Gen 5 Cofagrigus (UU) [QC 1/2] [GP 0/2]

dingbat

snek
is a Top Tiering Contributor Alumnus
[OVERVIEW]

Cofagrigus presents itself as a menacing figure that provides an excellent level of utility both offensively and defensively. Its base 145 Defense in conjuction with its Ghost typing makes it one of the best checks to Fighting-types, as well as a good spinblocker; it's no slouch on the special end too with its base 105 Special Defense. Its access to Trick Room and Nasty Plot allows it to function as a threatening sweeper that can be difficult to stop. Additionally, its signature ability in Mummy can neuter physical attackers' abilities and limit their overall potency; for example, it can prevent Mienshao from regenerating health with U-turn or Heracross from accumulating Attack boosts with Megahorn. However, Cofagrigus has some flaws that can be easily taken advantage of. Often times, it requires both Nasty Plot boosts and Trick Room to effectively break through the opposing team as it's abysmally slow and its power is rather middling without boosts. Additionally, its lack of reliable recovery limits its longevity and opportunities to pull off a sweep.

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Nasty Plot
move 3: Shadow Ball
move 4: Hidden Power Fighting
item: Leftovers
ability: Mummy
nature: Quiet
evs: 252 HP / 252 SpA / 4 SpD
ivs: 2 Atk / 30 Def / 30 SpA / 30 SpD / 2 Spe

[SET COMMENTS]
Moves
========
-Trick Room allows Cofagrigus to "outspeed" opposing threats.
-Nasty Plot boosts its Special Attack, giving it a considerable amount of power.
-Shadow Ball is Cofagrigus' best STAB attack.
-Hidden Power Fighting gives Cofagrigus perfect coverage alongside Shadow Ball, dealing decent-to-solid damage to most Shadow Ball resists.

Set Details
========
-This set functions as a bulky Special sweeper, making great use of its natural bulk to set up both Nasty Plot and Trick Room.
-The given EVs maximize Cofagrigus' power and overall bulk, and the IVs alongside Quiet nature minimize Speed and Foul Play damage while ensuring Hidden Power Fighting has 70 Base Power.
-Leftovers gives Cofagrigus passive recovery, extending its durability for a potential sweep.

Team Options
========
-This set works best on offenses that appreciate a reliable spinblocker/Fighting-type check and can hold its own offensively.
-Hazard setters like Druddigon, Rhyperior, Qwilfish, Roserade, and Nidoqueen are all appreciated, with the former two notably slow enough to take great advantage of any remaining Trick Room turns and fire off strong attacks of their own.
-Fast and strong attackers that can deal with Cofagrigus' best checks including Weavile and Heracross are fantastic partners, and can take greater advantage of hazards staying on the field.

[SET]
name: Defensive
move 1: Will-o-Wisp
move 2: Shadow Ball
move 3: Pain Split
move 4: Knock Off / Haze
item: Leftovers
ability: Mummy
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========
-Will-o-Wisp burns foes and further prevents foes from breaking through Cofagrigus physically, notably luring Snorlax.
-Shadow Ball is its best STAB move.
-Pain Split, while unreliable, is Cofagrigus's usable form of recovery, healing up against targets with greater HP.
-Knock Off removes important items like Leftovers and Life Orbs, while Haze removes any existing boosts on the opposing side, particularly Swords Dance boosts.

Set Details
========
-This set functions as a more durable Fighting-Type switch-in, making greater use of its defensive characteristics.
-The given EVs maximize Cofagrigus' physical tanking capabilities, although some Defense EVs can instead be moved to Special Defense to live strong attacks like Life Orb boosted Roserade Leaf Storm or Mismagius Shadow Ball from full health.
-Leftovers gives Cofagrigus passive recovery, bolstering its ability to tank repeated hits.

Team Options
========
-This set works best on balances and stalls that need a durable spinblocker/Fighting check.
-Umbreon is a fantastic partner, providing Wish and Heal Bell support while sharing great defensive synergy with Cofagrigus.
-Hazard setters like Roserade and Rhyperior take great advantage of Cofagrigus's spinblocking and can pressure the tier's special attackers reasonably well.

[STRATEGY COMMENTS]
Other Options
=============
-A Calm Mind set with Rest and Chesto Berry is usable, trading immediate offensive pressure for more defensive utility and longevity.
-Curse, Magic Coat, Memento, and Destiny Bond are all interesting support options it can run, but are extremely situational in practice.

Checks and Counters
===================

**Bulky Normal-types**: Bulky Normal-types like Togekiss, Meloetta, and Snorlax take meager damage from unboosted Hidden Power Fighting and can set up or hit it back with Toxic or Crunch, although Snorlax must be wary of Will-o-Wisp as well as Nasty Plot-boosted Hidden Power Fighting, depending on its EV spread.

**Dark- and Ghost-types**: Weavile and Mismagius are able to revenge kill Cofagrigus with their Dark- and Ghost-type moves respectively when Trick Room is not in effect.

**Bulky Special Attackers**: Special attackers like Raikou and Nidoqueen are able to stomach Shadow Ball capably and fire back with their own powerful attacks, with the former even capable of setting up Calm Minds if Nasty Plot isn't set up.

[CREDITS]
- Previous analysis by: [[MagicShedinja, id]]
- Written by: [[dingbat, id]]
- Quality checked by: [[name, id], [name, id]]
- Grammar checked by: [[name, id], [name, id]]
 
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[OVERVIEW]

Cofagrigus presents itself as a menacing figure that provides an excellent level of utility both offensively and defensively. Its base 145 Defense in conjuction with its Ghost typing makes it one of the best checks to Fighting-types, as well as a good spinblocker; it's no slouch on the special end too with its base 105 Special Defense. Its access to Trick Room and Nasty Plot allows it to function as a threatening sweeper that can be difficult to stop. Additionally, its signature ability in Mummy can neuter physical attackers' abilities and limit their overall potency; for example, it can prevent Mienshao from regenerating health with U-turn or Heracross from accumulating Attack boosts with Megahorn. However, Cofagrigus has some flaws that can be easily taken advantage of. Often times, it requires both Nasty Plot boosts and Trick Room to effectively break through the opposing team as it's abysmally slow and its power is rather middling without boosts. Additionally, its lack of reliable recovery limits its longevity and opportunities to pull off a sweep.

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Nasty Plot
move 3: Shadow Ball
move 4: Hidden Power Fighting
item: Leftovers
ability: Mummy
nature: Quiet
evs: 252 HP / 252 SpA / 4 SpD
ivs: 2 Atk / 30 Def / 30 SpA / 30 SpD / 2 Spe

[SET COMMENTS]
Moves
========
-Trick Room allows Cofagrigus to "outspeed" opposing threats.
-Nasty Plot boosts its Special Attack, giving it a considerable amount of power.
-Shadow Ball is Cofagrigus' most reliable best STAB attack.
-Hidden Power Fighting gives Cofagrigus perfect coverage alongside Shadow Ball, dealing decent-to-solid damage to most Shadow Ball resists.

Set Details
========
-This set functions as a bulky Special sweeper, making great use of its natural bulk to set up both Nasty Plot and Trick Room.
-The given EVs maximize Cofagrigus' power and overall bulk, and the IVs alongside Quiet nature minimize Speed and Foul Play damage while ensuring Hidden Power Fighting has 70 Base Power.
-Leftovers gives Cofagrigus passive recovery, extending its durability for a potential sweep.

Team Options
========
-This set works best on offenses that appreciate a reliable spinblocker/Fighting-type check and can hold its own offensively.
-Hazard setters like Druddigon, Rhyperior, Qwilfish, Roserade, and Nidoqueen are all appreciated, with the former two notably slow enough to take great advantage of any remaining Trick Room turns and fire off strong attacks of their own.
-Fast and strong attackers that can deal with Cofagrigus' best checks including Weavile and Choice Scarf Heracross are fantastic partners, and can take greater advantage of hazards staying on the field.

[SET]
name: Defensive
move 1: Will-o-Wisp
move 2: Shadow Ball
move 3: Pain Split
move 4: Knock Off / Haze
item: Leftovers
ability: Mummy
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========
-Will-o-Wisp burns foes and further prevents foes from breaking through Cofagrigus physically, notably luring Snorlax.
-Shadow Ball is it's best STAB move. hits targets with decent power, doing enough damage to break Substitutes from unboosted Raikou and Suicune.
-Pain Split, while unreliable, is Cofagrigus's usable form of recovery, healing up against targets with greater HP.
-Knock Off removes important items like Leftovers and Life Orbs, while Haze removes any existing boosts on the opposing side, particularly Swords Dance boosts.
-Rest Talk can also be utilized alongside Will-o-Wisp and Shadow Ball, but keep in mind that sleep turns reset to zero upon switching out.

Set Details
========
-This set functions as a more durable Fighting-Type switch-in, making greater use of its defensive characteristics.
-The given EVs maximize Cofagrigus' physical tanking capabilities, although some Defense EVs can instead be moved to Special Defense to live strong attacks like Life Orb boosted Roserade Leaf Storm or Mismagius Shadow Ball from full health.
-Leftovers gives Cofagrigus passive recovery, bolstering its ability to tank repeated hits.

Team Options
========
-This set works best on balances and stalls that need a durable spinblocker/Fighting check.
-Umbreon is a fantastic partner, providing Wish and Heal Bell support while sharing great defensive synergy with Cofagrigus.
-Hazard setters like Roserade and Rhyperior take great advantage of Cofagrigus's spinblocking and can pressure the tier's special attackers reasonably well.

[STRATEGY COMMENTS]
Other Options
=============
-A Calm Mind set is usable which allows it to utilize it's defensive stat by bossting up it's SpAtk and SpDef. It is way less threatening but if it get's going you may be in a good spot and you could afford running Rest in combination with Chesto Berry to have a one time recovery option. may seem usable on paper due to its fantastic defensive stats, but it is generally outclassed by its Offensive Trick Room set due to its lack of reliable recovery.
-Cofagrigus has access to Grass Knot to heavily damage Swampert and Rhyperior, but coverage-wise does not synergize as well with Shadow Ball.

-Mean Look, Curse, Magic Coat, Memento and Destiny Bond Heal Block are all interesting support options it can run, but are rather gimmicky in practice.

Checks and Counters
===================

**Bulky Normal-types**: Bulky Normal-types like Togekiss, Meloetta, and Snorlax take meager damage from unboosted Hidden Power Fighting and can set up or hit it back with Toxic or Crunch, but Snorlax must be wary of Will-o-Wisp as well as +2 Hidden Power Fighting depending on it's EV Spread.

**Dark- and Ghost-types**: Weavile and Mismagius are able to revenge kill Cofagrigus with their Dark- and Ghost-type moves respectively when Trick Room is not in effect.

**Bulky Special Attackers**: Special attackers like Raikou and Nidoqueen are able to stomach Shadow Ball capably and fire back with their own powerful attacks, with the former even capable of setting up Calm Minds if Nasty Plot isn't set up.

My reason for writing more positive on the CM Set is that it has seen success in the past because of reachzero using it in tournaments. I know they are a bunch of years ago but I also wouldn't really compare it with the OTR set at all, since CM serves as a set that can attempt to check fighting types for a bit longer with the given set (Chesto Rest) where as OTR can't do that.
I also personally think it is way better than the defensive set but that is for somebody else to decide if we would like to have an analysis included for the CM set here as well.

Removed the GK mentioning because it isn't worth it ever.

Removed mean look and heal block because I could not think of a single instance where you would like to trap something or prevent it from healing. I think latter needs to be used on the switch in of a pokemon that could use healing moves.

Added Memento and Destiny Bond there because on pure TR teams where Cofagrgigus doesn't aim to sweep itself they are good options to use to have for either letting something set up on a -2 -2 pokemon or trade it against the opposing pokemon.

qc 1/2 if these are implemented
 

dingbat

snek
is a Top Tiering Contributor Alumnus
implemented with some wording changes; regarding defensive & cm, i'm more inclined to move defensive to OO as it's only rly useful on a playstyle that's currently unpopular (sry faded) and is otherwise objectively worse than otr.
 

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