PU Carbink [Stealth Rock] (GP 1/1) (QC 1/1)

gulch

formerly Melt Gibson
is a Forum Moderator
uploaded - asa

[SET]
name: Stealth Rock
move 1: Stealth Rock
move 2: Body Press
move 3: Power Gem
move 4: Spikes / Rest / Iron Defense
item: Heavy-Duty Boots / Leftovers
ability: Clear Body
nature: Calm
evs: 248 HP / 8 Def / 252 SpD
ivs: 0 Atk
tera type: Fighting / Ghost

[SET COMMENTS]

Carving out a niche for itself as an entry hazard setter with good matchups against common threats such as Charizard and Articuno, Carbink is easily able to exploit the fact that many common offensive Pokemon will struggle to OHKO it, making entry hazards on the opponent's side of the field nearly guaranteed. Body Press further takes advantage of Carbink's naturally high Defense by allowing it to deal modest damage, especially to frail attackers such as Pyroar or Steel-types that may try to switch in, such as Perrserker or Alolan Dugtrio, although its reliance on Body Press to not be immensely passive can invite in opposing Misdreavus or other Pokemon that may choose to utilize Tera Ghost. Power Gem allows for Carbink to target common Pokemon in the tier that have a large Rock weakness, such as Charizard, Articuno, Masquerain, and Vespiquen, while also insuring that it is not entirely helpless against the aforementioned Misdreavus. Spikes allows Carbink to be of greater assistance to more fast-paced offensive teams, further exploiting its natural bulk to apply even more pressure to the opponent in the form of entry hazards. Rest allows for Carbink to somewhat make up for its lack of recovery, which helps it to still be a threat later in the game and to set hazards back up if they are removed. Lastly, Iron Defense allows Carbink to become a threatening sweeper by making it even more difficult to break through while also greatly increasing the damage done by Body Press. Heavy-Duty Boots helps Carbink by making it immune to opposing hazards, greatly increasing its longevity, while Leftovers allows for a small amount of passive recovery. Tera Fighting increases the damage of Body Press even further, while Tera Ghost allows for Carbink to block attempts at using Rapid Spin to clear away hazards. A more physically defensive spread of 248 HP / 252 Def / 8 SpD with a Bold nature is also viable to improve Carbink's matchup against threats such as Gogoat and Dugtrio.

Carbink's high success rate when it comes to setting up entry hazards is greatly appreciated by almost all teams, especially those that make use of setup sweepers like Dragon Dance Charizard or powerful breakers like Zangoose, which greatly benefit from the extra chip damage that Carbink provides. In addition, Grass-types such as Gogoat and Thwackey appreciate Carbink's ability to take hits from the multitude of powerful Fire-types in the tier. Thwackey is also one of the few Pokemon in PU with access to Knock Off, which is valuable for removing Heavy-Duty Boots from opponents and making Carbink's hazards much more difficult to manage. Furthermore, Grassy Terrain lessens the damage dealt by Earthquake and provides Carbink with passive recovery, which is especially beneficial should it choose to run Heavy-Duty Boots. In return, these Pokemon are strong answers to Water-types such as Whiscash and Golduck that can solidly threaten Carbink with super effective attacks. Carbink also appreciates strong Ground- and Fire-types, such as Dugtrio, Charizard, and Pyroar, that can handle threatening Steel-types such as Perrserker and Alolan Dugtrio for it. Due to Carbink being extremely slow and vulnerable to moves such as Taunt and Encore, fast teammates such as the aforementioned Dugtrio, as well as Alolan Persian and Raichu, are also appreciated to handle attempts to stifle Carbink alongside providing much-needed speed control.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/melt-gibson.617840/
Quality checked by:
https://www.smogon.com/forums/members/asa.400292/
Grammar checked by:
https://www.smogon.com/forums/members/ken.594478/
 
Last edited by a moderator:

asa

the man with the machine gun
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PU Leader
[SET]
name: Stealth Rock
move 1: Stealth Rock
move 2: Body Press
move 3: Power Gem
move 4: Spikes / Rest / Iron Defense
item: Heavy-Duty Boots / Leftovers
ability: Clear Body
nature: Calm
evs: 248 HP / 8 Def / 252 SpD
ivs: 0 Atk
tera type: Fighting / Ghost

[SET COMMENTS]

Carbink carves out a niche for itself as an entry hazard setter with respectable bulk and good matchups against common threats (such as...). Stealth Rock is an invaluable tool, allowing Carbink to exploit the fact that many common offensive Pokemon will struggle to OHKO it and making entry hazards on the opponent's side of the field nearly guaranteed. (keep the part about carbink having an easy time setting hazards bc how hard it is to ohko, but don't give stealth rock its own sentence.) Body Press further takes advantage of Carbink's naturally high Defense by allowing it to deal modest damage, especially to frail attackers such as Pyroar or Steel-types that may try to switch in, such as Perrserker or Alolan Dugtrio, although its reliance on Body Press to not be immensely passive can invite in opposing Misdreavus or other Pokemon that may choose to utilize a Ghost Tera type. Power Gem allows for Carbink to target common Pokemon in the tier that have a large Rock weakness, such as Charizard, Articuno, Masquerain, and Vespiquen, while also insuring that it is not entirely helpless against the aforementioned Misdreavus. Spikes allows Carbink to be of greater assistance to more fast-paced offensive teams, further exploiting its natural bulk to apply even more pressure to the opponent in the form of entry hazards. Rest allows for Carbink to somewhat make up for its lack of recovery, both restoring its HP fully and removing any status conditions afflicting it, which helps it to still be a threat later in the game and to set hazards back up if they are removed. Lastly, Iron Defense allows Carbink to become a threatening sweeper by making it even more difficult to break through while also greatly increasing the damage done by Body Press. An item choice of Heavy-Duty Boots helps Carbink by making it immune to opposing hazards, greatly increasing its longevity, while Leftovers allows for a small amount of passive recovery. Tera Fighting increases the damage of Body Press even further, while Tera Ghost allows for Carbink to block attempts at using Rapid Spin to clear away hazards. A more physically defensive spread of 248 HP / 252 Def / 8 SpD with a Bold nature is also viable. (give some examples of pkmn a physically defensive spread is better against.)

i don't have a lot to say in terms of content here, but i do think there's some fluff here (stuff like the stealth rock sentence and explaining that rest restores hp and removes status, which readers will probably already know, as well as the average sentence length being pretty long) that could be trimmed down a little so that this section isn't too much longer than the one where you go over teammates.


Carbink's high success rate when it comes to setting up entry hazards is greatly appreciated by almost all teams, especially those that make use of setup sweepers like Dragon Dance Charizard or powerful breakers like Zangoose, who greatly benefit from the extra chip damage that Carbink provides. In addition, Grass-types such as Gogoat and Thwackey appreciate Carbink's ability to take hits from the multitude of powerful Fire-types in the tier, as well as being able to switch in to the extremely common Skuntank. (mention somewhere that thwackey can knock boots to make carbink's hazards more annoying and that grassy terrain makes carbink harder to take down + weakens eq.) (also, carbink's not a great skuntank switch-in. physical is more common than special, and gunk shot does a decent amount to spdef bink.) In return, these Pokemon are strong answers to Water-types such as Whiscash and Golduck that can solidly threaten Carbink with super-effective attacks. Carbink also appreciates strong Ground- and Fire-types, such as Dugtrio, Charizard, and Pyroar, that can handle threats such as Perrserker and Alolan Dugtrio for it. (probably worth specifying that you mean steel-type threats.) Due to Carbink being extremely slow and vulnerable to moves such as Taunt and Encore, fast teammates such as the aforementioned Dugtrio, as well as Alolan Persian and Raichu, are also appreciated to handle attempts to stifle Carbink alongside providing much-needed speed control.

[SET CREDITS]
Written By: (make the "b" lowercase and hit enter after the colon so that your page link is below "Written by")
https://www.smogon.com/forums/members/melt-gibson.617840/
Quality checked by:
https://www.smogon.com/forums/members/asa.400292/
Grammar checked by:
[USER2]
good work, qc 1/1
epicstamp4.gif
 

ken

gm
is a Tournament Directoris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Top Dedicated Tournament Hostis a Battle Simulator Moderator
Monotype Leader
1/1 GP Team done
add remove comment
[SET]
name: Stealth Rock
move 1: Stealth Rock
move 2: Body Press
move 3: Power Gem
move 4: Spikes / Rest / Iron Defense
item: Heavy-Duty Boots / Leftovers
ability: Clear Body
nature: Calm
evs: 248 HP / 8 Def / 252 SpD
ivs: 0 Atk
tera type: Fighting / Ghost

[SET COMMENTS]

Carving out a niche for itself as an entry hazard setter with good matchups against common threats such as Charizard and Articuno, Carbink is easily able to exploit the fact that many common offensive Pokemon will struggle to OHKO it, making entry hazards on the opponent's side of the field nearly guaranteed. Body Press further takes advantage of Carbink's naturally high Defense by allowing it to deal modest damage, especially to frail attackers such as Pyroar or Steel-types that may try to switch in, such as Perrserker or Alolan Dugtrio, although its reliance on Body Press to not be immensely passive can invite in opposing Misdreavus or other Pokemon that may choose to utilize a Ghost Tera type Tera Ghost. Power Gem allows for Carbink to target common Pokemon in the tier that have a large Rock weakness, such as Charizard, Articuno, Masquerain, and Vespiquen, while also insuring that it is not entirely helpless against the aforementioned Misdreavus. Spikes allows Carbink to be of greater assistance to more fast-paced offensive teams, further exploiting its natural bulk to apply even more pressure to the opponent in the form of entry hazards. Rest allows for Carbink to somewhat make up for its lack of recovery, which helps it to still be a threat later in the game and to set hazards back up if they are removed. Lastly, Iron Defense allows Carbink to become a threatening sweeper by making it even more difficult to break through while also greatly increasing the damage done by Body Press. An item choice of Heavy-Duty Boots helps Carbink by making it immune to opposing hazards, greatly increasing its longevity, while Leftovers allows for a small amount of passive recovery. Tera Fighting increases the damage of Body Press even further, while Tera Ghost allows for Carbink to block attempts at using Rapid Spin to clear away hazards. A more physically defensive spread of 248 HP / 252 Def / 8 SpD with a Bold nature is also viable to improve Carbink's matchup against threats such as Gogoat and Dugtrio.

Carbink's high success rate when it comes to setting up entry hazards is greatly appreciated by almost all teams, especially those that make use of setup sweepers like Dragon Dance Charizard or powerful breakers like Zangoose, who which greatly benefit from the extra chip damage that Carbink provides. In addition, Grass-types such as Gogoat and Thwackey appreciate Carbink's ability to take hits from the multitude of powerful Fire-types in the tier. Thwackey is also one of the few Pokemon in PU with access to Knock Off, which is valuable for removing Heavy-Duty Boots from opponents and making Carbink's hazards much more difficult to manage. Furthermore, Grassy Terrain lessens the damage dealt by Earthquake and provides Carbink with passive recovery, which is especially beneficial should it choose to run Heavy-Duty Boots. In return, these Pokemon are strong answers to Water-types such as Whiscash and Golduck that can solidly threaten Carbink with super-effective super effective attacks. Carbink also appreciates strong Ground- and Fire-types, such as Dugtrio, Charizard, and Pyroar, that can handle threatening Steel-types such as Perrserker and Alolan Dugtrio for it. Due to Carbink being extremely slow and vulnerable to moves such as Taunt and Encore, fast teammates such as the aforementioned Dugtrio, as well as Alolan Persian and Raichu, are also appreciated to handle attempts to stifle Carbink alongside providing much-needed speed control.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/melt-gibson.617840/
Quality checked by:
https://www.smogon.com/forums/members/asa.400292/
Grammar checked by:
https://www.smogon.com/forums/members/ken.594478/
 

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