Thunder Wave, or hitting it with a boosted Thunder or Flamethrower in a one on one scenario. This is far too long, just say something along the lines of "preventing it from cripping melm". This set runs both Superpower and Earthquake to assist Melmetal when trying to make midgrounds against cores with multiple Steel-types, such as Ferrothorn and Heatran. On the other hand, Earthquake is generally safer vs Magnezone builds to avoid being trapped easily, and can serve as a midground against Toxapex. It would be so much easier just to say eq hits xyz, superpower hits abc. This midground stuff - while nice - just makes this insufferably long.
Thunder Punch gives Melmetal a strong option against would-be switch-ins like Corviknight and Skarmory, replace the skarm mention with slowbro; skarm's more or less dead and hitting bro is p much the biggest reason as to why you're running it. but if Melmetal is being run alongside a partner like Magnezone to remove these targets, it is free to run Ice Punch to nail Landorus-Therian with an OHKO on the switch, as well as have an option to hit Zapdos super effectively. Please just say that ice punch is an option to hit xyz

Melmetal needs to find opportunities to punch holes in the opponent's team early-game and mid-game, so naturally it benefits from partners that provide it with safe switch ins. Tornadus-Therian, Dragapult and Tapu Koko can force switches and use U-Turn to position Melmetal against specially defensive answers please just cut down on this filler such as Blissey and Galarian Slowking. Rotom-W provides a Ground-type immunity and Heatran pivot for Melmetal, and provides a slow Volt Switch against the same specially defensive targets. Ignoring the same filler for a moment - calling rotom's volt a slow volt is kinda misleading when it's p much faster than everything you're referring to; on a similar note, i'd prefer it if you would merge this mention with the lando mention below and just have the focus of this be defensive pivots in general instead of just rotom since there's really no reason to keep them separated beyond drawing out of the length of this. I'd also suggest adding Slowbro to this list since it does exactly what lando + rotom offers Landorus-Therian provides a useful Ground-type immunity for Melmetal, can set Stealth Rock to help chip down Corviknight and Skarmory into KO range for Melmetal, and can pivot Melmetal in with U-Turn against switch-ins like Clefable and Tapu Fini. The aforementioned Magnezone traps and removes major annoyances such as Skarmory, Corviknight and Ferrothorn, all of which Melmetal enjoys being gone so that it can more comfortably make use of it's monstrously powerful Double Iron Bash. I'm not really a fan of this example here since it's not like cb melm actually needs zone support; you're always one click of a button away from nuking all the steels into bash range anyways, so you could probably remove this mention. Choice Band Melmetal appreciates Future Sight support to ease prediction in breaking down defensive cores this is more of a nitpick than anything but it's a little weird to describe these examples as defensive cores; ofc i know what you're referring to here but I still think it makes a little more sense here to just phrase it like "eases prediction against mons pex, corviknight, and whatever" since you're painting a little more of a more digestible picture. Basically it comes down to saying that it makes it easier to play around individual mons, which makes it easier for newer players to understand such as Toxapex, Hippowdon and Corviknight, If you do end up making this about general mons, I'd like you to replace this hippo mention with something like zapdos, which does actually force melm to think before clicking so Slowking, Galarian Slowking, Slowbro, and Choice Scarf Tapu Lele with Future Sight all make solid teammates. not really a fan of the lele mention here; i'm personally against using two high-risk pretty prediction reliant mons w/ a lot of similar flaws together, and it seems like people generally agree since i don't think i've ever seen the two used together at a decent level of play. Honestly you could probably drop the gking mention altogether since it's a really awkward partner for melm in practice given that they generally draw in the same type of stuff that forces both out anyways. Notably, Slowbro is capable of pivoting in against Pokemon that force Melmetal out, like Urshifu-R, Galarian Zapdos, Landorus-Therian, and Garchomp. Late game cleaners such as Swords Dance Weavile, Dragapult, Choice Scarf Blacephalon, Choice Scarf Kartana, and Dragonite all appreciate Melmetal's immediate power to soften up teams to close out the game. I'm not too keen on a lot of these examples; I brought this up earlier, but I'm personally a fan of pairing cb melm with a lot of these momentum drainers since it just makes things unnecessarily difficult, so I'd personally prefer it if you were to replace some of these mentions with stuff like koko and cm fini.

[CREDITS]
- Written by: [[Azure Nights, 431662]] make sure to update your own name as well
- Quality checked by: [[ausma, 360720], [curiosity, 443485]] make sure you implement these
- Grammar checked by: [[username1, userid1], [username2, userid2]]

Great effort. Since there's clearly been a lot of time and effort that's gone into this, I wanted to give you some quick feedback:

This is ridiculously long. I appreciate that you want to expand on certain points, but it mostly gives off the impression that you're trying to hit a certain word count, as opposed to trying to succinctly explain what needs to be said, exactly like you'd pad out an essay with a ridiculous word requirement. Remember: the general purpose of an analysis is to let the audience spend as little time as possible to learn the absolute basics of a mon; this is important because we'd rather let users learn things practically instead of hiking through mountains of words to learn information that would ultimately be useless to them. I'd also like to mention that the average attention span is gradually decreasing in length (see: abhi) so you absolutely have to be pumping out useful information as quickly as possible.

I think it also wouldn't hurt to double check what you've written down once every so often...? Truthfully I'm not sure if that's the problem or not, but assuming it is; you're clearly capable of writing some really good stuff, but every so often, you'd encounter a section that reads like: "in order to run av melmetal, you run magnezone so that you can avoid chip damage from helmet users" or "run weavile alongside pads melm so you can knock hippowdon" which probably could've been avoided if you'd gone back and read over your work again.

If you're also still interested in writing and have a decent amount of spare time / motivation to continue writing, then I'd probably check out the flying press; it's a lot more suited towards your current style of writing and you'd have a lot more liberty on what and how you'd want to write. Just some food for thought.

Anyways, please tag me once you've implemented anything. Please let me know if you have any questions.
 
[Overview]

Melmetal has cemented itself as a potent threat in the OverUsed metagame thanks to it's superb bulk and offensive presence. These traits make it very versatile, enabling it to run a variety of sets to fill different teambuilding roles as either a wallbreaker, or a check to powerful offensive threats in the tier such as Tapu Lele and Dragapult. Because of this versatility, Melmetal can be an effective choice for multiple playstyles, typically bulky offense and balance. No matter the set, Melmetal's overall bulk permits it to act as a valuable anti-offense mon capable of blanket checking several setup win conditions that fail to immediately OHKO it, such as Dragon Dance Dragapult, Calm Mind Tapu Fini, Swords Dance Weavile lacking Low Kick, and Dragonite. Melmetal's main flaw lies in its Speed, where it often has to run lots of investment on offensive sets in order to outpace even slow targets such as Clefable and Corviknight. In addition, its powerful signature move Double Iron Bash is somewhat inhibited by the threat of contact damage or status and it's low 8 PP. Melmetal is also prone to being overwhelmed thanks to this low speed and lack of reliable recovery inhibiting its defensive value the more it gets chipped. Not really a fan of this low PP business. I know it's a general problem it has, but you're more or less implying that bash is the only way it's getting damage off, which isn't really the best image to paint when it's def not true.

This needs to be condensed; you're just making it harder for people to quickly extract information by padding this like it's a high school essay. I'd prefer it if you were to remove phrases like "cemented itself as a potent threat" or "an effective choice for multiple playstyles, etc." and just immediately establish what Melm does.
Here's an example of what I'd like the overview to look- it's concise and immediately establishes what the mon does without needlessly elaborating the smaller details.

[SET]
name: Protective Pads
move 1: Double Iron Bash
move 2: Thunder Punch
move 3: Earthquake
move 4: Thunder Wave
item: Protective Pads
ability: Iron Fist
nature: Adamant
evs: 40 HP / 252 Atk / 104 SpD / 112 Spe

Superpower > Earthquake; sup's generally the better move.

[SET COMMENTS]

With Protective Pads, Melmetal is completely protected from contact damage and contact status, alleviating a significant weakness. be specific here; what are the mons that are forcing you to run pads? This set takes full advantage of Melmetal's signature move Double Iron Bash, which hits twice and has an effectively 51% chance to flinch the opposing Pokemon. This is completely unnecessary to mention; information about items is accessible just by hovering over the move itself, so there's no reason to include any of this
On its own, Double Iron Bash is tremendously powerful and heavily damages even common Melmetal pivots such as Landorus-Therian. Bash should be self-explanatory; if you want to explain the flinching aspect of it, expand on it in the twave section. Thunder Wave targets other standard Melmetal switch-ins such as Toxapex, Slowbro, Corviknight and Skarmory, and paired with Double Iron Bash Melmetal has high odds of rendering the opponent immobile for that turn with either a flinch or full paralysis. I feel like most of these examples are a little too circumstantial to be mentioned here; you could probably replace the pex / bro mentions with stuff that's shafted harder by twave like scizor and buzzwole? Not too keen on these suggestions either, but I reckon it's a little better than mentioning stuff that can switch to take itself out of tpunch range. This enables Melmetal to pick off these annoying defensive roadblocks with Thunder Punch once they have been sufficiently weakened. I'd prefer it if you were to just mention that tpunch midgrounds pex bro corvi etc. since it's easier for p much everyone to extract exactly what it hits without having to read a micro-essay on twave sequences. Earthquake rounds out this set's coverage, enabling it to beat Steel-type targets such as Heatran after paralysis and OHKO Magnezone on the switch. You're fine to keep the eq mentions as long as you explain the general drawbacks of giving up sup The provided EV spread is fast enough to outpace uninvested Hippowdon by 2 points, avoids the 2HKO from Hippowdon's Earthquake, and survives Magma Storm from Heatran after one round of Stealth Rock. You don't need to specify exactly how much it outspeeds something by; just mention that it allows you to do xyz function.

Because this Melmetal set typically targets defensive Pokemon such as Corviknight, Skarmory, Buzzwole and Toxapex, offensive Pokemon that share similar checks such as Weavile or Urshifu-R can benefit from the pressure placed on these targets to handle both threats at once. In turn, Weavile provides Melmetal with useful Knock Off support to remove Leftovers from targets like Toxapex and Hippowdon, making them easier for Melmetal to defeat, and can keep Garchomp in check with the threat of Ice Shard, while Urshifu-R's U-Turn support can bring Melmetal in against their shared checks, though this is more useful if those targets have already been paralyzed beforehand. I'm absolutely repeating myself at this point, but all of this needs to be condensed. As long as you can describe the basics of "xyz wears down shared checks in abc" then you're absolutely good to go. I'm also really confused about this Hippo mention; correct me if I'm wrong, but you're telling me that Melmetal that's faster than Hippowdon struggles so much w/ Hippo, that it needs to be knocked by Weavile in order for Melm to muscle past it? I know that might not be necessarily what you're trying to convey, but the fact that I can interpret it as such means that you probably should try clear up your phrasing. Hex Dragapult appreciates Melmetal spreading status alongside it, so that it can find more breaking and cleaning opportunities with Hex, and be freed to run Will-O-Wisp instead of Thunder Wave I'm not really a fan of this mention at all; saying you can drop twave for wisp doesn't necessarily sit right w/ me when you have to consider a small list of things before doing it (like if you actually want to be wisping the stuff that both melm and pult normally chuck some status at or if you have other ways of crippling heatran for pult, whether you want to give up on the speed control from pult, etc. etc.) so i'd personally prefer it if you just nuked this mention nd standard Choice Specs Dragapult also appreciates the strain Melmetal places on Toxapex and Corviknight, which are often used to blanket check it. Again, just condense this down to specs having good synergy w/ Melm; merge this point with the latter. In addition, Melmetal can be positioned via Dragapult's U-Turn against its common switch-ins such as Clefable and Blissey.

This Melmetal set is walled by Zapdos and has difficulty breaking past Gastrodon, so utility Pokemon that can take advantage of them such as specially defensive Heatran, Hippowdon, Blissey, Tangrowth and Galarian Slowking, or powerful breakers that can punish them, such as Choice Band Tyranitar, Tapu Lele, and Kartana, all make solid partners and appreciate the Thunder Wave support Melmetal provides. Please cut the examples; there's too much going on in the one sentence Melmetal often finds itself forced out by powerful breakers with Fighting, Ground or Fire coverage, the type chart falls under assumed knowledge (and is already accessible at the top of the page); remove this such as Galarian Zapdos, Buzzwole, Choice Band Kartana, Blacephalon, Heatran, and Garchomp. Again, way too many options - limit the examples to three at most as you're just going to overload the audience w/ too much information As such, countermeasures to these threats are appreciated. Toxapex can scout the move of choice from Galarian Zapdos or Buzzwole and chip it with Rocky Helmet, as well as provide a general Fire resist for Melmetal. Don't need to specify on the type synergy; just mention that it's checking the fighters and leave it at that. You can also remove the helm chip stuff. Shed Shell can be used instead of Rocky Helmet to allow Toxapex to act as a situational Heatran switch-in. This is unnecessary, just remove it. Buzzwole itself can make a good teammate for Melmetal, as it counters standard Scarf, Band and Swords Dance Kartana sets lacking Aerial Ace, this is a really roundabout way of saying "it checks kartana"; just leave it at that. Also idt aerial kart is big enough to the point where you have to namedrop it, so you can just drop the mention entirely. while also providing a check to Ground-types such as Garchomp and Landorus-Therian. Zapdos also assists in taking on Fighting-type nuisances to Melmetal such as Hawlucha lacking Stone Edge in addition to the aforementioned two Fighting-types, while also threatening to Static paralyze Pokemon that Melmetal typically can't easily Thunder Wave, such as Galarian Zapdos or Urshifu-R. there's too much bloat here; you can drop all mentions of static here and just talk about the defensive synergy Landorus-Therian itself makes a solid teammate for Melmetal, as it provides a general defensive glue try to avoid using terms like glue since the majority of your target audience knows fuck all about terms like that against Ground-types like opposing Landorus-Therian and Garchomp, while pivoting out against switch-ins like Clefable and Tapu Fini that Melmetal can take advantage of.

[SET]
name: Assault Vest
move 1: Double Iron Bash
move 2: Superpower
move 3: Thunder Punch
move 4: Ice Punch
item: Assault Vest
ability: Iron Fist
nature: Careful
evs: 128 HP / 116 Atk / 252 SpD / 12 Spe

I'd prefer it if you were to slash Earthquake behind Ice Punch here; tpunch is pathetically weak without investment vs pex + avoiding zone is a lot more important on av, esp when it's generally the only steel on a team

[SET COMMENTS]

Assault Vest allows Melmetal to act as a specially defensive glue for teams that are looking to improve their matchup against some of the tier's strongest specially offensive breakers, just say that it's used on teams that are looking for lele etc. checks such as Tapu Lele, Dragapult, and Moltres-Galar, in a slot that still pressures offensive threats like Arctozolt and Dragonite. I don't necessarily agree w/ this; i've always you're only ever really running av melm on teams that needs the compression of the one mon that checks a billion things as opposed to the whole offensive presence stuff. With Assault Vest to boost its ordinarily middling special defense, Melmetal's massive HP stat enables it to tank even powerful super effective hits and defeat opponents like Blacephalon, Heatran, Nasty Plot Tornadus-Therian, and Nidoking in a one on one. This is p unnecessary Superpower is generally the move of choice over Earthquake because it enables Melmetal to super effectively hit a wide variety of Steel-types like Heatran, Ferrothorn, and Magnezone without sacrificing the useful BoltBeam said this earlier; you don't need to include terms like this b/c all you're doing is causing unnecessary confusion for newer readers. coverage that Ice Punch and Thunder Punch provide, enabling it to hit switch-ins like Landorus-Therian, Garchomp, Corviknight, and Pelipper much harder. 12 speed EVs allows Melmetal to outspeed uninvested Toxapex by one point, again, no need to specify how much you're outspeeding something by, as long as you convey the basic idea that "melm is faster than toxapex", then you've done your job. while 128 HP EVs and 116 Attack EVs gives Melmetal enough bulk and immediate power to properly check the powerful offensive threats that it needs to. saying that "spread makes it bulky" really isn't helpful; given that this is a lot more complicated than your traditional max / max stuff that's on the dex, you actually have to elaborate and explain what it does here.

Assault Vest Melmetal is particularly vulnerable to contact damage from Iron Barbs and Rocky Helmet users. I don't quite understand why this is the first issue that needs to be highlighted. I get the general idea, but there's a billion more problems that AV melm generally has that should be addressed before contact damage; lack of general utility / recovery, overreliance on its item to actually check stuff, and its susceptibility to being knocked are all more pressing matters that should be addressed instead of helm chip. Speaking of pressing matters; I really don't know why you're using this to transition into zone... like I can see where you're coming from, but that's still a huge stretch to make the connection. If you really want to talk about zone, bring up the fact that it can struggle with steels b/c that's actually the reason you're using it (plus the whole zone being a fake steel thing which probably doesn't need to be addressed here) and not some contrived bullshit about avoiding chip from p much two or three mons. I could also talk about how zone doesn't necessarily help with the more common helmet mons like pex / zone / bro to name a few but we both know this isn't worth the time. Magnezone is capable of trapping and removing Ferrothorn and common Rocky Helmet carriers like Corviknight and Skarmory from the battle, opening Melmetal up to attack more comfortably against the opponent's team in their absence, and make progress against the rest of their Pokemon. Again, just make this simple to digest. Knock Off support from Pokemon such as Weavile, Landorus-Therian and Kartana can remove Rocky Helmet from targets like the aforementioned Corviknight and Skarmory, as well as Slowbro, or remove Shed Shell from Steel-types to create more synergy with Magnezone. Please just make this about wearing down shared checks. In return, Melmetal provides them with a solid switch-in against threats like Tapu Lele, Dragapult, and Weavile. If you merged this point with a brief mention of something like weavile being able to weaken corvi or whatever for it, then this would be absolutely perfect. This set is set-up fodder for Volcarona, so countermeasures such as Dragonite, Blissey, when the fuck are you ever using av melm with blissey? Choice Band Aqua Jet Urshifu-R, please just say urshifu and leave it at that - I get that jet is the most reliable way of removing it, but you have to assume that the audience has that assumed knowledge of something (or at least can put two and two together through reading Volc or shifu's entry) and just leave it at a namedrop and Garchomp can all help alleviate this issue and give Melmetal more freedom to attack, completely unnecessary with Garchomp and Dragonite also providing Melmetal with a Heatran switch-in. Zapdos can help cover it against powerful Fighting-Type breakers such as Buzzwole, Galarian Zapdos, and can threaten to Static paralyze Urshifu-R, the implication is that all of them here have to be cautious of static since they all make contact, so singling out urshifu doesn't do anything here while also appreciating Melmetal's ability to switch into threats like Dragapult and Tapu Lele for it. Tornadus-Therian can scout Choice Band or Scarf Kartana's option, or cover Swords Dance and Knock Off christ please just say that it can pivot into kartana in addition to pivoting Melmetal in against common specially defensive answers again, just say it torn can pivot out on its checks such as Blissey and Galarian Slowking, both of which Melmetal can threaten out.

[SET]
name: Choice Band
move 1: Double Iron Bash
move 2: Superpower
move 3: Earthquake
move 4: Thunder Punch / Ice Punch
item: Choice Band
ability: Iron Fist
nature: Adamant
evs: 32 HP / 252 Atk / 224 Spe

[SET COMMENTS]

With a Choice Band, Melmetal takes full advantage of its high base 143 attack stat and Iron Fist ability, serving as a dedicated wallbreaker. This is completely unnecessary, just remove this section. 224 speed EVs allows Melmetal to outpace Clefable. This is important because it stops the foe from knocking off Melmetal's Choice Band, paralyzing it with Thunder Wave, or hitting it with a boosted Thunder or Flamethrower in a one on one scenario. This is far too long, just say something along the lines of "preventing it from cripping melm". This set runs both Superpower and Earthquake to assist Melmetal when trying to make midgrounds against cores with multiple Steel-types, such as Ferrothorn and Heatran. On the other hand, Earthquake is generally safer vs Magnezone builds to avoid being trapped easily, and can serve as a midground against Toxapex. It would be so much easier just to say eq hits xyz, superpower hits abc. This midground stuff - while nice - just makes this insufferably long.
Thunder Punch gives Melmetal a strong option against would-be switch-ins like Corviknight and Skarmory, replace the skarm mention with slowbro; skarm's more or less dead and hitting bro is p much the biggest reason as to why you're running it. but if Melmetal is being run alongside a partner like Magnezone to remove these targets, it is free to run Ice Punch to nail Landorus-Therian with an OHKO on the switch, as well as have an option to hit Zapdos super effectively. Please just say that ice punch is an option to hit xyz

Melmetal needs to find opportunities to punch holes in the opponent's team early-game and mid-game, so naturally it benefits from partners that provide it with safe switch ins. Tornadus-Therian, Dragapult and Tapu Koko can force switches and use U-Turn to position Melmetal against specially defensive answers please just cut down on this filler such as Blissey and Galarian Slowking. Rotom-W provides a Ground-type immunity and Heatran pivot for Melmetal, and provides a slow Volt Switch against the same specially defensive targets. Ignoring the same filler for a moment - calling rotom's volt a slow volt is kinda misleading when it's p much faster than everything you're referring to; on a similar note, i'd prefer it if you would merge this mention with the lando mention below and just have the focus of this be defensive pivots in general instead of just rotom since there's really no reason to keep them separated beyond drawing out of the length of this. I'd also suggest adding Slowbro to this list since it does exactly what lando + rotom offers Landorus-Therian provides a useful Ground-type immunity for Melmetal, can set Stealth Rock to help chip down Corviknight and Skarmory into KO range for Melmetal, and can pivot Melmetal in with U-Turn against switch-ins like Clefable and Tapu Fini. The aforementioned Magnezone traps and removes major annoyances such as Skarmory, Corviknight and Ferrothorn, all of which Melmetal enjoys being gone so that it can more comfortably make use of it's monstrously powerful Double Iron Bash. I'm not really a fan of this example here since it's not like cb melm actually needs zone support; you're always one click of a button away from nuking all the steels into bash range anyways, so you could probably remove this mention. Choice Band Melmetal appreciates Future Sight support to ease prediction in breaking down defensive cores this is more of a nitpick than anything but it's a little weird to describe these examples as defensive cores; ofc i know what you're referring to here but I still think it makes a little more sense here to just phrase it like "eases prediction against mons pex, corviknight, and whatever" since you're painting a little more of a more digestible picture. Basically it comes down to saying that it makes it easier to play around individual mons, which makes it easier for newer players to understand such as Toxapex, Hippowdon and Corviknight, If you do end up making this about general mons, I'd like you to replace this hippo mention with something like zapdos, which does actually force melm to think before clicking so Slowking, Galarian Slowking, Slowbro, and Choice Scarf Tapu Lele with Future Sight all make solid teammates. not really a fan of the lele mention here; i'm personally against using two high-risk pretty prediction reliant mons w/ a lot of similar flaws together, and it seems like people generally agree since i don't think i've ever seen the two used together at a decent level of play. Honestly you could probably drop the gking mention altogether since it's a really awkward partner for melm in practice given that they generally draw in the same type of stuff that forces both out anyways. Notably, Slowbro is capable of pivoting in against Pokemon that force Melmetal out, like Urshifu-R, Galarian Zapdos, Landorus-Therian, and Garchomp. Late game cleaners such as Swords Dance Weavile, Dragapult, Choice Scarf Blacephalon, Choice Scarf Kartana, and Dragonite all appreciate Melmetal's immediate power to soften up teams to close out the game. I'm not too keen on a lot of these examples; I brought this up earlier, but I'm personally a fan of pairing cb melm with a lot of these momentum drainers since it just makes things unnecessarily difficult, so I'd personally prefer it if you were to replace some of these mentions with stuff like koko and cm fini.

[CREDITS]
- Written by: [[Azure Nights, 431662]] make sure to update your own name as well
- Quality checked by: [[ausma, 360720], [curiosity, 443485]] make sure you implement these
- Grammar checked by: [[username1, userid1], [username2, userid2]]

Great effort. Since there's clearly been a lot of time and effort that's gone into this, I wanted to give you some quick feedback:

This is ridiculously long. I appreciate that you want to expand on certain points, but it mostly gives off the impression that you're trying to hit a certain word count, as opposed to trying to succinctly explain what needs to be said, exactly like you'd pad out an essay with a ridiculous word requirement. Remember: the general purpose of an analysis is to let the audience spend as little time as possible to learn the absolute basics of a mon; this is important because we'd rather let users learn things practically instead of hiking through mountains of words to learn information that would ultimately be useless to them. I'd also like to mention that the average attention span is gradually decreasing in length (see: abhi) so you absolutely have to be pumping out useful information as quickly as possible.

I think it also wouldn't hurt to double check what you've written down once every so often...? Truthfully I'm not sure if that's the problem or not, but assuming it is; you're clearly capable of writing some really good stuff, but every so often, you'd encounter a section that reads like: "in order to run av melmetal, you run magnezone so that you can avoid chip damage from helmet users" or "run weavile alongside pads melm so you can knock hippowdon" which probably could've been avoided if you'd gone back and read over your work again.

If you're also still interested in writing and have a decent amount of spare time / motivation to continue writing, then I'd probably check out the flying press; it's a lot more suited towards your current style of writing and you'd have a lot more liberty on what and how you'd want to write. Just some food for thought.

Anyways, please tag me once you've implemented anything. Please let me know if you have any questions.
Hey, thanks for the feedback. I went through and tried to quickly edit the wording used on the sections you pointed out about Hippowdon and Magnezone, so that they hopefully read a little easier and make more sense. I replaced the mention of Weavile knocking Hippowdon with Ferrothorn instead, as Ferrothorn is a more realistic switch-in for Knock in this case. I tried to make the wording for Magnezone as a partner for AV Melmetal more clearly read more as a suggestion than a necessity as well, but if it still doesn't read right, let me know. Later today when I've got a bit more time, I'm going to try and effectively slim down the analysis some more, especially the section about pads.

Admittedly this is my first time writing an analysis, and wasn't entirely sure how much I would be required to write before choosing the Pokemon. When I realized that I would have to write an analysis for 3 sets, it was definitely more challenging than I expected, which is why I think I made these errors. That's entirely on me of course, but I'm happy to keep writing the analysis and trying to make sure it's up to standard. I'm just figuring out how to get better at efficiently conveying all this info. I'll be sure to look into the flying press as well, because it does sound pretty fun to write for honestly
 
Spoke with the QC team and we came to the agreement that this is a very high priority analysis, and as such need to get this out as soon as possible with the most accurate information. I appreciate the effort and work put into this, but we feel its best to reassign at this time. Please feel free to come to me with any questions.

Locking and reassigning.
 
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