Qwilfish

-kal-

hi guys
is a Contributor Alumnus

QC: 49 / Molk / Spirit
GP: The Dutch Plumberjack / frenzyplant

[OVERVIEW]

Qwilfish possesses a great defensive typing that lets it take on Steel-, Fighting-, and Fire-types such as Durant, Hitmonlee, and Emboar very efficiently, a neat ability in Intimidate that allows it to neuter many physical attackers, and great utility moves such as Spikes, Toxic Spikes, and Thunder Wave. For a defensive Pokemon, Qwilfish sits in a decent Speed tier, outspeeding the likes of Jolly Scrafty and Adamant Emboar. Sadly, Qwilfish has subpar Special Defense and thus cannot take on some specially offensive Water- and Fire-types such as Samurott and Houndoom, which makes this Pokemon a suboptimal option for stall teams. Qwilfish's typing also leaves it vulnerable to common Psychic- and Ground-types such as Meloetta and Mega Steelix. Furthermore, Qwilfish does not have reliable recovery, which makes it very easy to wear down.

[SET]
name: Defensive Spiker
move 1: Spikes
move 2: Taunt
move 3: Scald / Waterfall
move 4: Thunder Wave / Toxic Spikes
item: Black Sludge
ability: Intimidate
nature: Timid / Jolly
evs: 252 HP / 200 Def / 56 Spe

[SET COMMENTS]
Moves
========

Spikes wears down the opposing team's Pokemon each time they come in. Taunt is used to stop opposing entry hazard setters from setting up while also shutting down Pokemon such as Alomomola and Dragon Dance Scrafty. In the third moveslot, Scald is preferred if players would like to punish physical attackers even further with burns and does more damage to Durant than Waterfall. Alternatively, Waterfall allows Qwilfish to heavily damage Fire- and Ground-types such as Mega Camerupt and Rhyperior. Poison Jab is an option in order to catch Virizion and Rotom-C on the switch while dealing decent damage to Aromatisse. Thunder Wave is used to cripple Qwilfish's foes and forms a nasty paraflinch combination with Waterfall. Toxic Spikes is an alternative to spread poison throughout the opposing team.

Set Details
========

252 HP EVs and 200 Defense EVs are used to maximize Qwilfish's physical bulk. The given Speed investment ensures that Qwilfish outspeeds Jolly Scrafty and Adamant Tyrantrum in order to Taunt them before they can set up. An alternate EV spread of 252 HP / 80 Def / 176 Spe with a Speed-boosting nature is an option in order to outspeed and Taunt Smeargle before it can set up entry hazards or put Qwilfish to sleep. Black Sludge provides Qwilfish with passive recovery and punishes any Trick users that attempt to cripple Qwilfish.

Usage Tips
========

Qwilfish is mainly used on offensively inclined teams, though it also fits on some balance teams. Players should pivot Qwilfish into Fighting-, Fairy-, and Steel-types such as Hitmonlee, Aromatisse, and Durant, which cannot do much against it. From there, Qwilfish can start setting up Spikes. Preserve Qwilfish for potential setup sweepers such as Dragon Dance Scrafty and Bulk Up Gurdurr in order to Taunt them. Do not expose Qwilfish to any status-inflicting moves such as Thunder Wave and Scald, as they can severely cripple it. If there are a decent number of entry hazards on the field already, Qwilfish can proceed to wear down the opposing team with Thunder Wave, Scald, or Waterfall. Qwilfish is also a pretty good Toxic Spikes absorber.

Team Options
========

Dark-types such as Spiritomb, Sneasel, and Houndoom work well with Qwilfish, as they are able to Pursuit trap Psychic-types, which it loses to. Scrafty in particular is a great partner, as it benefits from not only the entry hazards that Qwilfish provides but also its ability to weaken Fighting- and Fairy-types to ease setup. Specially defensive Rhyperior and Mega Steelix also make for great partners, as they can deal with Exploud, Jolteon, and Meloetta with ease while Qwilfish handles Fighting-types such as Hitmonlee and Emboar that trouble them. Setup sweepers such as Rock Polish Tyrantrum, Hone Claws Durant, and Swords Dance Virizion appreciate Qwilfish's entry hazards, which ease setup for them. Because Qwilfish does not have a reliable form of recovery, Wish passers work well with it. For more offensive teams, Jolteon is able to replenish Qwilfish's health, while on more balanced teams, Aromatisse is a great Wish passer. Grass-types such as Tangrowth and Rotom-C have great defensive synergy with Qwilfish, as they handle Ground- and Electric-types while Qwilfish can take on Fire-types that annoy them.

[SET]
name: Suicide Lead
move 1: Spikes
move 2: Taunt
move 3: Explosion
move 4: Scald / Toxic Spikes
item: Focus Sash
ability: Intimidate
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Spikes can rack up residual damage on the opposing team. Taunt stops opposing entry hazard setters from setting up and shuts down Jellicent and Dragon Dance Scrafty. Explosion is used to block Defog and Rapid Spin and prevents Qwilfish from being as susceptible to Taunt. In the final slot, Scald is preferred if players would like to punish physical attackers even further with burns, while Toxic Spikes is an alternative for spreading poison throughout the opposing team. Hydro Pump can be used to deal heavy damage to Mega Steelix and Durant, and Ice Beam is an alternative to 2HKO defensive Flygon and Tangrowth. Poison Jab is an option to catch Virizion and Rotom-C on the switch while dealing decent damage to Aromatisse.

Set Details
========

A Jolly nature with maximum Attack investment is used to maximize the damage output of Explosion as Scald's primary usage is to burn foes rather than to inflict damage. The remaining EVs are placed in Speed for Qwilfish to outspeed Jolly Scrafty, Tyrantrum, and Emboar. Focus Sash lets Qwilfish survive any one hit, guaranteeing at least one layer of entry hazards for the team. If Hydro Pump and Ice Beam are used, players should opt for a spread of 4 Def / 252 SpA / 252 Spe with a Timid nature to maximize Qwilfish's damage output.

Usage Tips
========

This set is primarily used on hyper offensive teams that are looking for a suicide lead. Against defensive teams, players should set up two layers of Toxic Spikes, as toxic poison can slowly wear down walls such as Alomomola and Jellicent. Against offensive teams, players should set up only one layer of Toxic Spikes so that foes will be taking more poison damage during the first turn. Qwilfish should Taunt opposing entry hazard users to prevent hazards from going on your side of the field.

Team Options
========

Pokemon that can punish common Defog users such as Flygon and Togetic work well with Qwilfish. Sneasel is able to heavily damage both of them, while Braviary gains a +2 Attack boost from their uses of Defog. Qwilfish also greatly appreciates Fire-types such as Delphox and Emboar, as they are able to handle Grass-types such as Rotom-C and Tangrowth, which can easily OHKO Qwilfish with their powerful attacks. Wallbreakers such as Choice Band Scrafty, Mega Glalie, and Meloetta benefit from the entry hazards that Qwilish puts up, as hazards wear down their checks and counters. For example, with one layer of Spikes, Scrafty is able to guarantee the 2HKO on Alomomola with a High Jump Kick. Stealth Rock setters such as Mesprit, Rhyperior, and Uxie are good partners, as having more entry hazard support is great for the team.

[STRATEGY COMMENTS]
Other Options
=============

Haze can be used to halt setup, but Qwilfish generally does not have much room for the move. Pain Split is an alternative for Qwilfish to have a form of recovery, but it is extremely unreliable. Aqua Jet is an option to pick off weakened Fire-types such as Delphox and Houndoom that naturally outspeed Qwilfish. A setup sweeper set with Swords Dance, Aqua Jet, Waterfall, and Poison Jab can be used to catch opponents off guard.

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

**Electric-types**: Electric-types such as Eelektross, Rotom-C, and Jolteon are immune to Thunder Wave and can take any hit from Qwilfish. They can then proceed to KO it with their STAB Electric-type moves.

**Psychic-types**: Specially offensive Psychic-types such as Sigilyph, Meloetta, and Mesprit can outspeed defensive variants of Qwilfish, take a hit from the lead set, and OHKO both variants with their STAB attacks. Delphox does not like taking a hit from Qwilfish but can outspeed it and OHKO it with Psychic. While physically offensive Psychic-types such as Gallade do not appreciate burns from Scald, they can take any hit from Qwilfish and 2HKO it easily with Zen Headbutt. Defensive Psychic-types such as Xatu, Musharna, and Uxie can wall Qwilfish and heavily dent it with their attacks, and the first can reliably shut down Qwilfish due to Magic Bounce. Slowking is also able to take any hit from Qwilfish and can OHKO it with Psychic.

**Wallbreakers**: Because Qwilfish does not have the best defenses and lacks a form of recovery, it is vulnerable to common wallbreakers. Flygon, Emboar, Gallade, and Choice Band Tyrantrum can 2HKO or OHKO Qwilfish with ease when it is weakened.

**Ground-types**: Rhyperior and Mega Steelix do not like taking burns from Scald but can heavily dent Qwilfish with Earthquake while surviving any hit. Dugtrio is able to trap Qwilfish and KO it with ease. Gastrodon and Seismitoad are immune to Scald and Waterfall due to their abilities and can OHKO Qwilfish with Earth Power.
 
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ayte, u already know i'm gon be super anal about this one, b.c all i've ever played is spike-stack offense, and that's a fact

quick expansion on what the implications of bad spdef are; one of the most significant things is that it implicates somewhat as a bulky water, as it is unable to check stuff like doomer to any capacity, in addition to further restricting its ability to switch into stuff like samurott, who just 2hkos w/lo pump if that's the set it rolls with. generally, this results in it being exempt from most hard stall builds, who need their bulky water fulfilling that kind of role (or at least doing so a bit better), instead being observed on offense, balance, and occasionally certain quick-stalls (things like defensive core + duggy + conservative booster).

gonna make the push and say that 252 hp / 200 def / 56 spe @ + speed nature (putting it at 242 speed) is the best for it here. i have seen no evidence that the 4 points of defense gained make it worth being outpaced by adamant tyrantrum and adamant / modest 'rott, and both are very much of enough consequence to be worth teching for here. furthermore, i would like to see scald as the premier slash here; aside from being a broken move, the ability to deal more damage to durant alone (~37-45% from scald as contrasted to 30-35% from waterfall, which is huge) makes it a big enough deal here, but being able to push some kind of damage on overzealous bronzongs, even rotom-c / sorta tangrowth switch-ins makes it very palatable. waterfall is just, like, ohkoing doomer (which only comes if it tries to stay in when it won't ko and you don't have / use twave), so i'm fine with that not even being in moves tbh haha. although, i wouldn't mind seeing a mention poison jab in the final slot (moves, not as a direct slash), since having this able to actively apply some pressure to aromatisse has some real value for a lot of offense teams in the stall / fatter balance match-up, and being able to catch greedy virizion / rotom-c looking to pick up momentum is also rather nice.

suicide lead should be max hp @ spikes / taunt / explosion / (scald / tspikes), imo. dbond is sorta cute, and i'd be fine with it having a move slash, but you wanna be able to control pacing with that move, and boom does that + blocks spin, which is rather nice here. again, waterfall is w.e, and scald is broken, meaning that it can net more utility value in mid-game if need be (since, yeah, it usually doesn't need to be thrown out and die v.balance, since they usually have hazard control and its sub-optimal just to sac). in that vein, having the bulk to play around in the mid-game is rather nice, and much nicer than a "strong" boom. alongside dbond, you could also stand to mention hydro pump (2hkos adamant m-lix, does ~45% min to spdef variants, does, like, 75+% to durant, etc.) / ib (2hkos spdef flygon / offensive growth) @ max spa and poison jab (similar reasons for it as on the defensive set, just less so b.c it has less longevity and these 'mons aren't as enticed to come / stay in on a lead variant).

but yeah, do that and i'll stamp ;)
 

-kal-

hi guys
is a Contributor Alumnus
ayte, u already know i'm gon be super anal about this one, b.c all i've ever played is spike-stack offense, and that's a fact

quick expansion on what the implications of bad spdef are; one of the most significant things is that it implicates somewhat as a bulky water, as it is unable to check stuff like doomer to any capacity, in addition to further restricting its ability to switch into stuff like samurott, who just 2hkos w/lo pump if that's the set it rolls with. generally, this results in it being exempt from most hard stall builds, who need their bulky water fulfilling that kind of role (or at least doing so a bit better), instead being observed on offense, balance, and occasionally certain quick-stalls (things like defensive core + duggy + conservative booster).

gonna make the push and say that 252 hp / 200 def / 56 spe @ + speed nature (putting it at 242 speed) is the best for it here. i have seen no evidence that the 4 points of defense gained make it worth being outpaced by adamant tyrantrum and adamant / modest 'rott, and both are very much of enough consequence to be worth teching for here. furthermore, i would like to see scald as the premier slash here; aside from being a broken move, the ability to deal more damage to durant alone (~37-45% from scald as contrasted to 30-35% from waterfall, which is huge) makes it a big enough deal here, but being able to push some kind of damage on overzealous bronzongs, even rotom-c / sorta tangrowth switch-ins makes it very palatable. waterfall is just, like, ohkoing doomer (which only comes if it tries to stay in when it won't ko and you don't have / use twave), so i'm fine with that not even being in moves tbh haha. although, i wouldn't mind seeing a mention poison jab in the final slot (moves, not as a direct slash), since having this able to actively apply some pressure to aromatisse has some real value for a lot of offense teams in the stall / fatter balance match-up, and being able to catch greedy virizion / rotom-c looking to pick up momentum is also rather nice.

suicide lead should be max hp @ spikes / taunt / explosion / (scald / tspikes), imo. dbond is sorta cute, and i'd be fine with it having a move slash, but you wanna be able to control pacing with that move, and boom does that + blocks spin, which is rather nice here. again, waterfall is w.e, and scald is broken, meaning that it can net more utility value in mid-game if need be (since, yeah, it usually doesn't need to be thrown out and die v.balance, since they usually have hazard control and its sub-optimal just to sac). in that vein, having the bulk to play around in the mid-game is rather nice, and much nicer than a "strong" boom. alongside dbond, you could also stand to mention hydro pump (2hkos adamant m-lix, does ~45% min to spdef variants, does, like, 75+% to durant, etc.) / ib (2hkos spdef flygon / offensive growth) @ max spa and poison jab (similar reasons for it as on the defensive set, just less so b.c it has less longevity and these 'mons aren't as enticed to come / stay in on a lead variant).

but yeah, do that and i'll stamp ;)
Implemented
 
oh, sorry, meant to convey that all those attacking moves options would be used, if at all, exclusively in the final moveslot of the lead set (ie spikes / taunt / boom / [scald / explosion / hydro pump / ice beam / poison jab], essentially). but, uh, yeah, looking over this it's lookin' solid

1/3
 

TONE

I don't have to take this. I'm going for a walk.
is a Community Contributoris a Top Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
Minor nitpick, but Qwilfish only needs 40 EVs with a +speed nature to outspeed Jolly Scrafty, not 56. My mistake about that, the main set said Timid / Jolly and then you mentioned Bold and Impish nature in Set Details
 
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Molk

Godlike Usmash
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Be sure to mention an alternative EV spread of 252 HP / 80 Def / 176 Spe with a Jolly / Timid nature in the set details of the first set, this EV spread lets Qwilfish outspeed and Taunt Smeargle before it's able to set up any entry hazards or attempt to put Qwilfish to sleep. As a bonus, it also lets Qwilfish outspeed Adamant Hitmonlee.

I don't know about the rest of QC, but i think that DD Scrafty in particular should be mentioned as a good teammate for the first set. Just like the other set up sweepers you mentioned, Scrafty greatly benefits from the entry hazard support Qwilfish can provide, and it just so happens that many of the Fairy- and Fighting-type Pokemon that can either check or revenge kill Scrafty, such as Aromatisse, Scarfboar, and Mach Punch Hitmonlee struggle with Qwilfish and become Spikes fodder. In return, Scrafty is capable of setting up on a decent amount of the Pokemon that threaten Qwilfish thanks to its solid overall bulk. Double Intimidate is pretty neat as well if you're into that.

This looks pretty solid otherwise.

QC Approved 2/3
 
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Take Azelfie

More flags more fun
I'd probably add Destiny Bond next to Explosion, Explosion is always guanteed but if you get DBond off you get a kill. It isn't too much High risk low reward either
 

Tricking

MALDINI
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World Defender
[OVERVIEW]

Qwilfish possesses a great defensive typing that lets it take on Steel-, Fighting-, (AC) and Fire-types such as Durant, Hitmonlee, and Emboar very efficiently. Qwilfish also has a neat useful ability in Intimidate that allows it to invalidate weaken many a lot of physical attackers. Qwilfish offers great utility can also support its teammates thanks to with in moves such as Spikes, Toxic Spikes, and Thunder Wave. For a defensive Pokemon, Qwilfish sits in a decent Speed tier for a defensive Pokemon speedtier, outspeeding the likes of Jolly Scrafty and Adamant Emboar. Sadly However, Qwilfish has a subpar Special Defense, so which means it cannot take on some deal with Specially specially offensive Water- and Fire-types such as Samurott and Houndoom, (AC) that makes this Pokemon making it a sub-optimal suboptimal option for Stall stall teams. Qwilfish's typing also leaves it weak to common Psychic- and Ground-types such as Meloetta and Mega Steelix. Furthermore, Qwilfish does not have any reliable form of recovery which makes making it very easy to wear down.

[SET]
name: Defensive Spiker
move 1: Spikes
move 2: Taunt
move 3: Scald / Waterfall
move 4: Thunder Wave / Toxic Spikes
item: Black Sludge
ability: Intimidate
nature: Timid / Jolly
evs: 252 HP / 200 Def / 56 Spe

[SET COMMENTS]
Moves
========

Spikes is a great utility move, as it wears down slightly weakens the opposing team's Pokemon each every time they come in. Taunt is used to stop prevents opposing entry hazards setters from setting up as well as shutting down Pokemon such as Dragon Dance Scrafty and Alomomola. Scald can be used over Waterfall is used if players would like to punish threaten physical attackers even further with a possible burn and it does deal more damage to Durant than Waterfall does. (move Scald after Waterfall) Waterfall is used as a STAB move allowing allows Qwilfish to heavily damage Fire- and Ground-types such as Mega Camerupt and Rhyperior. Poison Jab is an option in order to catch hits Virizion or Rotom-C on the switch-in while being able to and deals decent damage to Aromatisse. Thunder Wave is used to cripples Qwilfish's foes checks which is great for team support, and forms a nasty ParaFlinch paraflinch combination combo with Waterfall. Toxic Spikes is an alternative over Thunder Wave for poison or Toxic damage on the opposing field.

Set Details
========

252 HP EVs and 200 Defense EVs are used to maximize Qwilfish's physical bulk. The given Speed investment is to ensure that allows Qwilfish to outspeed anything from the likes of Jolly Scrafty and Adamant Tyrantrum and below in order to Taunt them before they can setup any Dragon Dances or Rock Polish respectively. An alternative EV spread of 252 HP / 80 Def / 176 Spe with alongside a Jolly /or a Timid nature is an option in order allows Qwilfish to outspeed Smeargle in order to Taunt it before it can preventing it from setting up any hazards or putting Qwilfish to sleep. A Jolly nature should be used if in tandem with Waterfall is chosen while whereas a Timid one nature can be used if should be chosen in tandem with Scald is chosen. Black Sludge is used to provides Qwilfish with a form of passive recovery and also punishes any Trick users who which attempt to cripple Qwilfish.

Usage Tips
========

Qwilfish is mainly used on offensively-inclined oriented teams although it also fits on into some balanced teams. Players should pivot switch Qwilfish into Fighting-, Fairy-, (AC) and Steel-types such as Hitmonlee, Aromatisse, and Durant who which cannot do much against it. From there, Qwilfish can start setting up Spikes. Preserve Qwilfish for potential setup sweepers such as Dragon Dance Scrafty and Bulk Up Gurdurr in order to Taunt them. Do not expose Prevent Qwilfish from being statused to any status-inflicting moves such as by Thunder Wave or Scald, (AC) as they can severely cripple it which hinders its job. Qwilfish is also a pretty good Toxic Spikes absorber so players should take note of that. If there are is a decent amount number of entry hazards on the field already, Qwilfish can proceed to wear down the opposing team with Thunder Wave, Scald, or and Waterfall.

Team Options
========

Dark-types such as Spiritomb, Sneasel, and Houndoom work synergize well with Qwilfish, (AC) as they are able to Pursuit trap Psychic-types which it loses to. Specially defensive Rhyperior and Mega Steelix also make for great partners, (AC) as they can deal with Exploud, Jolteon, and Meloetta with ease, (AC) while Qwilfish handles Fighting-types such as Hitmonlee and Emboar in return that troubles them. Setup sweepers such as Rock Polish Tyrantrum, Hone Claws Durant, and Swords Dance Virizion appreciate the entry hazards support from that Qwilfish has set up to ease setup for them their sweep. against the opposing team. Because Qwilfish does not have a reliable form of recovery, Wish passers work well with it. For more offensive teams, In particular, Jolteon is able to replenish Qwilfish while on more balanced teams, Aromatisse is a great Wish passer in offensive teams, whereas Aromatisse works well in balanced ones. Grass-types, (AC) such as Tangrowth and Rotom-C, (AC) have a great defensive synergy with Qwilfish as they handle Ground- and Electric-types, (AC) while Qwilfish can take on Fire-types in return that annoys them. Scrafty in particular is a great partner as it benefits not only from not only the entry hazards that Qwilfish provides, but also from its ability to weaken Fighting- and Fairy-types to ease set up for Scrafty.

[SET]
name: Suicide Lead
move 1: Spikes
move 2: Taunt
move 3: Explosion
move 4: Scald / Toxic Spikes
item: Focus Sash
ability: Intimidate
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Spikes is used as a utility move that can rack up residual damage on the opposing team. Taunt stops opposing entry hazards setters from setting up as well as shutting down Dragon Dance Scrafty and Jellicent. Explosion is used to block Defog and Rapid Spin users while not being as susceptible to Taunt. Scald is used if players would like to punishes physical attackers even further with a possible burn. Toxic Spikes is an alternative for poison or Toxic damage on the opposing field, whereas Hydro Pump can be used used to deals heavy damage to Mega Steelix and Durant. Ice Beam is an alternative to be able to 2HKOes Defensive defensive Flygon and Tangrowth, and Poison Jab is an option as a secondary STAB move in order to catch hits Virizion or Rotom-C on the switch-in, (AC) while being able to deal decent damage to Aromatisse.

Set Details
========

A Jolly nature with maximum aAttack investment are is used to maximize the damage output of Explosion while Scald's primary usage is to gain burns on the opponents. The rest is placed 252 EVs are given into Speed with alongside a Jolly nature for Qwilfish to outspeed Jolly Scrafty, Jolly Tyrantrum, and Jolly Emboar. (252+ in Speed isn't that important to outpace the aforementioned threats) Focus Sash is used for allows Qwilfish to live any at least one hit and guarantees at least one minimum a layer of entry hazards for the team. If Hydro Pump and Ice Beam is are used, players should opt for a spread of 4 Def / 252 SpA / 252 Spe with alongside a Timid nature to maximize their damage output.

Usage Tips
========

This set is primarily used on hyper offensive teams that are looking for as a suicide lead. Against defensive teams, players should set up two layers of Toxic Spikes as soon as possible it can slowly to wear down walls such as Alomomola and Jellicent. Against offensive teams, players should setup set up only one layer of Toxic Spikes as so that the opponents foes will be taking more Poison damage during in the first turn. Qwilfish should Taunt opposing entry hazards setters users to prevent hazards them from setting entry hazards going on your side of the field.

Team Options
========

Pokemon that can able to punish common Defog users, (AC) such as Flygon and Togetic, (AC) work well with Qwilfish. Sneasel is able to heavily damages the both of them, (AC) while Braviary is able to get a +2 Attack boost raise when they attempt to Defog thanks to Defiant. Fire-types such as Delphox and Emboar are greatly appreciated for by Qwilfish; (semicolon) they are able to handle Grass-types, such as Rotom-C and Tangrowth, which that can easily OHKO Qwilfish with their powerful attacks. Wallbreakers such as Choice Band Scrafty, Mega Glalie, and Meloetta benefit from the entry hazards that Qwilish puts sets up, (AC) as it Spikes and Toxic Spikes can wear down weaken their checks and counters. For example, with one a layer of Spikes, Scrafty is able to gurarantee the 2HKO on Alomomola with a High Jump Kick. Stealth Rock setters such as Mesprit, Rhyperior, and Uxie are great partners in entry hazards stacking teams. as having more entry hazard support is great for the team.

[STRATEGY COMMENTS]
Other Options
===========
Haze can be used to halt any setup sweepers, (AC) but although Qwilfish generally does not have much room for this move. Pain Split is an alternative for Qwilfish to have provides a form of recovery, (AC) but is despite being extremely unreliable as the game progresses. Aqua Jet is an option to pick off weakened Fire-types, (AC) such as Delphox and Houndoom, (AC) that naturally outspeed Qwilfish. A set with Swords Dance and Aqua Jet, Waterfall, and Poison Jab can be used to makes Qwilfish a setup sweeper able to catch opponents off guard.

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

**Electric-types**: Electric-types such as Eelektross, Rotom-C, and Jolteon are all immune to Thunder Wave and also can take a potential hit from Qwilfish. They can then proceed to KO it with their STAB Electric-type moves afterwards.

**Psychic-types**: Specially offensive Psychic-types such as Sigilyph, Meloetta, and Mesprit can outspeed defensive variants of Qwilfish, (AC) and take a hit from the lead set and OHKO it back with their STAB attacks. Delphox does not like taking a hit from Qwilfish but can outspeed it and OHKO it with Psychic. Physically offensive Psychic-types, (AC) such as Gallade, while do not appreciating a Scald burn, can 2HKO Qwilfish easily with Zen Headbutt while taking any hit from it. Defensive Psychic-types such as Xatu, Musharna, and Uxie can counter and wall Qwilfish and heavily dent it with their attacks. The former can reliably shut down Qwilfish due thanks to Magic Bounce. Slowking is also able to take any hit from Qwilfish with ease and can OHKO it with Psychic.

**Wallbreakers**: Because As Qwilfish does not have the best defenses and lacks a reliable form of recovery, it is vulnerable weak to common wallbreakers. Choice Band Tyrantrum, Flygon, Emboar, and Gallade can 2HKO or OHKO or 2HKO Qwilfish with ease when it is weakened.

**Ground-types**: Rhyperior and Mega Steelix do not like taking a burn from Scald, (AC) but they can heavily dent Qwilfish with Earthquake while after living any hit. Dugtrio is able to trap Qwilfish and KO it with ease. Gastrodon and Seismitoad are immune to Scald and Waterfall Water-type moves thanks due to their abilities and are able to OHKO it Qwilfish with Earth Power.


this actually took me a lot of time :o
 

Lumari

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TFP Leader
GP 1/2
[OVERVIEW]

Qwilfish possesses a great defensive typing that lets it take on Steel-, Fighting- and Fire-types such as Durant, Hitmonlee, and Emboar very efficiently, (comma) Qwilfish also has a neat ability in Intimidate that allows it to invalidate neuter many physical attackers, (comma) . Qwilfish offers and great utility in moves such as Spikes, Toxic Spikes, and Thunder Wave. For a defensive Pokemon, Qwilfish sits in a decent speedtier Speed tier, outspeeding the likes of Jolly Scrafty and Adamant Emboar. Sadly, Qwilfish has subpar Special Defense, (AC) which means it cannot take on some specially offensive Water- and Fire-types such as Samurott and Houndoom, (AC) that which makes this Pokemon a sub-optimal suboptimal option for stall teams. Qwilfish's typing also leaves it weak to common Psychic- and Ground-types such as Meloetta and Mega Steelix. Furthermore, Qwilfish does not have reliable form of recovery, (AC) which makes it very easy to wear down.

[SET]
name: Defensive Spiker
move 1: Spikes
move 2: Taunt
move 3: Scald / Waterfall
move 4: Thunder Wave / Toxic Spikes
item: Black Sludge
ability: Intimidate
nature: Timid / Jolly
evs: 252 HP / 200 Def / 56 Spe

[SET COMMENTS]
Moves
========

Spikes is a great utility move, as it wears down the opposing team's Pokemon each time they come in. Taunt is used to stop opposing entry hazard setters from setting up as well as while also shutting down Pokemon such as Dragon Dance Scrafty and Alomomola. Scald is used preferred if players would like to punish physical attackers even further with a burn and it does more damage to Durant than Waterfall does. Alternatively, (AC) Waterfall is used as a STAB move, allowing allows Qwilfish to heavily damage Fire- and Ground-types such as Mega Camerupt and Rhyperior. Poison Jab is an option in order to catch Virizion or Rotom-C on the switch in while being able to deal decent damage to Aromatisse. Thunder Wave is used to cripple Qwilfish's foes which is great for team support, and forms a nasty ParaFlinch combo paraflinch combination with Waterfall. Toxic Spikes is an alternative for Poison to spread poison or Toxic damage on the opposing field team.

Set Details
========

252 HP EVs and 200 Defense EVs are used to maximize Qwilfish's physical bulk. The given Speed investment is to ensure that Qwilfish outspeeds anything from up to Jolly Scrafty and Adamant Tyrantrum and below in order to Taunt them before they can setup any Dragon Dances or Rock Polish respectively. An alternate EV spread of 252 HP / 80 Def / 176 Spe with a Jolly / Timid Speed-boosting nature is an option in order to outspeed Smeargle in order to and Taunt it before it can set up any entry hazards or put Qwilfish to sleep. Jolly nature should be used if Waterfall is chosen while a Timid nature can be used if Scald is chosen. (self explanatory) Black Sludge is used to provide Qwilfish with passive recovery and also punishes any Trick users who that attempt to cripple Qwilfish.

Usage Tips
========

Qwilfish is mainly used on offensively inclined (remove hyphen) teams, (AC) though it also fits on some balanced teams. Players should pivot Qwilfish into Fighting-, Fairy- and Steel-types such as Hitmonlee, Aromatisse, and Durant, (AC) who which cannot do much against it. From there, Qwilfish can start setting up Spikes. Preserve Qwilfish for potential setup sweepers such as Dragon Dance Scrafty and Bulk Up Gurdurr in order to Taunt them. Do not expose Qwilfish to any status-inflicting moves such as Thunder Wave or and Scald, (AC) as they can severely cripple it which hinders its job. Qwilfish is also a pretty good Toxic Spikes absorber so players should take note of that. If there are a decent amount number of entry hazards on the field already, Qwilfish can proceed to wear down the opposing team with Thunder Wave, Scald, or Waterfall.

Team Options
========

Dark-types such as Spiritomb, Sneasel, and Houndoom work well with Qwilfish, (AC) as they are able to Pursuit trap Psychic-types, (AC) which it loses to. Specially defensive Rhyperior and Mega Steelix also make for great partners, (AC) as they can deal with Exploud, Jolteon, and Meloetta with ease while Qwilfish handles Fighting-types such as Hitmonlee and Emboar that troubles trouble them. Setup sweepers such as Rock Polish Tyrantrum, Hone Claws Durant, and Swords Dance Virizion appreciate the Qwilfish's entry hazards that Qwilfish has set up to ease setup for them against the opposing team. Because Qwilfish does not have a reliable form of recovery, Wish passers work well with it. For more offensive teams, Jolteon is able to replenish Qwilfish's health, (AC) while on more balanced teams, Aromatisse is a great Wish passer. Grass-types such as Tangrowth and Rotom-C have great defensive synergy with Qwilfish, (AC) as they handle Ground- and Electric-types while Qwilfish can take on Fire-types that annoys annoy them. Scrafty in particular is a great partner, (AC) as it benefits from not only the hazards that Qwilfish provides (RC) but also its ability to weaken Fighting- and Fairy-types to ease set up for Scrafty setup.

[SET]
name: Suicide Lead
move 1: Spikes
move 2: Taunt
move 3: Explosion
move 4: Scald / Toxic Spikes
item: Focus Sash
ability: Intimidate
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Spikes is used as a utility move that can rack up residual damage on the opposing team. Taunt stops opposing entry hazard setters from setting up as well as shutting and shuts (less ambiguous) down Dragon Dance Scrafty and Jellicent. Explosion is used to block Defog and Rapid Spin users while not and prevents Qwilfish from being as susceptible to Taunt. In the final slot, (AC) Scald is used preferred if players would like to punish physical attackers even further with a burn, (comma) while Toxic Spikes is an alternative for spreading poison or Toxic damage on the opposing field. Hydro Pump can be used used to deal heavy damage to Mega Steelix and Durant, (comma) and Ice Beam is an alternative to be able to 2HKO defensive Flygon and Tangrowth. Poison Jab is an option as a secondary STAB move in order to catch Virizion or Rotom-C on the switch in (remove hyphen) while being able to deal decent damage to Aromatisse.

Set Details
========

A Jolly nature with maximum Attack investment are is used to maxmize maximize the damage output of Explosion, (AC) while Scald's primary usage is to gain burns on the opponents as opposed to inflicting damage. The rest is placed in Speed with a Jolly nature for Qwilfish to outspeed Jolly Scrafty, Jolly Tyrantrum, and Jolly Emboar. Focus Sash is used for Qwilfish to live survive any one hit and guarantees at least one layer of entry hazards for the team. If Hydro Pump and Ice Beam is are used, players should opt for a spread of 4 Def / 252 SpA / 252 Spe with a Timid nature to maximize their Qwilfish's damage output.

Usage Tips
========

This set is primarily used on hyper offensive teams that are looking for a suicide lead. Against defensive teams, players should set up two layers of Toxic Spikes, (AC) as it bad poison can slowly wear down walls such as Alomomola and Jellicent. Against offensive teams, players should set(space)up only one layer of Toxic Spikes as the opponents so that foes will be taking more poison damage during the first turn. Qwilfish should Taunt opposing entry hazard users to prevent hazards from going on your side of the field.

Team Options
========

Pokemon that can punish common Defog users such as Flygon and Togetic work well with Qwilfish. Sneasel is able to heavily damage the both of them, (AC) while Braviary is able to get a +2 Attack raise when they attempt from their attempts to Defog. Fire-types such as Delphox and Emboar are greatly appreciated for by Qwilfish, (comma) as they are able to handle Grass-types such as Rotom-C and Tangrowth, (AC) which can easily OHKO Qwilfish with their powerful attacks. Wallbreakers such as Choice Band Scrafty, Mega Glalie, and Meloetta benefit from the hazards that Qwilish puts up, (AC) as it they can wear down their checks and counters. For example, with one layer of Spikes, Scrafty is able to gurarantee guarantee the 2HKO on Alomomola with a High Jump Kick. Stealth Rock setters such as Mesprit, Rhyperior, and Uxie are great partners, (AC) as having more entry hazard support is great for the team.

[STRATEGY COMMENTS]
Other Options
=============

Haze can be used to halt any setup sweepers, (AC) but Qwilfish generally does not have much room for the move. Pain Split is an alternative for Qwilfish to have a form of recovery, (AC) but it is extremely unreliable as the game progresses. Aqua Jet is an option to pick off weakened Fire-types such as Delphox and Houndoom that naturally outspeed Qwilfish. A set with Swords Dance and Aqua Jet, Waterfall, and Poison Jab can be used to make Qwilfish a setup sweeper to catch opponents off guard.
(blank line)
Checks and Counters
===================

**Electric-types**: Electric-types such as Eelektross, Rotom-C, and Jolteon are all immune to Thunder Wave and also can take a potential any hit from Qwilfish. They can then proceed to KO it with their STAB Electric-type moves.

**Psychic-types**: Specially offensive Psychic-types such as Sigilyph, Meloetta, and Mesprit can outspeed defensive variants of Qwilfish and take a hit from the lead set and OHKO it with their STAB attacks. Delphox does not like taking a hit from Qwilfish but can outspeed it and OHKO it with Psychic. Physically offensive Psychic-types such as Gallade, while they do not appreciate a Scald burn, can 2HKO Qwilfish easily with Zen Headbutt while taking any hit from it. Defensive Psychic-types such as Xatu, Musharna, and Uxie can counter and wall Qwilfish and heavily dent it with their attacks. The former can reliably shut down Qwilfish due to Magic Bounce. Slowking is also able to take any hit from Qwilfish with ease (repetitive) and can OHKO it with Psychic.

**Wallbreakers**: Because Qwilfish does not have the best defenses and lacks a form of recovery, it is vulnerable to common wallbreakers. Choice Band Tyrantrum, Flygon, Emboar, and Gallade can 2HKO or OHKO Qwilfish with ease when it is weakened.

**Ground-types**: Rhyperior and Mega Steelix do not like taking a burn from Scald but can heavily dent Qwilfish with Earthquake while living surviving any hit. Dugtrio is able to trap Qwilfish and KO it with ease. Gastrodon and Seismitoad are immune to Scald and Waterfall due to their abilities and OHKO it Qwilfish with Earth Power.

used a ton of your changes Tricking cause they were good (not many people catch amount vs. number :] although "number of entry hazards" really is plural, if it's only "felt" as a plural that's enough in English, no matter how little sense it makes grammatically), but try not to overdo your checks :[ changes like inclined -> oriented, with a Timid nature -> alongside a Timid nature, wear down -> weaken, and quite a bunch more pretty much only serve to make the writing sound more like your own and less like the author's, which is something we don't want at all cost--if something is fine, just leave it. Also be careful when making prose changes--e.g. the bits you deleted in the "moves" section of the second set were actually really valuable in differentiating between primary and secondary options and laying down the general structure of the set and such. I really gotta go sleep now so this'll have to do for now, but you can always hit me up on irc if you'd like to go over it in more detail :]
 
Last edited:

frenzyplant

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[OVERVIEW]

Qwilfish possesses a great defensive typing that lets it take on Steel-, Fighting-, (serial comma) and Fire-types such as Durant, Hitmonlee, and Emboar very efficiently, a neat ability in Intimidate that allows it to neuter many physical attackers, and great utility moves such as Spikes, Toxic Spikes, and Thunder Wave. For a defensive Pokemon, Qwilfish sits in a decent Speed tier, outspeeding the likes of Jolly Scrafty and Adamant Emboar. Sadly, Qwilfish has subpar Special Defense, which means it and thus (eliminates repetition of "which") cannot take on some specially offensive Water- and Fire-types such as Samurott and Houndoom, which makes this Pokemon a suboptimal option for stall teams. Qwilfish's typing also leaves it weak vulnerable (for clarity) to common Psychic- and Ground-types such as Meloetta and Mega Steelix. Furthermore, Qwilfish does not have reliable recovery, which makes it very easy to wear down.

[SET]
name: Defensive Spiker
move 1: Spikes
move 2: Taunt
move 3: Scald / Waterfall
move 4: Thunder Wave / Toxic Spikes
item: Black Sludge
ability: Intimidate
nature: Timid / Jolly
evs: 252 HP / 200 Def / 56 Spe

[SET COMMENTS]
Moves
========

Spikes wears down the opposing team's Pokemon each time they come in. Taunt is used to stop opposing entry hazard setters from setting up while also shutting down Pokemon such as Alomomola and Dragon Dance Scrafty and Alomomola. In the third moveslot, (for clarity, because otherwise it seems as if Scald is an alternative to Taunt) Scald is preferred if players would like to punish physical attackers even further with a burns (punish physical attackers with burns) and does more damage to Durant than Waterfall does. Alternatively, Waterfall allows Qwilfish to heavily damage Fire- and Ground-types such as Mega Camerupt and Rhyperior. Poison Jab is an option in order to catch Virizion or and Rotom-C on the switch while dealing being able to deal decent damage to Aromatisse. Thunder Wave is used to cripple Qwilfish's foes and forms a nasty paraflinch combination with Waterfall. Toxic Spikes is an alternative to spread poison on throughout the opposing team.

Set Details
========

252 HP EVs and 200 Defense EVs are used to maximize Qwilfish's physical bulk. The given Speed investment is to ensure ensures that Qwilfish outspeeds anything up to Jolly Scrafty and Adamant Tyrantrum and below (I don't think these two phrases are necessary, as readers can probably infer these facts) in order to Taunt them before they can set up (two words). An alternate EV spread of 252 HP / 80 Def / 176 Spe with a Speed-boosting nature is an option in order to outspeed and Taunt Smeargle and Taunt it before it can set up any entry hazards or put Qwilfish to sleep. Black Sludge is used to provides Qwilfish with passive recovery and punishes any Trick users that attempt to cripple Qwilfish.

Usage Tips
========

Qwilfish is mainly used on offensively inclined teams, though it also fits on some balanced teams. Players should pivot Qwilfish into Fighting-, Fairy-, (serial comma) and Steel-types such as Hitmonlee, Aromatisse, and Durant, which cannot do much against it. From there, Qwilfish can start setting up Spikes. Preserve Qwilfish for potential setup sweepers such as Dragon Dance Scrafty and Bulk Up Gurdurr in order to Taunt them. Do not expose Qwilfish to any status-inflicting moves such as Thunder Wave and Scald, as they can severely cripple it. Qwilfish (consider inserting a conjunction (e.g. "although") to connect these two sentences so that the last part doesn't seem so disconnected, maybe?) is also a pretty good Toxic Spikes absorber. If there are a decent number of entry hazards on the field already, Qwilfish can proceed to wear down the opposing team with Thunder Wave, Scald, or Waterfall. (I think this fits better after the third sentence, about Qwilfish setting up Spikes, as it's not related to the sentences prior to it right now but flows logically from discussion of hazards.)

Team Options
========

Dark-types such as Spiritomb, Sneasel, and Houndoom work well with Qwilfish, as they are able to Pursuit trap Psychic-types, which it loses to. Specially defensive Rhyperior and Mega Steelix (if you don't mean "specially defensive Rhyperior and specially defensive Mega Steelix," change this to "Mega Steelix and specially defensive Rhyperior") also make for great partners, (AC) as they can deal with Exploud, Jolteon, and Meloetta with ease while Qwilfish handles Fighting-types such as Hitmonlee and Emboar that trouble them. Setup sweepers such as Rock Polish Tyrantrum, Hone Claws Durant, and Swords Dance Virizion appreciate Qwilfish's entry (*) hazards, which to ease setup for them against the opposing team. Because Qwilfish does not have a reliable form of recovery, Wish passers work well with it. For more offensive teams, Jolteon is able to replenish Qwilfish's health, while on more balanced teams, Aromatisse is a great Wish passer. Grass-types such as Tangrowth and Rotom-C have great defensive synergy with Qwilfish, as they handle Ground- and Electric-types while Qwilfish can take on Fire-types that annoy them. Scrafty in particular is a great partner, as it benefits from not only the hazards that Qwilfish provides but also its ability to weaken Fighting- and Fairy-types to ease setup. (consider moving this to after the first sentence because Scrafty is a Dark-type, not a Grass-type. If you do move it, change "hazards" here to "entry hazards" and remove the "entry" marked with *)

[SET]
name: Suicide Lead
move 1: Spikes
move 2: Taunt
move 3: Explosion
move 4: Scald / Toxic Spikes
item: Focus Sash
ability: Intimidate
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Spikes can rack up residual damage on the opposing team. Taunt stops opposing entry hazard setters from setting up and shuts down Jellicent and Dragon Dance Scrafty and Jellicent. Explosion is used to block Defog and Rapid Spin and prevents Qwilfish from being as susceptible to Taunt. In the final slot, Scald is preferred if players would like to punish physical attackers even further with burns, further with a burn, while Toxic Spikes is an alternative for spreading poison throughout the opposing team on the opposing field. Hydro Pump can be used to deal heavy damage to Mega Steelix and Durant, and Ice Beam is an alternative to 2HKO defensive Flygon and Tangrowth. Poison Jab is an option as a secondary STAB move in order to catch Virizion or and Rotom-C on the switch in while dealing being able to deal decent damage to Aromatisse.

Set Details
========

A Jolly nature with maximum Attack investment is used to maximize the damage output of Explosion, while as Scald's primary usage is to burn foes rather than to inflict gain burns on the opponents as opposed to inflicting (opponent is used for the human player, while foe and enemy are used for the Pokemon) damage. The rest is remaining EVs are placed in Speed with a Jolly nature (repetition) for Qwilfish to outspeed Jolly Scrafty, Jolly Tyrantrum, and Jolly (repetition) Emboar. Focus Sash is used for lets Qwilfish to survive any one hit, (comma) guaranteeing and guarantees at least one layer of entry hazards for the team. If Hydro Pump and Ice Beam is are used, players should opt for a spread of 4 Def / 252 SpA / 252 Spe with a Timid nature to maximize Qwilfish's damage output.

Usage Tips
========

This set is primarily used on hyper offensive teams that are looking for a suicide lead. Against defensive teams, players should set up two layers of Toxic Spikes, as bad toxic poison can slowly wear down walls such as Alomomola and Jellicent. Against offensive teams, players should set up only one layer of Toxic Spikes so that foes will be taking more poison damage during the first turn. Qwilfish should Taunt opposing entry hazard users to prevent hazards from going on your side of the field.

Team Options
========

Pokemon that can punish common Defog users such as Flygon and Togetic work well with Qwilfish. Sneasel is able to heavily damage the both of them, while Braviary is able to get gains a +2 Attack boost raise from their attempts to uses of Defog. Qwilfish also greatly appreciates Fire-types such as Delphox and Emboar are greatly appreciated by Qwilfish, as they are able to handle Grass-types such as Rotom-C and Tangrowth, which can easily OHKO Qwilfish with their powerful attacks. Wallbreakers such as Choice Band Scrafty, Mega Glalie, and Meloetta benefit from the entry hazards that Qwilish puts up, as they can hazards wear down their checks and counters. For example, with one layer of Spikes, Scrafty is able to guarantee the 2HKO on Alomomola with a High Jump Kick. Stealth Rock setters such as Mesprit, Rhyperior, and Uxie are great good (repetition) partners, as having more entry hazard support is great for the team.

[STRATEGY COMMENTS]
Other Options
=============

Haze can be used to halt setup, any setup sweepers, but Qwilfish generally does not have much room for the move. Pain Split is an alternative for Qwilfish to have a form of recovery, but it is extremely unreliable. Aqua Jet is an option to pick off weakened Fire-types such as Delphox and Houndoom that naturally outspeed Qwilfish. A setup sweeper set with Swords Dance, (comma) and Aqua Jet, Waterfall, and Poison Jab can be used to make Qwilfish a setup sweeper to catch opponents off guard.

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

**Electric-types**: Electric-types such as Eelektross, Rotom-C, and Jolteon are all immune to Thunder Wave and can take any hit from Qwilfish. They can then proceed to KO it with their STAB Electric-type moves.

**Psychic-types**: Specially offensive Psychic-types such as Sigilyph, Meloetta, and Mesprit can outspeed defensive variants of Qwilfish, (comma) and take a hit from the lead set, (comma) and OHKO both variants it with their STAB attacks. Delphox does not like taking a hit from Qwilfish but can outspeed it and OHKO it with Psychic. While physically offensive Psychic-types such as Gallade, while they do not appreciate burns from a Scald burn, they can take any hit from Qwilfish and 2HKO Qwilfish it easily with Zen Headbutt while taking any hit from it. Defensive Psychic-types such as Xatu, Musharna, and Uxie can wall Qwilfish and heavily dent it with their attacks, and the first. The former can reliably shut down Qwilfish due to Magic Bounce. Slowking is also able to take any hit from Qwilfish and can OHKO it with Psychic.

**Wallbreakers**: Because Qwilfish does not have the best defenses and lacks a form of recovery, it is vulnerable to common wallbreakers. Choice Band Tyrantrum, Flygon, Emboar, and Gallade, (comma) and Choice Band Tyrantrum can 2HKO or OHKO Qwilfish with ease when it is weakened.

**Ground-types**: Rhyperior and Mega Steelix do not like taking a burns from Scald but can heavily dent Qwilfish with Earthquake while surviving any hit. Dugtrio is able to trap Qwilfish and KO it with ease. Gastrodon and Seismitoad are immune to Scald and Waterfall due to their abilities and can OHKO Qwilfish with Earth Power.
 

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