Skuntank [QC 0/2]

[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 4 - 5 points

**Overview**: Skuntank offers versatile role compression as a utility Pokémon and a revenge killer with decent priority. Sporting one of the best type combinations in the game, Skuntank bolsters several useful resistances, including Ghost and an immunity to Psychic. Its status as a grounded Poison-type allows it to absorb Toxic-Spikes while putting them up for its teammates. Although Skuntank is meant to progress the game state with its support options and significant STAB attacks, its lackluster base stats sometimes negate its usefulness.

[strategy comments]
Common Roles
========
**Bulky Support**: Skuntank is meant to use its resistances to come in on its opponents and cripple them with Knock Off. Added bulk allows for more turns to set up Toxic-Spikes, use Taunt on status moves, and inflict residual damage through one of its Poison moves. Alternative options (besides Taunt) to prevent set-up sweepers, such as Haze, Foul Play, and Memento, should be considered for this role.

**Offensive Check**: Pairing Skuntank with priority Sucker Punch and Fire-type coverage allows it to check common attackers. Items like Heavy-Duty Boots and Sitrus Berry enable Skuntank to switch in more frequently with less risk of fainting. Aftermath is its preferred Ability, as it can chip or take down physical sweepers without a pivot.

Common Moves
========
**Primary STAB Moves**: Knock Off, Sucker Punch, Foul Play, Crunch, Gunk Shot, Poison Jab

**Setup Moves**: N/A

**Utility Moves**: Taunt, Toxic Spikes, Toxic, Memento, Haze, Protect, Roar, Scary Face

**Coverage**: Temper Flare, Special Fire Attacks, Play Rough, Super Fang, Trailblaze

Niche Moves
========
**Burning Jealousy**: This move is helpful on Assault Vest sets to punish faster set-up sweepers or Rapid Spin users with a burn. It also punishes terrain seed users like Snealser who want to switch into an incoming Knock Off.

Common Items
========
**Sitrus Berry/ Black Sludge**: Sitrus Berry enables Skuntank to turn common 2HKOs into 3HKOs, giving it more chances to disrupt your opponent with its utility options, while Black Sludge can do the same and provide more recovery in less common situations.

**Heavy-Duty Boots**: This item provides longevity for Skuntank against teams with more prominent ways to set up hazards.

**Rocky Helmet**: Can be used against physical Dark and Grass types for chip damage on top of Aftermath.

**Expert Belt/ Dark Glasses/ Life Orb**: A colorful move-pool allows Skuntank to abuse the item Expert Belt without inflicting self-damage. However, a powerful Sucker Punch is sometimes needed to improve its ability to revenge kill. Black Glasses or Life Orb are alternative options, with Life Orb giving up some HP to fill both roles of the other items.


Niche Items
========
**Assault Vest**: With beneficial typing against common special move sets, the Assault Vest buffers neutral special coverage, providing longevity, with its status inflicting STAB attacks.

**Choice Band**: A more powerful option in Choice Band allows Skuntank to wall break and revenge kill better but limits its support options.

Tera
========
Skuntank should not be a Tera Captain or used for Tera. Its main perk is its typing, so changing it would undermine Skuntank's strengths. If Tera had to be considered, Flying to provide immunity to Ground attacks or Dark to boost its primary offensive attacks would be okay options.

Draft Strategy
========
Skuntank performs well as a versatile utility Poison/Dark type that provides a valuable resistance to the strong offensive type, Ghost, while being able to Knock Off items and absorb Toxic-Spikes. Skuntank should only be considered as a late draft pick if previously drafted Pokémon do not fill at least one of its more useful attributes.

**Hazard Vulnerable Teams**: One of the reasons Skuntank stands out as a great Taunt user is because Pokémon that prefer to switch into it, such as Steel, Poison, and Ground types, also commonly carry entry hazards. Skuntank shuts these down, creating time for offensive teammates to wear down the opponent's defensive options.

**Strong Walls**: While Skuntank provides great resistances, its lack of natural bulk leaves it vulnerable to strong neutral and super-effective attacks. Some great defensive partners include Gholdengo, Latias, and Slowking, who work well by covering each other's weaknesses and progressing the game state uniquely.

**Fighting Types**: In the early game, Fighting types like Iron Valiant, Annihilape, and Blaziken can struggle to fire off powerful STAB attacks without losing momentum. Skuntank makes a good partner for these Pokémon, being a decent check versus common switch-ins such as Ghost, Poison, and Psychic types while carrying out a progressive game state by knocking off items and preventing status moves with Taunt. With the use of Sucker Punch, Skuntank also eliminates these switch-ins late game creating win conditions for Fighting types.

Checks and Counters
========
**Strong Offensive Threats**: Skuntank cannot take strong alternate STAB attacks well despite its primary role as an offensive check. Choice Specs Gholdengo destroys all variants of Skuntank with its powerful steel attack, making its position as a Ghost check very weak. Its resistances fall flat for a lot of Pokémon, with the most notable being Chi-Yu, Roaring Moon, and Iron Moth.

**Common Ground Types**: Very common and powerful draft picks are Ground types. Notably, Great Tusk, Garchomp, Landorus-Incarnate, Landorus-Therian, and Excadrill are all naturally faster hazards setters that threaten a 1HKO on Skuntank.

**Alternate Coverage**: Dark, Psychic, and Ghost types usually run Fighting-type coverage to hit Steel and Dark-types. A draft opponent may switch to Ground-type coverage if they wish to hit Skuntank super-effectively, limiting its checking potential.

[credits]
Written by:
https://www.smogon.com/forums/members/daspoofy.116190/
Quality checked by:
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Last edited:
Ready for QC.

I used Klefki and Iron Hands draft analysis as references. I also referred to the SV PU Skuntank analysis for guidance.

Edited: Changed Wall Breaker and Offensive check to be separate roles to talk about sucker punch and aftermath more appropriately. Also added to "Checks and Counters" on how alternative coverage can limit Skuntank.
 
Last edited:
Hi - sorry for the delayed reply, but we have decided to reassign this, as it does not really accurately encapsulate how Skuntank is used in a draft setting and it would need a lot of work.
 
Ready for QC again.

Huge thank you to Techno for walking me through the issues with the original. Below are the changes.

  • Took out the wall-breaking role
  • Reordered the entire analysis to reflect Skuntank's leading role as a support mon
  • Changed verbiage to reflect more on Skuntank's underwhelming qualities
  • Put the analysis through Grammarly and edited
 
qc 1/2 - left a bunch of notes, but lmk if you want anything else cleared up
Add Remove Comments
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 4 - 5 points

**Overview**: Skuntank offers versatile role compression as a utility Pokémon and a revenge killer with decent priority. Sporting one of the best type combinations in the game, Skuntank bolsters several useful resistances, including Ghost and an immunity to Psychic. Its status as a grounded Poison-type allows it to absorb Toxic-Spikes while putting them up for its teammates. Focus more on why these are relevant rather than just straight up listing dex info; for example, something like "it's a cheap grounded poison that can offer some valuable resistances and decent utility" Although Skuntank is meant to progress the game state with its support options and significant STAB attacks, its lackluster base stats sometimes negate its usefulness. expand on this - explain that it's too weak to do meaningful damage and its too frail to tank many hits

also mention that it's heavily outclassed by other poison or dark types that can wallbreak better or provide more utility, and cheap poisons that can resist fairy are almost always preferred at its price range


[strategy comments]
Common Roles
========
**Bulky Support**: Skuntank is meant to use its resistances to come in on its opponents and cripple them with Knock Off. Added bulk allows for more turns to set up Toxic-Spikes, use Taunt on status moves, and inflict residual damage through one of its Poison moves. Alternative options (besides Taunt) to prevent set-up sweepers, such as Haze, Foul Play, and Memento, should be considered for this role.

**Offensive Check**: Pairing Skuntank with priority Sucker Punch and Fire-type coverage allows it to check common attackers. Items like Heavy-Duty Boots and Sitrus Berry enable Skuntank to switch in more frequently with less risk of fainting. Aftermath is its preferred Ability, as it can chip or take down physical sweepers without a pivot. mention helmet here, helps a lot vs many common offensive wallbreakers especially combined with aftermath

Common Moves
========
**Primary STAB Moves**: Knock Off, Sucker Punch, Foul Play, Crunch, never getting used over knock Gunk Shot, Poison Jab

**Setup Moves**: N/A

**Utility Moves**: Taunt, Toxic Spikes, Toxic, Memento, Haze, Protect, Roar, Scary Face

**Coverage**: Temper Flare, Special Fire Attacks, Flamethrower, Fire Blast Play Rough, Super Fang, move to niche (would be utility if common though) Trailblaze setup

Niche Moves
========
**Burning Jealousy**: This move is helpful on Assault Vest sets to punish faster set-up sweepers or Rapid Spin users with a burn. It also punishes terrain seed users like Snealser who want to switch into an incoming Knock Off. last sentence is too niche, the move as a whole might be too niche but see what qc2 says

Add endure - good for additional chip on helmet / aftermath sets


Common Items
========
**Sitrus Berry/ Black Sludge**: Sitrus Berry enables Skuntank to turn common 2HKOs into 3HKOs, giving it more chances to disrupt your opponent with its utility options, while Black Sludge can do the same and provide more recovery in less common situations.

**Heavy-Duty Boots**: This item provides longevity for Skuntank against teams with more prominent ways to set up hazards.

**Rocky Helmet**: Can be used against physical Dark and Grass types physical attackers for chip damage on top of Aftermath. move to top

**Expert Belt/ Dark Glasses/ Life Orb Damage-boosting Items**: A colorful move-pool allows Skuntank to abuse the item Expert Belt without inflicting self-damage. However, a powerful Sucker Punch is sometimes needed to improve its ability to revenge kill. Black Glasses or Life Orb are alternative options, with Life Orb giving up some HP to fill both roles of the other items. niche and combine with choice band


Niche Items
========
**Assault Vest**: With beneficial typing against common special move sets, the Assault Vest buffers neutral special coverage, providing longevity, with its status inflicting STAB attacks. while still being able to offer decent offensive options. not really sure what "status inflicting" is referring too other than the extremely niche burning jealousy

**Choice Band**: A more powerful option in Choice Band allows Skuntank to wall break and revenge kill better but limits its support options.

Tera
========
Skuntank should not be a Tera Captain or used for Tera. Its main perk is its typing, so changing it would undermine Skuntank's strengths. If Tera had to be considered, Flying to provide immunity to Ground attacks or Dark to boost its primary offensive attacks would be okay options.

Draft Strategy
========
Skuntank performs well as a versatile utility Poison/Dark type that provides a valuable resistance to the strong offensive type, Ghost, while being able to Knock Off items and absorb Toxic-Spikes. Skuntank should only be considered as a late draft pick if previously drafted Pokémon do not fill at least one of its more useful attributes.

**Hazard Vulnerable Teams**: One of the reasons Skuntank stands out as a great Taunt user is because Pokémon that prefer to switch into it, such as Steel, Poison, and Ground types, also commonly carry entry hazards. Skuntank shuts these down, creating time for offensive teammates to wear down the opponent's defensive options.
this isn't really a reason to use skuntank, way too situational

**Strong Walls**: While Skuntank provides great resistances, its lack of natural bulk leaves it vulnerable to strong neutral and super-effective attacks. Some great defensive partners include Gholdengo, Latias, and Slowking, who work well by covering each other's weaknesses and progressing the game state uniquely.

**Fighting Types**: In the early game, Fighting types like Iron Valiant, Annihilape, and Blaziken can struggle to fire off powerful STAB attacks without losing momentum. Skuntank makes a good partner for these Pokémon, being a decent check versus common switch-ins such as Ghost, Poison, and Psychic types while carrying out a progressive game state by knocking off items and preventing status moves with Taunt. With the use of Sucker Punch, Skuntank also eliminates these switch-ins late game creating win conditions for Fighting types.
too niche and skuntank doesnt really beat most poison types

Im ngl i cant think of many roles that really benefit from a skuntank. Maybe add dark-weak pokemon since it can come in on those hits. ground-resistant pokemon are probably worth mentioning too


Checks and Counters
========
**Strong Offensive Threats**: Skuntank cannot take strong alternate STAB attacks well despite its primary role as an offensive check. Choice Specs Gholdengo destroys all variants of Skuntank with its powerful steel attack, making its position as a Ghost check very weak. Its resistances fall flat for a lot of Pokémon, with the most notable being Chi-Yu, Roaring Moon, and Iron Moth.

**Common Ground Types**: Very common and powerful draft picks are Ground types. Notably, Great Tusk, Garchomp, Landorus-Incarnate, Landorus-Therian, and Excadrill are all naturally faster hazards setters that can easily take its hits and threaten a 1HKO on Skuntank.

**Alternate Coverage**: Dark, Psychic, and Ghost types usually run Fighting-type coverage to hit Steel and Dark-types. A draft opponent may switch to Ground-type coverage if they wish to hit Skuntank super-effectively, limiting its checking potential.

add chip damage - skuntank cant heal, so chip from hazards, other attacks, etc whittle it down pretty quick and make it kinda useless


[credits]
Written by:
https://www.smogon.com/forums/members/daspoofy.116190/
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
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