Walrein (QC 3/3) (GP 2/2)

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[Overview]


<p>(remove space)Walrein is a powerful staller that has proven its worth in RU. It has excellent bulk with 110 / 90 / 90 defenses, and has a powerful ability in the form of Ice Body. Walrein has a deadly tactic involving the use of Ice Body combined with and Leftovers allow Walrein to recover the HP lost from using Substitute in a span of 2 turns. However, Walrein faces some defensive faults;(semi colon) it wields a crippling typing defensively, with 4 weaknesses and only 2 resistances,(comma) it is weak to Stealth Rock, and contains a limited movepool means that Walrein is only good for allows it with one thing use. Walrein also requires support such as rapid spinners for from Rapid Spin due to its vulnerability to Stealth Rock and Toxic Spikes. Despite its numerous flaws, Walrein can,(remove comma) without a doubt,(remove comma) become a deadly staller in the right hands.</p>

[SET]
name: Stallrein
move 1: Protect
move 2: Substitute
move 3: Blizzard / Surf
move 4: Super Fang / Toxic / Roar
item: Leftovers
ability: Ice Body
nature: Bold
EVs: 232 HP / 252 Def / 24 SpD

[SET COMMENTS]

<p>The EVs are incredibly important here. 232 HP EVs give Walrein a healthy 419 HP, the 252 Defense EVs with a Bold nature give Walrein maximum Defense, and the 24 Special Defense EVs give some nice special bulk. 419 HP is very important,(comma) as in two turns, with Ice Body and Leftovers,(remove comma) Walrein can recover the HP lost from Substitute,(remove comma) as mentioned earlier. This allows Walrein to continuously spam Substitute and Protect, but only has 32 turns of PP in total. For this set to function at all, you need Hail support,(comma) making Snover a neccessity is invaluable due to Snow Warning. If you use Toxic, set up Toxic on a foe and just keep using Substitute and Protect to wait out enough Toxic and hail damage, and once your foe is in KO range, use either Blizzard or Surf to finish them off. Walrein's Special Attack works in it's favor, because a decent base stat of 95 allows an effective use of STAB. Blizzard is a superior choice due to it's higher power and wider coverage, although Surf can hit Steels that are immune to Toxic, and has higher PP. Super Fang demands a similar concept:(colon) Set up Substitute and Protect, and keep using Super Fang until your foe is in KO range. Roar, the final slashed move, is much better when used in conjunction with entry hazards such as Toxic Spikes support. Toxic Spikes would be a good choice. Roar can also be used to help set up, because set-uppers will ruin your fun with Encore / Taunt.</p>

[ADDITIONAL COMMENTS]

<p>Well, To make a long story short, Walrein needs a healthy amount of support to be successful. If you use Roar or Super Fang, then Toxic Spikes are an excellent choice to cripple the opponent's team. is your best entry hazard option. Roselia makes a great partner is Roselia, not only for can it provide Toxic Spikes, but it can switch into Electric and Grass attacks that Walrein doesn't like. Rapid Spin support is also helpful; Claydol is an excellent Rapid Spinner as it shares great defensive synergy with Walrein, and has access to Stealth Rock of its own. Cryogonal can be partnered with Walrein as it can take advantage of the is nice because it likes hail, being an Ice-type, and it also has access to Rapid Spin and Recover. Another good ally is Dugtrio is a good partner,(remove comma) as it can deal with send those annoying Flying-, Steel-, and Poison-types and send them back from where to where they came, as well as provide Stealth Rock support.</p>

[Other Options]

<p>Sadly, Walrein really doesn't have many other options, due to its very limited movepool. You could run a RestTalk set to remedy Walrein's lack of recovery as a recovery move, or use Yawn to force switches or inflict sleep status, but other than the options already mentioned, Walrein is a one trick pony. as it can help by adding some breathing room to set up.</p>

[Checks and counters]

<p>Any Pokemon that is immune to Toxic and not weak to Ice or Water is an ideal counter. That being said, Muk can provide a Toxic immunity and neutrality to Walrein's STAB moves. Aggron is a shaky check, as it has super effective STAB, resists Ice, and is immune to Toxic, but is weak to Walrein's other STAB, Water. There are many other RU Steels that can avoid Toxic, one of these is Ferroseed, as it also contains has access to a super effective STAB. Most bulky Waters give Walrein a hard time, too. Lanturn resists both of Walrein's STAB moves, and has a super effective STAB to use against it. Also, phazers keep Walrein from setting up. Hariyama also makes a good counter with super effective STAB,(comma) and Guts can abuse Toxic and beat down Walrein. Another ideal counter is Drapion,(space)as it can switch into Toxic Spikes, is immune to Toxic, and has decent Special Defense, and it can just Whirlwind Walrein out. Special defensively inclined Pokemon such as Clefable can easily withstand a Blizzard or Surf. Pokemon with Taunt force Walrein to switch out and prevent it from setting up. Encore not only prevents you from setting up like Taunt, but lets an opponent set up. Being a common counter, status destroys you;(semi colon) burn and poison wither away your HP, while paralysis takes away the little Speed you actually have. Toxic Spikes, (status) pretty much forces you to refrain from switching Walrein in, because you would get poisoned, which slowly drains your health and prevents the Leftovers+Ice Body combination from working. used to ignore Substitute damage.</p>

[Dream World]

<p>Walrein got virtually nothing useful from the dream world. Its Dream World ability is Oblivious,(comma) which This prevents attraction;(semi colon) which is scarcely, if you'd be lucky if this was ever used at all in any tier. It is totally outclassed by Ice Body. Oblivious is never, in any case, viable. Don't use it.</p>


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I may have missed a few things here, but I reformatted some of the messy paragraphs and attempted to bulk out the paragraphs with some much needed information. This is not a 'perfect' check from me, but this is why we have 2 GP checks.
 
Unoffishul check

EDIT: ok fuck i just lost about 30 min of work
EDIT 2: done

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[Overview]

<p>Walrein is a powerful staller that has proven its worth in RU. It has excellent bulk with its 110 / 90 / 90 defenses, and has a great defensive powerful ability in the form of Ice Body. Ice Body, when combined with Leftovers, (add comma) allows Walrein to recover the HP lost from using Substitute in a span of two 2 turns. However, Walrein has faces some defensive faults; it sports wields a crippling typing defensively, that leaves it with four 4 weaknesses and only two 2 resistances, a weakness it is weak to Stealth Rock, and a limited movepool means that Walrein is only good for one thing. Walrein also requires Rapid Spin support from Rapid Spin due to its vulnerability to Stealth Rock and Toxic Spikes. Despite its numerous flaws, Walrein can, (add comma) without a doubt, (add comma) become a deadly staller in the right hands.</p>

[SET]
name: Stallrein
move 1: Protect
move 2: Substitute
move 3: Blizzard / Surf
move 4: Super Fang / Toxic / Roar
item: Leftovers
ability: Ice Body
nature: Bold
EVs: 232 HP / 252 Def / 24 SpD

[SET COMMENTS]

<p>The EVs are incredibly important to this set here. 232 HP EVs give Walrein a healthy 419 HP, the 252 Defense EVs along with a Bold nature maximize give Walrein's maximum Defense, and the remaining 24 Special Defense EVs give some nice are placed into Special Defense for some special bulk. 419 HP is very important, as in two turns, Ice Body and Leftovers can recover the total HP lost from Substitute. This allows Walrein to continuously spam Substitute and Protect, but Walrein only has 32 turns to use this strategy of PP in total. For this set to function at all, you need hail Hail support, making Snover a necessity, neccessity due to its ability, Snow Warning. If you use Toxic, just keep using Substitute and Protect to stall for wait out enough poison Toxic and hail damage, and once your foe is in KO them with range, use either Blizzard or Surf to finish them off. Walrein's base 95 Special Attack works in its it's favor, as it because a decent base stat of 95 allows an effective use of Walrein's STAB attacks. Blizzard is a superior choice due to its it's higher Base Power and better wider coverage, although Surf can hit Steels that are immune to Toxic, and has more higher PP. Super Fang requires demands a similar strategy concept: Set up Substitute and Protect, and keep using Super Fang until your foe is within KO range. Roar, yet another option the final slashed move, is much better when used in conjunction with entry hazards such as Toxic Spikes. Roar can also be used to help prevent being set up on, as Pokemon such as Poliwrath because set-uppers will ruin your fun with Encore / Taunt (Roar is stopped by Taunt).</p>

[ADDITIONAL COMMENTS]

<p>To make a long story short, Walrein needs a healthy amount of support to be successful. If you use Roar or Super Fang, then Toxic Spikes are an excellent choice to cripple the opponent's team. Roselia makes a great partner;, (add semicolon, remove comma) not only can it provide Toxic Spikes, but it can switch into the Electric- and Grass-type attacks that Walrein is weak to doesn't like. Rapid Spin support is also helpful; Claydol is an excellent Rapid Spinner as it shares great defensive synergy with Walrein, and has access to Stealth Rock of its own. Cryogonal can be partnered with Walrein as it can take advantage of the hail, being an Ice-type, and it also has access to Rapid Spin and Recover. Dugtrio is a good partner, (add comma) as it can deals with annoying Flying-, (how does Dugtrio deal with Flying-types?) Steel-, (remove comma) and Poison-types, (add comma) and send them back to where they came from (a somewhat strange sentence, but ok), as well as provide Stealth Rock support.</p>

[Other Options]

<p>Sadly, Walrein really doesn't have many other options, due to its very limited movepool. You could run a RestTalk set to remedy Walrein's lack of recovery, or use Yawn to force switches and or inflict sleep status, but other than the options already mentioned, Walrein is a one trick walrus. </p>

[Checks and counters]

<p>Any Pokemon that is immune to Toxic and not weak to Ice- or Water-type attacks is an ideal counter. That being said, Muk can provides a Toxic immunity and a neutrality to Walrein's STAB moves. Aggron is a shaky check, as it has super effective STAB, resists Ice, and is immune to Toxic, but is weak to Walrein's other STAB, Water. (Aggron isn't a check at all) There are many other Steel-types in RU Steels that can avoid Toxic, one of these is such as Ferroseed, that easily wall Walreinas it also has access to super effective STAB. Most bulky Water-types give Walrein a hard time as well , too. Lanturn resists both of Walrein's STAB attacks, and has its super effective, Electric-type STAB to use against it. In addition Also, phazers keep Walrein from setting up. Hariyama also makes a good counter with its super effective, Fighting-type STAB attacks, and Guts variants can abuse the Attack boost from Toxic and beat down Walrein. Another ideal counter is Drapion, as it can switch into Toxic Spikes, is immune to Toxic, has decent Special Defense, and it can just Whirlwind Walrein out, or Taunt it. Specially defensively-inclined (remove 'ly', add dash) Pokemon such as Clefable can easily withstand an uninvested Blizzard or Surf. Pokemon with Taunt prevent it from setting up and force it to switch out force Walrein to switch out and prevent it from setting up. Encore not only prevents you from setting up like Taunt, but lets the an opponent set up. Being a common counter, Status destroys Walrein you; burn and poison wither away your HP, while paralysis takes away the little Speed you already actually have. Toxic Spikes pretty much discourages forces you to refrain from switching Walrein in, as it essentially neuters the stalling strategy , because you would get poisoned, which slowly drains your health and prevents the Leftovers+Ice Body combination from working.</p>

[Dream World]

<p>Walrein got nothing useful from the Dream World. Its Dream World ability is Oblivious, which prevents attraction; you'd be lucky if this was ever used at all in any tier. It is totally outclassed by Ice Body. Oblivious is never, in any case, viable. Don't use it.</p>
 
Uh...oof this will take a while, sorry but this may not get done for close to a week.





DO NOT FEAR...this will get done.

EDIT: ooh hahaha I lied done already, I am ready for an official GP check.
 
Okay, I will look at this onsite.

I really appreciate everybody's help. Thank you.

Erm.. Are you sure it was uploaded? All I see is the UU analysis....
 

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