Skuntank[QC:1/3]

skuntank.gif

Overview
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-Has distinct niche of hazard removal + psychic check in one slot
-Sucker Punch threatens offensive teams
-Absorbs Toxic Spikes
-Mediocre stats all around with weak coverage can give away free turns
-Doesn't match up well against almost all common hazard setters

Defog
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name: Defog
move 1: Defog
move 2: Sucker Punch
move 3: Punishment / Crunch
move 4: Fire Blast / Pursuit
ability: Aftermath
item: Life Orb / Black Glasses / Black Sludge
evs: 156 HP / 252 Atk / 100 SpA
nature: Lonely / Adamant

Moves
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-Defog because hazards are bad
-Sucker Punch is powerful STAB that threatens faster stuff
-One of Crunch or Punishment is needed to deal w/ CM Psychics reliably
-Crunch is reliable STAB, but Punishment most consistently deals with boosting Psychic-types.
-Fire Blast allows Skuntank to actually threaten Mega Steelix, the most common Stealth Rock setter. Otherwise, Skuntank has no chance of consistently removing hazards as long as Mega Steelix is alive. It also threatens Cobalion, another common rock setter, while hitting Shiftry, and Virizion.
-Pursuit can eliminate or weaken Psychic types for teammates like Hitmonlee, Emboar, and Medicham, and pokemon trying to dodge a sucker punch by switching; Poison Jab can be used for a secondary STAB to prevent free switches to Dark-resists like Aromatisse
-The choice between Fire Blast and Pursuit largely depends on what Skuntank's priorities are on a team. If Skuntank is run mainly for its ability to weaken Psychic-types to facilitate a teammate's sweep, then Pursuit should be run. If Skuntank is run primarily for its hazard removing abilities, Fire Blast is preferred.
-Hidden Power is also a viable option depending on the pokemon you want to pressure. Hidden Power Water can hit Rhyperior, Mega Camerupt, and Houndoom, while tickling Mega Steelix. Hidden Power Grass hits Seismitoad as well as Rhyperior. Finally, Hidden Power Ground hits Qwilfish while also slightly damaging Mega Steelix and preventing Swords Dance Drapion and Houndoom from taking the advantage. Again, the choice depends largely on the niche Skuntank is intended to fit on a team.

Set Details
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-EVs are largely variable
-100 SpA with a Life Orb 2HKOs standard Mega Steelix
-Max attack makes it most consistent in checking Psychics
-rest dumped into HP to increase longevity
-If you do not run a specially attacking move, move the SpA EVs into HP and give it an Adamant nature
-More or less SpA can be run depending on the move used in the last slot in order to benchmark specific targets; the same applies for speed
-Black Glasses is a way to boost Skuntank's most used moves without wearing down; recommened on sets without Fire Blast
-Black Sludge if longevity is preferred
-Aftermath is the ability with the most utility in being able to potentially cripple a physical attacker

Usage Tips
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-Skuntank's role on a team is to clear away hazards and check Psychic-types
-Try to bring it on Psychic-types like Uxie, Bronzong and Reuniclus, which creates opportunities for hazard removal
-It can also potentially Defog against frail, fast mons it can scare off w/ Sucker Punch like Jolteon and Meloetta, and against pokemon w/o a way to hit it super effectively like Shiftry, opposing Skuntank, Tangrowth, and Amoonguss
-Many times pokemon that are threatened to be koed by Sucker Punch will want to switch, so Pursuit should be considered
-If there is a boosting Psychic on your opponents team, such as Reuniclus, try to preserve Skuntank
-Aftermath can be useful for Skuntank to be used as a sack to physical attackers if needed, for example it can significantly wear down Mega Glalie and Emboar

Team Options
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-Skuntank can help remove Psychic-types for its teammates, such as Reuniclus for Emboar , Medicham, and Cobalion
-Things that appreciate hazard removal are obviously good partners
-Things that appreciate t-spikes control, i.e. most grounded attackers
-In general teams looking for a Psychic-type check and hazard removal in a single slot

Other Options
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-Haze/Roar, but you already stop most setup sweepers
-Memento
-Taunt can stop Qwilfish from setting up hazards and Scrafty from setting up DD with enough speed investment
-Play Rough can lure in and remove Scrafty, but is incompatible with its two most important moves, Defog and Sucker Punch

Checks & Counters
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**Dark-type Resists**: Skuntank mostly relies on its Dark-type STABs to dish out damage, so stuff like Virizion, Shiftry, Drapion, Emboar, and Hitmontop can come in pretty easily. However, Fire Blast and Poison Jab can still hit most for reasonable damage. Cobalion also only fears a Fire Blast and can set up Stealth Rock again after it uses Defog.

**Physically Bulky Pokemon**: Alomomola, Registeel, Mega Steelix, Rhyperior, and other bulky stuff take little from any of Skuntank's moves. Note the latter three also set stealth rock.
 
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Punishment should definitely be before crunch imo, as its one of skuntanks best perks of being able to stop setup sweepers like meloetta / cress / doublade / reuniclus.

Idk if crunch is even that great, I'd personally put foul play over that to handle doublade easier.

I think I'll slash punishment over crunch, but crunch is fine imo. It 2HKOs every boosting Psychic except Cress (but you beat Cress anyway due to def drops and its limited moonlight), and is in general a reliable STAB. I wouldn't slash Foul Play in the third slot because then you just have no way to get past the said psychic types you are supposed to check, and the only significant thing it offers is beating Doublade 100% of the time, so mentioning it in moves is fine imo.
 
In moves (Punishment):

"-Crunch is a reliable STAB but fails to 2HKO Cress; Punishment deals with boosting psychics most consistently, as well as boosting sweepers like Doublade and Slurpuff; Taunt has utility in stallbreaking, and also can prevent hazards from Omastar and Crustle"

Punishment won't do much to Slurpuff anytime soon, and Skuntank won't be surviving a +6 hit anyway.

In usage tips:

"-It can also create opportunities against frail, fast mons it can pick off w/ Sucker Punch like Jolteon, and against pokemon w/o a way to hit it super effectively like Shiftry, opposing Skuntank, Tangrowth, and Amoonguss"

I don't really understand that o.o. Rephrase it or remove.

Either slash Black Sludge or put it under set details.

Remove Taunt slash, it can't really stallbreak much if it can't touch many stall Pokemon, and you beat Psychic-types with Punishment anyway. Also mention that Punishment is a lot more reliable for dealing with Psychic types (mainly cress and like CP sigi but dont mention that lol)

The overview kinda looks weird but eh, the information presented isn't wrong

qc approved 1/3
 
Punishment won't do much to Slurpuff anytime soon, and Skuntank won't be surviving a +6 hit anyway.

I didn't clarify, but Punishment prevents Slurpuff from using you as setup bait if you do not run Poison Jab, since Punishment on a Belly Drum plus a Sucker Punch is a KO.

Anyways, I updated everything, ty
 
You have too many EVs on the set (you're 4 over). You also have 136 speed in the set details but only 132 on the set itself which is conflicting.
 
updated this to be much more relevant to the current meta

sorry if i didn't notify qc and etc. but im kinda in a rush so :> it can require 4 checks if it really needs to since there were some pretty big things changed
 
Kevun, sorry for the extreme delay. You'll need to remove Reuniclus mentions and mention Flygon as major competition for a teamslot when it comes to hazard control. Stress Skuntank's ability to check most Psychic-types and greater bulk over Shiftry to use Skuntank over these two Defoggers. Also mention answers for Scrafty and put it as the primary Dark resist in C&C considering it has the bulk to take P-Jabs and Fire Blasts better than the others. Aromatisse and Togetic are the best defensive Scrafty answers, tho Togetic may be redundant with Skuntank running Defog. Fletchinder makes for a fine offensive check to Scrafty due to Gale Wings Acrobatics and Skuntank can remove hazards and lure in Mega Steelix with Fire Blast.
 
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