PU OTR Rabsca

rien

got that stank up on me
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:sv/rabsca:
[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psyshock
move 3: Earth Power
move 4: Bug Buzz / Recover
item: Life Orb / Heavy-Duty Boots
ability: Synchronize
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Atk / 0 Spe
tera type: Ground / Bug / Psychic

[SET COMMENTS]

Rabsca is a fearsome, albeit relatively niche, late-game sweeper that makes use of Trick Room, healthy Special Attack, and good coverage to perform cleaning and wallbreaking duties. Psyshock takes precedence over Psychic, as it allows Rabsca to pressure specially defensive foes like Articuno and setup sweepers like Calm Mind Misdreavus; it also lets Rabsca deal considerably more damage to Crabominable. Earth Power deals considerable damage to Skuntank, Pyroar, Alolan Dugtrio, and Tinkatuff and complements Psyshock by pressuring targets like Iron Defense Carbink. Bug Buzz is Rabsca's best move to pressure foes like Gogoat and Alolan Persian. Recover allows Rabsca to mitigate entry hazard chip damage as well as to play a more active role during early-game as a switch-in to targets like Indeedee-F and Raichu, although forgoing Bug Buzz notably leaves it unable to hit Honchkrow and limits its ability to check Gogoat. Life Orb greatly increases Rabsca's damage output, notably allowing it to OHKO targets like Skuntank and Crabominable before Terastallizing, as well as 2HKO specially defensive Articuno after slight chip damage. Heavy-Duty Boots can be used for easier setup and more reliable checking of targets, like Carbink, should Rabsca choose to run Recover, but it usually prefers the increased damage output. Tera Ground and Tera Bug can be used to boost Earth Power and Bug Buzz's damage output, respectively; they also notably ease its ability to set up on Misdreavus, which otherwise threatens it with Shadow Ball or Hex, as well as prevent Skuntank and Honchkrow's Sucker Punch from prematurely ending its sweep. Tera Psychic is less reliable, as it limits Rabsca's setup opportunities, but it is otherwise effective for beating Articuno. A Quiet nature and 0 Speed IVs allow Rabsca to outspeed the entire metagame, aside from other dedicated Trick Room attackers like Crabominable and Camerupt, while Trick Room is active.

Rabsca works best as a late-game sweeper, making it a good fit on offensive teams that can wear opposing Pokemon down throughout the match and take care of Pokemon like Misdreavus and Alolan Persian that can make Rabsca's job of setting up with Trick Room difficult. Pivots like Alolan Persian, Rotom-F, and Articuno can create safe switch-in opportunities for Rabsca if it is needed to check a target early-game or set up late-game. Bulky Alolan Persian can switch into Pokemon that threaten Rabsca out like Lycanroc-N, and it appreciates Rabsca pressuring foes like Dachsbun and Tinkatuff for it. Rotom-F and Articuno appreciate Recover variants of Rabsca, which are able to check Carbink, and in return, they can pressure threats like Masquerain and Misdreavus for it. Raichu, as well as Tinkatuff, can create setup opportunities for Rabsca with Encore; the latter is especially notable for making Rabsca's late-game cleaning easier by accelerating the opposing team being worn down by hazards with Knock Off. Indeedee-F can form an efficient Psychic-type core with Rabsca, and it notably gives Life Orb variants optimal entry with Healing Wish as well as boosting Psyshock and blocking priority from Pokemon like Skuntank and Basculin with Psychic Terrain. Crabominable greatly appreciates Recover variants' ability to check Carbink, and it can make use of leftover Trick Room turns to wallbreak. Hazard removers like Dartrix and Quaxwell can ease Life Orb variants' task of setting up late-game without relying on recovery.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/rien.474994/
Quality checked by:
https://www.smogon.com/forums/members/uhbella.567483/
Grammar checked by:
https://www.smogon.com/forums/members/ken.594478/
 
Last edited:
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Doing an AM check to make some people's lives a little easier :)
add remove change

:sv/rabsca:
[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psyshock
move 3: Earth Power
move 4: Bug Buzz / Recover
item: Life Orb / Heavy-Duty Boots
ability: Synchronize
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Atk / 0 Spe
tera type: Ground / Bug / Psychic

[SET COMMENTS]

Rabsca is a fearsome, albeit relatively niche, late-game sweeper that makes use of Trick Room, healthy Special Attack, and good coverage to perform cleaning and even wallbreaking duties. Psyshock takes precedence over Psychic as it allows Rabsca to pressure specially defensive foes like Articuno and setup sweepers like Calm Mind Misdreavus, while also dealing (I get what you meant here, but the way it was written didn't really flow well when I was reading it.) considerably more damage to Crabominable. Earth Power deals considerable damage to Skuntank, Pyroar, and Alolan Dugtrio, and complements Psyshock by pressuring targets like Iron Defense Carbink. Bug Buzz is Rabsca's best move to pressure foes like Gogoat and Alolan Persian. (You mention later that dropping Bug Buzz leaves you unable to hit Honchkrow, I feel like that would be the single most imperative thing to mention about this choice and could be brought up earlier.) Recover allows Rabsca to mitigate entry hazard chip damage as well as to play a more active role during early-game as a switch-in to targets like Indeedee-F and Raichu, although it notably leaves it unable to hit Honchkrow and limits its ability to check Gogoat. Life Orb greatly increases Rabsca's damage output, notably allowing it to OHKO targets like Skuntank and Crabominable before Terastallizing, as well as 2HKO specially defensive Articuno after slight chip damage. Heavy-Duty Boots can be used for easier setup and more reliable checking of targets like Carbink should Rabsca choose to run Recover, but it usually prefers the increased damage output. Tera Ground and Tera Bug can be used to boost Earth Power and Bug Buzz's damage output respectively. They also notably ease its ability to set up on Misdreavus which otherwise threatens it with Shadow Ball or Hex, as well as prevent Skuntank's Sucker Punch from prematurely ending its sweep. Tera Psychic is less reliable as it limits Rabsca's setup opportunities, but it is otherwise effective for beating Articuno. A Quiet nature and 0 Speed IVs allow Rabsca to outspeed the entire metagame, aside from other dedicated Trick Room attackers like Crabominable and Camerupt, while Trick Room is active.

Rabsca works best as a late-game sweeper, making it a good fit on offensive teams that can wear opposing Pokemon down throughout the match and take care of Pokemon like Misdreavus and Alolan Persian that can make Rabsca's job of setting up with Trick Room difficult. Pivots like Alolan Persian, Rotom-F, and Articuno can create safe switch-in opportunities for Rabsca if it is needed to check a target earlier in the game. Bulky Alolan Persian can switch into Pokemon that threaten Rabsca out like Lycanroc-N, and it appreciates Rabsca pressuring foes like Dachsbun and Tinkatuff for it. Rotom-F and Articuno appreciate Recover variants of Rabsca being able to check Carbink, and in return they can pressure threats like Masquerain and Misdreavus for it. Raichu, as well as as Tinkatuff, can create setup opportunities for Rabsca with Encore; the latter is especially notable for making Rabsca's late-game cleaning easier by accelerating the opposing team's hazards wear-down with Knock Off. Indeedee-F can form an efficient Psychic-type core with Rabsca, and it notably gives Life Orb variants optimal entry with Healing Wish as well as boosting Psyshock with Psychic Terrain. Crabominable greatly appreciates Recover variants' ability to check Carbink and it can make use of leftover Trick Room turns to wallbreak. Hazard removers like Dartrix and Quaxwell can ease Life Orb variants' task of setting up late-game without relying on recovery.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/rien.474994/
Quality checked by:
https://www.smogon.com/forums/members/user3.102/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
 
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Reactions: asa
QC check :3
Additions Removals Comments
:sv/rabsca:
[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psyshock
move 3: Earth Power
move 4: Bug Buzz / Recover
item: Life Orb / Heavy-Duty Boots
ability: Synchronize
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Atk / 0 Spe
tera type: Ground / Bug / Psychic

[SET COMMENTS]

Rabsca is a fearsome, albeit relatively niche, late-game sweeper that makes use of Trick Room, healthy Special Attack, and good coverage to perform cleaning and even wallbreaking duties. Psyshock takes precedence over Psychic as it allows Rabsca to pressure specially defensive foes like Articuno and setup sweepers like Calm Mind Misdreavus; it also lets it deal considerably more damage to Crabominable. Earth Power deals considerable damage to Skuntank, Pyroar, and Alolan Dugtrio, (Tinkatuff feels like a big missed mention here, mention it) and complements Psyshock by pressuring targets like Iron Defense Carbink. Bug Buzz is Rabsca's best move to pressure foes like Gogoat and Alolan Persian. Recover allows Rabsca to mitigate entry hazard chip damage as well as to play a more active role during the early-game as a switch-in to targets like Indeedee-F and Raichu, although forgoing Bug Buzz notably leaves it unable to hit Honchkrow and limits its ability to check Gogoat. Life Orb greatly increases Rabsca's damage output, notably allowing it to OHKO targets like Skuntank and Crabominable before Terastallizing, as well as 2HKO specially defensive Articuno after slight chip damage. Heavy-Duty Boots can be used for easier setup and more reliable checking of targets like Carbink should Rabsca choose to run Recover, but it usually prefers the increased damage output. Tera Ground and Tera Bug can be used to boost Earth Power and Bug Buzz's damage output respectively; they also notably ease its ability to set up on Misdreavus which otherwise threatens it with Shadow Ball or Hex, as well as prevent Skuntank's (And Honchrows) Sucker Punch from prematurely ending its sweep. Tera Psychic is less reliable as it limits Rabsca's setup opportunities, but it is otherwise effective for beating Articuno. A Quiet nature and 0 Speed IVs allow Rabsca to outspeed the entire metagame, aside from other dedicated Trick Room attackers like Crabominable and Camerupt, while Trick Room is active. (Subjective but i feel like you probably want to move the last part of "while TR is active" to after "the entire metagame")

Rabsca works best as a late-game sweeper, making it a good fit on offensive teams that can wear opposing Pokemon down throughout the match and take care of Pokemon like Misdreavus and Alolan Persian that can make Rabsca's job of setting up with Trick Room difficult. Pivots like Alolan Persian, Rotom-F, and Articuno can create safe switch-in opportunities for Rabsca if it is needed to check a target earlier in the game (Also lets it get in for the late game cleanup too). Bulky Alolan Persian can switch into Pokemon that threaten Rabsca out like Lycanroc-N, and it appreciates Rabsca pressuring foes like Dachsbun and Tinkatuff for it. Rotom-F and Articuno appreciate Recover variants of Rabsca being able to check Carbink, and in return they can pressure threats like Masquerain and Misdreavus for it. Raichu, as well as as Tinkatuff, can create setup opportunities for Rabsca with Encore; the latter is especially notable for making Rabsca's late-game cleaning easier by accelerating the opposing team's hazards wear-down with Knock Off. Indeedee-F can form an efficient Psychic-type core with Rabsca, and it notably gives Life Orb variants optimal entry with Healing Wish as well as boosting Psyshock with Psychic Terrain (Also allows it to not fear Sucker Punch / generally priority). Crabominable greatly appreciates Recover variants' ability to check Carbink and it can make use of leftover Trick Room turns to wallbreak. Hazard removers like Dartrix and Quaxwell can ease Life Orb variants' task of setting up late-game without relying on recovery.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/rien.474994/
Quality checked by:
https://www.smogon.com/forums/members/uhbella.567483/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/

not alot to say, 1/1
whimsicott-pokemon.gif
 
1/1 GP Team done
add remove comment
:sv/rabsca:
[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psyshock
move 3: Earth Power
move 4: Bug Buzz / Recover
item: Life Orb / Heavy-Duty Boots
ability: Synchronize
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Atk / 0 Spe
tera type: Ground / Bug / Psychic

[SET COMMENTS]

Rabsca is a fearsome, albeit relatively niche, late-game sweeper that makes use of Trick Room, healthy Special Attack, and good coverage to perform cleaning and wallbreaking duties. Psyshock takes precedence over Psychic, (ac) as it allows Rabsca to pressure specially defensive foes like Articuno and setup sweepers like Calm Mind Misdreavus; it also lets it Rabsca deal considerably more damage to Crabominable. Earth Power deals considerable damage to Skuntank, Pyroar, Alolan Dugtrio, and Tinkatuff (rc) and complements Psyshock by pressuring targets like Iron Defense Carbink. Bug Buzz is Rabsca's best move to pressure foes like Gogoat and Alolan Persian. Recover allows Rabsca to mitigate entry hazard chip damage as well as to play a more active role during early-game as a switch-in to targets like Indeedee-F and Raichu, although forgoing Bug Buzz notably leaves it unable to hit Honchkrow and limits its ability to check Gogoat. Life Orb greatly increases Rabsca's damage output, notably allowing it to OHKO targets like Skuntank and Crabominable before Terastallizing, as well as 2HKO specially defensive Articuno after slight chip damage. Heavy-Duty Boots can be used for easier setup and more reliable checking of targets, (ac) like Carbink, (ac) should Rabsca choose to run Recover, but it usually prefers the increased damage output. Tera Ground and Tera Bug can be used to boost Earth Power and Bug Buzz's damage output, (ac) respectively; they also notably ease its ability to set up on Misdreavus, (ac) which otherwise threatens it with Shadow Ball or Hex, as well as prevent Skuntank and Honchkrow's Sucker Punch from prematurely ending its sweep. Tera Psychic is less reliable, (ac) as it limits Rabsca's setup opportunities, but it is otherwise effective for beating Articuno. A Quiet nature and 0 Speed IVs allow Rabsca to outspeed the entire metagame, aside from other dedicated Trick Room attackers like Crabominable and Camerupt, while Trick Room is active.

Rabsca works best as a late-game sweeper, making it a good fit on offensive teams that can wear opposing Pokemon down throughout the match and take care of Pokemon like Misdreavus and Alolan Persian that can make Rabsca's job of setting up with Trick Room difficult. Pivots like Alolan Persian, Rotom-F, and Articuno can create safe switch-in opportunities for Rabsca if it is needed to check a target earlier in the game early-game or set up late-game. Bulky Alolan Persian can switch into Pokemon that threaten Rabsca out like Lycanroc-N, and it appreciates Rabsca pressuring foes like Dachsbun and Tinkatuff for it. Rotom-F and Articuno appreciate Recover variants of Rabsca, (ac) being which are able to check Carbink, and in return, (ac) they can pressure threats like Masquerain and Misdreavus for it. Raichu, as well as as Tinkatuff, can create setup opportunities for Rabsca with Encore; the latter is especially notable for making Rabsca's late-game cleaning easier by accelerating the opposing team's hazards wear-down team being worn down by hazards with Knock Off. Indeedee-F can form an efficient Psychic-type core with Rabsca, and it notably gives Life Orb variants optimal entry with Healing Wish as well as boosting Psyshock and blocking priority from Pokemon like Skuntank and Basculin with Psychic Terrain. Crabominable greatly appreciates Recover variants' ability to check Carbink, (ac) and it can make use of leftover Trick Room turns to wallbreak. Hazard removers like Dartrix and Quaxwell can ease Life Orb variants' task of setting up late-game without relying on recovery.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/rien.474994/
Quality checked by:
https://www.smogon.com/forums/members/uhbella.567483/
Grammar checked by:
https://www.smogon.com/forums/members/ken.594478/
 
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