Note- I've done no testing with this set; This is all theorycraft. I know that's not very forgivable with the availability of Shoddy, but I would prefer input from other people on how well it would work before I proceed to test it or scrap it. Also, I wanna note that I haven't been able to see the beta mainpage for DAYS (Not a 404, but simply an "Internet Exploder can not display this webpage yada yada"), and as a result haven't been able to check the analyses. This was pissing me off because I've been trying to find something, preferably a rock-type, to steal Blissey's slot in my semi-SS-based team. It would be SO cool if it were possible to put the analyses back onto the forums somewhere (or if they are already, point them out to me and call me a dumbass); they'd be a lot easier to access even when you CAN get to the main page.
Steel/Rock- A horrible defensive typing combination, leaving you with 4x weaknesses to two of the most common attacking types, Ground and Fighting. You're also weak to Water.
You do get 4x resistances to Normal and Flying, as well as resistance to Ice, Psychic, Bug, Rock, Ghost, Dragon, and Dark; Leaving you neutral to Steel, Grass, Electric, and Fire.
If it weren't for the weaknesses to Fighting and Ground, this would be an amazing walling typing. But, then again, Fighting and Ground are mainly Physical...
Usable Support Movepool:
Magnet Rise
Gravity
Iron Defense
Block
Thunder Wave
Rest
Lock-On
Toxic
Taunt
Stealth Rock
The lack of a recovery move aside from rest hurts Probopass the most, being the only thing aside from his typing stopping him from being a god-like wall. He gets access to some unique support, including Magnet Rise (I guess) and Gravity (my favorite!).
Usable Special Attack Movepool
Discharge
Zap Cannon
Earth Power
Thunderbolt
Thunder
Shock Wave
Flash Cannon
Okay, I'll admit- "Usable" is a bit of a stretch. Since this set will work best in a Sandstorm, Thunder is immediately out. Zap Cannon is pretty much shit, though usable because of Probo's durability and access to Gravity (yum). Discharge or Thunderbolt are the attacks of choice for the electric type, then- One for more damage, one for a massively better shot at paralysis.
flash cannon... Is steel type. What more can I say?
Earth Power is pretty much not optional, then. Especially considering Probo's ability to trap steels, the combination of Earth Power and Thunderbolt do pretty much exactly what you want them to. Until you get fucked up by Gliscor.
SET TIME
Standard Wall/Support
Probopass @ Leftovers/Chesto Berry
Ability: Magnet Pull
EVs: 252HP/100Def/156 SpAtk (PLEASE HELP ME WITH THESE. >_>)
Moves:
Thunderbolt/Discharge/Zap Cannon
Earth Power
Stealth Rock/Thunder Wave/Magnet Rise
Rest
The premise is simple: Switch in to take a hit, retaliate, switch out. Trap steels for easy kills. Magnet Rise if you can predict if they'll switch to an EQer, to give yourself another free turn to attack them. You can SR or TWave in that slot, instead.
Any slot (not rest) can be wrote over with a pretty HP Ice, too.
Damage Calcs in Sandstorm:
Draco Meteor, maxed specsmence: 24.69% - 29.01%
Fire Blast, maxed specsmence: 28.40% - 33.33%
Hydro Pump, maxed specsmence: 56.79% - 66.67%
Factoring in leftovers, that's 18.19%-22.51% from Meteor, 21.9%-26.83% from Fire Blast, and 50.29%-60.17% from Hydro Pump- Let's see the same on a standard Blissey, in Sandstorm, factoring in both SS damage and leftovers.
Maxed specsmence meteor: 37.94% - 44.62%
Maxed specsmence Fire Blast: 21.80% - 25.58%
Maxed specsmence Hydro Pump: 21.80% - 25.58%
As you can see, Probopass easily takes less %damage than Blissey for the 9 types he resists (except ghost), slightly more for the 4 he's neutral to, and slightly over double for the 3 he's weak to. He's also a thousand times more durable on the physical side, but I don't need any damage calcs to tell you that. If only he had a good recovery move!
This topic is less about this set in particular and more about Probopass in general. I'd put up another set or two, but it seems my time has run out.
Is Probopass usable in BL/OU? Is he even usable in UU? Might he be able to carve a niche in Ubers? What kind of sets would work well for Probopass?
Discussion starts now. NOW, I SAY.
Steel/Rock- A horrible defensive typing combination, leaving you with 4x weaknesses to two of the most common attacking types, Ground and Fighting. You're also weak to Water.
You do get 4x resistances to Normal and Flying, as well as resistance to Ice, Psychic, Bug, Rock, Ghost, Dragon, and Dark; Leaving you neutral to Steel, Grass, Electric, and Fire.
If it weren't for the weaknesses to Fighting and Ground, this would be an amazing walling typing. But, then again, Fighting and Ground are mainly Physical...
Usable Support Movepool:
Magnet Rise
Gravity
Iron Defense
Block
Thunder Wave
Rest
Lock-On
Toxic
Taunt
Stealth Rock
The lack of a recovery move aside from rest hurts Probopass the most, being the only thing aside from his typing stopping him from being a god-like wall. He gets access to some unique support, including Magnet Rise (I guess) and Gravity (my favorite!).
Usable Special Attack Movepool
Discharge
Zap Cannon
Earth Power
Thunderbolt
Thunder
Shock Wave
Flash Cannon
Okay, I'll admit- "Usable" is a bit of a stretch. Since this set will work best in a Sandstorm, Thunder is immediately out. Zap Cannon is pretty much shit, though usable because of Probo's durability and access to Gravity (yum). Discharge or Thunderbolt are the attacks of choice for the electric type, then- One for more damage, one for a massively better shot at paralysis.
flash cannon... Is steel type. What more can I say?
Earth Power is pretty much not optional, then. Especially considering Probo's ability to trap steels, the combination of Earth Power and Thunderbolt do pretty much exactly what you want them to. Until you get fucked up by Gliscor.
SET TIME
Standard Wall/Support
Probopass @ Leftovers/Chesto Berry
Ability: Magnet Pull
EVs: 252HP/100Def/156 SpAtk (PLEASE HELP ME WITH THESE. >_>)
Moves:
Thunderbolt/Discharge/Zap Cannon
Earth Power
Stealth Rock/Thunder Wave/Magnet Rise
Rest
The premise is simple: Switch in to take a hit, retaliate, switch out. Trap steels for easy kills. Magnet Rise if you can predict if they'll switch to an EQer, to give yourself another free turn to attack them. You can SR or TWave in that slot, instead.
Any slot (not rest) can be wrote over with a pretty HP Ice, too.
Damage Calcs in Sandstorm:
Draco Meteor, maxed specsmence: 24.69% - 29.01%
Fire Blast, maxed specsmence: 28.40% - 33.33%
Hydro Pump, maxed specsmence: 56.79% - 66.67%
Factoring in leftovers, that's 18.19%-22.51% from Meteor, 21.9%-26.83% from Fire Blast, and 50.29%-60.17% from Hydro Pump- Let's see the same on a standard Blissey, in Sandstorm, factoring in both SS damage and leftovers.
Maxed specsmence meteor: 37.94% - 44.62%
Maxed specsmence Fire Blast: 21.80% - 25.58%
Maxed specsmence Hydro Pump: 21.80% - 25.58%
As you can see, Probopass easily takes less %damage than Blissey for the 9 types he resists (except ghost), slightly more for the 4 he's neutral to, and slightly over double for the 3 he's weak to. He's also a thousand times more durable on the physical side, but I don't need any damage calcs to tell you that. If only he had a good recovery move!
This topic is less about this set in particular and more about Probopass in general. I'd put up another set or two, but it seems my time has run out.
Is Probopass usable in BL/OU? Is he even usable in UU? Might he be able to carve a niche in Ubers? What kind of sets would work well for Probopass?
Discussion starts now. NOW, I SAY.