Probopass Discussion

Probopass, the other magnet puller...
I did the search with no luck, but I am computer illiterate, so feel free to lock this if he's kicking around somewhere else.

Atk 55, S Atk 75, Def 145, S Def 150, Spd 40, HP 60

Rock/Steel typing.

http://www.serebii.net/pokedex-dp/476.shtml

* for STAB

Physical:
Explosion
Stone Edge*
Rock Slide*
EQ
Magnet Bomb*
Giga Attack

Special:
Thunderbolt
Thunder
Discharge
Luster Cannon*
Land Power
Hyper Beam
HP

Support:
T Wave
Stealth Rock
Gravity
Electrolevitate
Taunt
Sub
Rock Cart

Oy. Pitiful all around, really. A poor man's Magnezone. Probably living in UU, if not NU (which I believe, is where his prevo lived). A set revolving around Taunt and Magnet Pull was the way to go with Nosey in advance, and it's likely what I'll go with in the future. I have Nosepass from my last draft (see my last thread), and I made a novelty defense curl/roll out set for the hell of it, but I'd like to make him moderately useful this time around. So here's my set:

Probopass@ Leftovers
Magnet Pull
Modest (+ S Atk, - Atk)
EVs: 252HP, 50 Def, 50 SDef, 156 Sp Atk
-Taunt
-Thunderbolt
-Landpower
-T Wave/ Stealth Rock

The basic idea is to trap and kill skarm and magnezone. I realize that he probably won't come against them much in NB, so feel free to propose other sets, but I personally have to contend with them both, so there you go. Taunt to stop skarm's whirlwind/roar and zone's metal sound. Tbolt for skarm, land power for zone. I'll probably go with S Rock, as I hear that's a killer move, and I have T wavers everywhere, anyway. The EVs are pooled in HP to utilize those defenses, and Sp atk to give him a chance at hurting things. Thinking of just putting those defense EVs into S Atk, instead, although I'm not much of a fan of 252 splits. Any thoughts?
 
Probopass has base 40 Speed, actually. Thunder Wave/Stealth Rock/Explosion/filler for overall utility, I suppose.
 
Of all the DP guys this is the one I'm most interested in trying actually, he's a HUGE step forward from that piece of trash Nosepass. I would probably go for:

@Lefties
Land Power
Thunderbolt / Thunder / HP [Rock]
Electro-Levitate
Substitute / Explosion / Thunder Wave / Taunt

EL I think is a bit too hard to pass up, that 4x Fight and 2x Water weak are still going to be thorns in this guys side but that nice collection of resistences means he can sneak in on a CBer/AGer/ASer, fire up EL on the switch and then handle it as he pleases.

I can't remember who said that Licky2 had "An inferiority complex" when compared to Snorlax but that phrase definitely suits this guy when compared to Maggy, bit of a shame really since he's kinda cool.
 
I really wish they'd stop making Rock/Steel walls. Or just stop Rock/Steel period. Aggron was enough X_x. Rock/Electric would have been a ton more interesting.

Physical movepool needs more Earthquake mention. Edit: Wait lol, didn't see "EQ" >_>
 
Thinking about it, this thing is basically a crappier Registeel.

In OU, Land Power is a requirement, mostly... you most likely won't outspeed Metagross, which is too bad. On the other hand, AG Thunder will OHKO Skarmory, which is pretty nice and helps with the inferiority complex :]

In UU, there's more freedom and less likelihood of dying instantly. I'd probably use HP Ice or something here, to deal with the obnoxious ground types, Thunder Wave for everything else, Explosion, and some filler.

BTW, EVs are pretty easy. Max HP, 324HP/326DF/336SDF is pretty decent, so you can just go crazy with whatever attack stat you plan to use.
 
I wrote this block of text in the previous "Who can use SR well" thread.
The only thing I can come up with is:

Dianozu
Magnet Pull
@Lefties
-Discharge/Thunder/bolt/ZapCannon
-Land Power
-SR
-Electrolevitate/Explosion

Send him in against a Steel type (and take piddly damage due to AMAZING defenses most of the time). Tbolt is for Skarms, Jirachi, Enperuto, Dootakun, and Forry. LandPower is for Jibacoil, Steelix, Metagross, Hiidoran, and Aggron. EL if they can only attack with EQ (hello CBGross), otherwise SR. Kill the opponent after "setting up" under Magnet, then switch or explode on whatever they send out, depending on moveset.

About the electric move: Tbolt kills. Thunder kills too. Discharge is for decent damage and paralysis (think body slam). Zap Cannon is for kill and paralysis (to help you survive in the 1v1 Magnet Pull fight), but everyone knows about its accuracy.


Honestly, two great Electric/Ground special attacks off a semi-decent Sp. Atk. make him a great Magnet Puller. Sadly, Electric/Ground as your only two attacks means that you will be walled by a team with a single ground type and a single flying type (or levitator, Glion and Flygon and Claydol are immune to both). But for the sake of arguement, let's just say you have him on the team as a pseudo-Maggy from RS and will explode him after his job is done.
Just abuse Magnet Pull to the utmost.
 
I love this thing, and the name is just brilliant. Watch out for the mustacioed Pokemon who is going to probe you!

As per the set, I think you touched upon most of the main idea. Despite awesome stats and a decent movepool, its awful typing forces it to play around its trait to a very large extent. Mimic is still an option for Skarm spikes, but he's quite limited. At least his higher SA lets him make some more progress when he gets stuff trapped.

Another approach is to think in terms of a CB/AG heavy metagame. He has great defenses on both sides and a lot of resists so with prediction he could come in on a lot of stuff. With that in mind, you'd build him with moves built to punish what will switch in on him. I'm not sure of how a full set would come together, but Electrolevitate might be viable as that would really mess up stuff like Garchomp that was planning on using EQ to finish him, and he's still a great candidate for Stealth Rock. A lot of that depends on how the metagame evolves though; if he has a lot of counters that fear twave that would be great, but if people just throw ground after ground at him, it would fail. Of course, Hidden Power (random, unexpected type) and Explosion are important in ensuring that surprise element as well. You could also go super gimmick and run Torment/Protect, but that's only going to work if their whole team is using choice items. The downside to building him with this in mind is that he's one wrong prediction from dead, but it lets him actually do something if the opponent doesn't have any steel types.

I feel bad thinking of such fairly desperate options for the thing, but Aggron typing does suck. I guess being cool doesn't translate to being good, but we could have asked Farfetch'd if we wanted to know about that.
 
Just a small note on that first set:
Never use 50 def/50 s.def, instead use 48/48, 52/52 or 48/52. All EV numbers should be divisible by four. Otherwise, you are wasting some EV points.
 
Wow, I didn't even realize this thing got a type change and...so much defenses.

I say slap Adherance Scarf on it with enough Speed to run the Steels you want to outrun. You need like 140 Speed for 210 after the scarf, which should outrun about every Metagross and Skarmory out there.

Probopass @ Adherance Scarf
~ Thunder / Thunderbolt
~ Hidden Power Fire
~ Explosion
~ Land Power

Another option is putting Rock Cart or Thunder Wave with Leftovers I suppose, with that and Taunt you will no longer have the problem of Skarmory racking up Spikes, and you can set up your own with Mimic or Stealth Rock.

This thing is one generation late. Before the, you know, best Normal/Flying bird in the game got a 120 base power Fighting attack. ): Very interesting nonetheless.
 
Just like Magnezone I'd recommend using this with something like Donphan or Gliscor to get rid of Skarm's Beautiful Skin.

He hasn't got a guaranteed OHKO on Skarm, so Taunt is a good idea. I'd probably run Thunderbolt/Taunt/Rock Cart/Explosion. Blow up on whatever comes out after Skarm dies, hopefully it isn't a Ghost.
 
Rock/Electric pokemon would be very cool indeed.

I had predicted he WOULD be Elec/Rock back before I even knew he existed. Too bad...

Electro Levitate IS pretty tempting, but I want him to to support my team, too, so, for now, I'll go with T wave or Stealth Rock. Although, SR isn't exactly easy to come by in TM form, so maybe I could toy around with it. Are Heart Scale's still the currency, btw?

I'm also considering putting those defense EVs into Speed, in an attempt to outrun zone's own, almost inevitable, EL, as he would win the ensuing tbolt battle. Any of you math people know if that's even viable? I really think I need Taunt for now, so the scarf is of little use.
 
A great set for Garchomp teams.

dpmfa476.png

Probopass (M) @ Leftovers ** Dum-Dum
Trait: Magent Pull
EVs: TBD
Modest Nature (+SAtk, -Atk)
- Taunt
- Gravity
- Earth Power
- Stealth Rock

Comes in and traps Skarmory/Jibacoil Taunts and proseeds to destroy them, laying out Gravity lategame is like giving Garchomp a Machine gun. total pwnage.
 
Certainly the best Probopass set I've seen yet.

Around 220 Special Attack (136 EVs) has a good shot at 2HKOing Skarmory (49 - 58%). You could get away without any EVs at all though, since Skarm is totally helpless unless it's got Shed Shell. Like with Magnezone, I'd recommend pairing it with Knock Off Gliscor to rid Skarm of it's Shed Shell, it also covers Probopass' Fighting and Ground weaknesses.
 
Probopass Fun Fact: He has more special defence than Deoxys-D while Sandstorm is in Play


CSsSalamance Draco Meteor vs Max+ Defence Probopass = 91-107 damage
(Not under Sandstorm)

So it makes a good Swich in, becouse lets be honest, Hydro Pump is mostly filler and few People will actualy use it (unless probopass suddenly becomes popular) and Rock/Steel is neutral to Fire wich Probopass can shrug off with its might Sdefence.
Then again, some CSsMenace might carry Earthquake, so dont be overconfident.
 
This pokemon was something that I overlooked to the point that I didnt even know it was part steel until like last week, and just looking over it, it looks like it could be one of those novelty pokemon that comes in and messes with you for kicks.

Personally, if I was gonna make a lol team, I'd use him, paired with maybe Tail Wind or Trick Room poke so Probes can get in, taunt skarm and land power any other steel that manages to touch the ground, and stealth rock on the way out. Its defenses arent too shabby so you may be able to pull it off a few times before it faints. (Pull off the first move in Tail Wind/Trick Room, unless your opponent likes having 2-3 steels on one team, then magnet away XD)
 
[SET]
name: Spiker/Spec Wall
move 1: Thunder wave
move 2: Stealth Rock/Magnet Rise
move 3: Thunderbolt
move 4: Flash Cannon/Earth Power
item: Leftovers
ability: Magnet Pull
nature: Calm/
evs: 252 Spec Def / 129 HP / 129 Def

Opinion/ Probopass main purpose in competitive play is to switch in on Skarm, Outraging Garchomps/Dragonites, Choice Scarfers that don't use a super effective attack against you and switching in on spec sweepers you know don't run focus blast, even though Probopass can survive them with around 100 HP left if you follow my EV spread.

Comments/ Probopass can effectively switch in on Skarmory setting up spikes. Since Probopass is rarely used competitively, most people won't know what to expect from him. Typically, Thunder wave is your first move used because of the chance that Skarmory may be unable to move trying to Whirlwind/Roar you out. If you do manage to stay in for more than one turn, a T-bolt should be enough to to get Skamory into the red, possbiely even kill it if you already had Stealth Rock set up and Skamory switched into it, and depending on what Skamory's HP is.

Probopass can also effectively wall the ever so common weavile too. He can switch in from an ice punch, and then take a brick break right after, then thunder wave it to prevent it from sweeping, pretty much rendering it useless and allowing you to set up Stealth Rock, or if you are running Magnet Rise, use that because it will make Probopass A LOT harder to take down.

One of the only things that gives Probopass problems is things that have EQ or Close Combat. One of the main reasons i listed Magnet Rise and Thudner Wave in the same set was so that you set up with Thunder wave, then can effectively use Magnet Rise to protect from Probopass' main weakness, ground. For a Close Combat coounter though, i'd recommend having a flying or ghost type to switch into it, as it should be obvious when they are going to use it on you.

Counters/ There are many counters to Probopass, the most effective one being Electrivire. He switches in on a Thunder wave or Thunderbolt from him, and then effectively kills him by EQ ( Unless you already used Magnet Rise ), or Cross Chop. Another great counter is Infernape. He has 2 moves that are super effective against him, and 1 of them is x4 super effective ( Close Combat and Flare Bltiz ). Generally speaking, anything with EQ and around 290+ attack can OHKO Probopass, but thankfully he does come equipped with Magnet Rise, which if used, can make Probopass MUCH harder to take out.

Another counter for Probopass is Heracross, one STAB close combat and you're as good as dead, which is why i emphasize on having Ghost type on your team, because if you use magnet rise and have one, Probopass is VERY hard to take out and become quite annoying for your opponent.

Final Note/ I forgot to put this in earlier, so i'll just add it now. Probopass also gaves the 50% Special Defense boost from sandstorm, so if you follow the EV spread given and have a decent IV in special defense, he can have up to 645 Special Defense after Sandstorm boost, which is pretty much lets him switch in on any special move and survive, depending on what it is and what it is from.
 
I am currently using it on my team under the name of Stalin. Though I'm about to finish a Swampert to replace him.

His special defense is amazing under sandstorm. In fact, barring Shuckle, who's crap, it's the highest in the game. Probopass laughs at any attempt of special attackers to do damage.

However, everybody and their mother carries either earthquake or Close combat. That is the only reason why Probopass just doesn't work.
 
Awhile ago, I was bitching about how the analyses seemed rushed and incomplete, as if many of the D/P team weren't even considering most of the options available when creating sets for 'UU' Pokémon. Usually I don't post many sets on Smogon; I like to keep them to myself until I've used them for a while. However, with the recent resurrection of this Probopass thread, I decided to put my sets where my mouth is.

[SET]
name: Gravity
move 1: Earth Power
move 2: Zap Cannon / Thunder
move 3: Gravity
move 4: Taunt / Rest / Sandstorm / Stealth Rock / Iron Defense
item: Leftovers / Chesto Berry / Shuca Berry / Chople Berry
ability: Magnet Pull
nature: Bold / Calm
evs: 252HP / 252SPATK / 4SPD

[SET COMMENTS]
<p>The ideal time to bring this in is against Skarmory or some other trappable Steel type that can't hurt it. Recent research on Gravity has shown that it increases the accuracy of all moves while active. While Gravity is active, Earth Power can hit any Pokémon (except Shedinja), Thunder is guaranteed to hit (barring evasion boosting), and Zap Cannon has a dramitically increased hit rate. The last move depends on the rest of your team. Taunt is the first choice, as it allows you to avoid being pseudo-hazed by Skarmory. Sandstorm is an option, but Tyranitar and Hippowdon are generally better at that. If your team needs a Stealth Rock user, you could go that route. Iron Defense on your opponent's switch may allow you to survive two Earthquakes or Close Combats.</p>

<p>Any of the items listed above can be helpful. I recommend the Shuca Berry, allowing Probopass to easily survive an Earthquake from an Electivire or a Gyarados and hit back with an Earth Power or Zap Cannon</p>
 
One has to wonder why you don't just run that set on Clefable given its ability to whore Blizzard/Thunder alongside Gravity and neutrality typewise to a Ground switch in. Gravity on Probopass is a nasty double edged sword, not just for the obvious reasons.

Sure it lets you Earth Power some opponents and hit with Zap Cannon. But how long do you think you can stay in after laying out Gravity and now basically your opponent benefits from free hits with Earthquake.

Sure you can partner it with Tangrowth to sort out that problem but your set can't even counter Skarmory which is what it does best, it simply gets Psuedo-Hazed out. You didn't even consider the final move that should be there so it can actually fully counter Skarm, Taunt.

Its too random, its essentially a case of "This move is cool, so add 1 with 1 and you get 1.5! ???! Profit! Pyro's further up above is more sound and basically the same while letting for a change if you want.



@A_Curbst0mp

A note but if you run Magnet Rise Earth Power HAS to be on the set otherwise its just a Magnezone/Magneton Version 0.5...otherwise if Stealth Rock is run whatever attacks is fine.
 
He is viable as a full-out special wall that has a hard time killing stuff. However, unlike Blissey, he can't take a physical attack (since that physical attack will be EQ or Close combat).
 
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