Scolipede (3 Attacks + Spikes) [QC 3/3] [GP 3/3]

SkullCandy

She Bangs The Drums
is a Contributor Alumnus
[SET]
name: Spikes + 3 Attacks
move 1: Spikes / Toxic Spikes
move 2: Megahorn
move 3: Rock Slide
move 4: Earthquake
item: Life Orb / Focus Sash
ability: Swarm
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Instead of trying to get both Spikes and Toxic Spikes on the field early, this set focuses on hitting hard first and setting up entry hazards when it gets the chance. Spikes is generally the better option to rack up residual damage on the opposing team, but some teams might prefer Toxic Spikes to cripple bulky Pokemon such as Cofagrigus, Spiritomb, and Gallade. Whichever entry hazard you choose to use, Scolipede can set it up with relative ease thanks to its blistering base 112 Speed. Megahorn is an obligatory STAB move and hits extremely hard thanks to Life Orb and its 120 Base Power. Rock Slide hits Flying-types that resist Megahorn and are immune to Earthquake, as well as 2HKOing opposing Scolipede. Earthquake hurts Steel-types that try to ruin Scolipede's fun and is its best option against grounded Fire-types such as Entei and Typhlosion.</p>

[ADDITIONAL COMMENTS]

<p>To demonstrate the brute strength that Scolipede possesses with a Life Orb, here are some damage calculations.</p>

<ul class="damage_calculation">
<li>Megahorn vs. 252/0 Accelgor 110.7% - 130.5%</li>
<li>Megahorn vs. 252/4 Clefable 65% - 76.4%</li>
<li>Megahorn vs. 252/252+ Claydol 85.2% - 101%</li>
<li>Megahorn vs. 252/16 Sigilyph 61.21% - 71.94%</li>
<li>Megahorn vs. 0/4 Honchkrow 97.7% - 114.7%</li>
<li>Rock Slide vs. 4/0 Scolipede 70.5% - 83.5%</li>
<li>Rock Slide vs. 0/4 Charizard 137.4% - 161.6%</li>
<li>Earthquake vs. 52/0 Aggron 91.2% - 107.5%</li>
<li>Earthquake vs. 252/252+ Qwilfish 57.5% - 67.7%</li>
</ul>

<p>This set works best as a "lead" of sorts thanks to its high Speed and reliability in setting up entry hazards. Also, Scolipede doesn't like switching into entry hazards or attacks, and sending it out first circumvents this problem. However, you should use Team Preview to your advantage when deciding whether to lead with Scolipede. If it looks like your opponent will be leading with a Pokemon that beats Scolipede, such as Aerodactyl, then you're better off keeping Scolipede in reserve. Team Preview can also help when deciding whether to use an attack or set up entry hazards. If you know the opponent has a Gligar or Steelix that can tank Scolipede's hits all day, then you should set up entry hazards as they switch in rather than waste a turn launching an ineffective attack. The EVs are straightforward: maximize Attack in order to hit as hard as possible, and maximize Speed with a Jolly nature to outspeed all positive-natured base 110 Speed Pokemon and tie with other Scolipede. Life Orb is the most consistently useful item for this set, as the boost to Scolipede's attacks makes it much more threatening. However, Focus Sash is always worth considering on a lead; it guarantees Scolipede will have at least one turn to attack or set up entry hazards, and it also allows Scolipede to fire off an incredibly powerful Swarm-boosted Megahorn before it goes down.</p>

<p>Gligar hard counters this set. It takes little damage from any of Scolipede's attacks and can Taunt Scolipede to prevent it from setting up more than one layer of entry hazards. Similarly, Steelix walls Scolipede, taking a super effective Earthquake well thanks to its immense Defense stat. It can then proceed to set up Stealth Rock or 2HKO Scolipede with Gyro Ball. Because of this, Gallade makes an excellent teammate for Scolipede. It easily takes care of the previous two Pokemon with Ice Punch and Close Combat, respectively, and it greatly appreciates Spikes to wear down its counters.</p>
 

Honko

he of many honks
is a Site Content Manager Alumnusis a Programmer Alumnusis a Top Contributor Alumnus
Thanks for posting this set, it's about time someone did.

Change the order of Megahorn and Rock Slide, since Megahorn is what you want to use most of the time. Also don't even mention X-Scissor in AC, Scolipede isn't strong enough to rely on such a weak STAB move. It's Megahorn or go home. Otherwise looks good.

QC APPROVED 2/3
 

TrollFreak

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is a Contributor Alumnus
placeholder

[SET]
name: Spikes + 3 Attacks
move 1: Spikes / Toxic Spikes
move 2: Megahorn
move 3: Rock Slide
move 4: Earthquake
item: Life Orb / Focus Sash
ability: Swarm
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>Instead of getting both sets kinds of Spikes early, this set focuses on hitting hard first and setting up hazards when it gets the chance. Spikes is there to rack up solid damage on the opposing team. Scolipede can do this with relative ease thanks to his its blistering base 112 speed. However, Toxic Spikes may be used over Spikes if things like Pokemon such as Cofagrigus, Dusknoir or Golurk are more of a problem. Scolipede can still set up hazards should the opponent pack a counter to it, because thanks to Team Preview, you can tell if your opponent has one, use the hazard of choice as your opponent switches out his lead (unless he led with his counter) and then switch to an appropriate counter or check. This version of Scolipede can also abuse Team Preview in its decision to either use an entry hazard or attack. This is because you can know if your opponent packs a check to Scolipede and act accordingly. Rock Slide hits flying Flying-types who resist Megahorn and are immune to Earthquake for good damage as well as hitting Entei and opposing Scolipede for good damage. (EQ does more to Entei than Rock Slide) Megahorn is obligatory STAB and hits extremely hard thanks to Life Orb and 120 base power. Earthquake hurts Steel-types who try and ruin Scolipede's fun.</p>

[ADDITIONAL COMMENTS]

<p>The EV's are quite straightforward, maximize Attack in order to hit as hard as possible and maximising Speed and a Jolly nature enables Scolipede to outspeed all + positive base 110 Speed Pokemon and tie with other Jolly Scolipede. The Defense EVs remaining EVs are put into Defense which enable Scolipede to switch into Stealth Rock fives times instead of four. This set works best as a "lead" of sorts thanks to its high Speed and Spikes. Also, Scolipede doesn't like switching into entry hazards or attacks and sending it out first circumvents this problem.</p>

<p>Gligar hard counters this set. It takes little from Rock Slide and can Taunt Scolipede so it can't set up more than one layer of Spikes. (Scolipede is faster, so it would get at least 1 layer down before getting Taunted) On top of this, Gligar can deal heavy damage to Scolipede with Acrobatics or Aerial Ace. Steelix equally walls Scolipede, taking a super effective Earthquake well thanks to its immense Defense stat. It can then proceed to set up Stealth Rock or hit Scolipede hard with Gyro Ball. Because of this, Gallade makes an excellent team mate for Scolipede. It easily takes care of the previous two Pokemon with Ice Punch and Close Combat, respectively, as well as greatly appreciating Spikes to wear down its counters.</p>
 

Honko

he of many honks
is a Site Content Manager Alumnusis a Programmer Alumnusis a Top Contributor Alumnus
[SET]
name: Spikes + 3 Attacks
move 1: Spikes / Toxic Spikes
move 2: Megahorn
move 3: Rock Slide
move 4: Earthquake
item: Life Orb / Focus Sash
ability: Swarm
nature: Jolly
evs: 4 HP / 252 Atk / 4 Def / 252 Spe (262 is not divisible by 4, so there is no reason not to put the 4 extra EVs in HP)

[SET COMMENTS]

<p>Instead of getting trying to get both kinds of Spikes on the field early, this set focuses on hitting hard first and setting up hazards when it gets the chance. Spikes is there generally a better option to rack up solid damage on the opposing team, but some teams may prefer Toxic Spikes to cripple bulky Pokemon like Cofagrigus, Spiritomb, and Gallade. Whichever hazard you choose to bring, Scolipede can do this set it up with relative ease thanks to its blistering base 112 speed. However, Toxic Spikes may be used over Spikes if Pokemon such as Cofagrigus, Dusknoir or Golurk are more of a problem. (combined this with the Spikes description above) This version of Scolipede can also abuse Team Preview in its decision to either use an entry hazard or attack. This is because you can know if your opponent packs a check to Scolipede and can act accordingly. (moving this down to AC, it doesn't belong in the middle of the move descriptions) Megahorn is obligatory STAB and hits extremely hard thanks to Life Orb and 120 Base Power. Rock Slide hits flying Flying-types who that resist Megahorn and are immune to Earthquake,(comma) for as well as doing good damage to 2HKOing opposing Scolipede. Megahorn is obligatory STAB and hits extremely hard thanks to Life Orb and 120 base power. (talk about the moves in the order you list them...) Earthquake hurts Steel-types who that try and to ruin Scolipede’s Scolipede's (no curly apostrophes) fun and is its best option against grounded Fire-types such as Entei and Typhlosion.</p>

[ADDITIONAL COMMENTS]

<p>The EV's EVs are straightforward,:(colon) maximize Attack in order to hit as hard as possible,(comma) and maximising maximize Speed and with a Jolly nature enables Scolipede to outspeed all positive-natured base 110 Speed Pokemon and tie with other Jolly Scolipede. The remaining EVs are put into Defense which enable Scolipede to switch into Stealth Rock fives times instead of four.This set works best as a "lead" of sorts thanks to its high Speed and Spikes goal of setting up entry hazards. Also, Scolipede doesn't like switching into entry hazards or attacks,(comma) and sending it out first circumvents this problem. However, you should use Team Preview to your advantage when deciding whether to lead with Scolipede. If it looks like your opponent will be leading with a Pokemon that beats Scolipede, such as Aerodactyl, then you're better off keeping Scolipede in reserve. Team Preview can also help when deciding whether to use an attack or set up entry hazards. If you know the opponent has a Gligar or Steelix that can tank Scolipede's hits all day, then you should set up hazards as they switch in rather than waste a turn launching an ineffective attack. Life Orb is the most consistently useful item for this set, as the boost to Scolipede's attacks makes it much more threatening. However, Focus Sash is always worth considering on a lead; it guarantees Scolipede will have at least one turn to attack or set up hazards, and it also allows Scolipede to fire off an incredible powerful Swarm-boosted Megahorn before it goes down.</p>

<p>Gligar hard counters this set. It takes little damage from Rock Slide any of Scolipede's attacks (STAB Megahorn is actually more powerful than Rock Slide against Gligar, but it still does less than 20%) and can Taunt Scolipede so it can't set to prevent it from setting up more than one layer of Spikes. On top of this, Gligar can deal heavy damage to Scolipede with Acrobatics or Aerial Ace. (Gligar virtually never uses Flying-type moves in RU) Steelix equally similarly walls Scolipede, taking a super effective Earthquake well thanks to its immense Defense stat. It can then proceed to set up Stealth Rock or hit 2HKO Scolipede hard with Gyro Ball. Because of this, Gallade makes an excellent team mate teammate for Scolipede. It easily takes care of the previous two Pokemon with Ice Punch and Close Combat, respectively, as well as greatly appreciating and it greatly appreciates Spikes to wear down its counters.</p>

Not gonna lie, this had some major problems. Here are two things to work on:

1) Organization. Your first paragraph jumped around way too much: Spikes, then Scolipede's Speed, then Toxic Spikes, then Team Preview, then the 2nd attack move, then the 1st attack move, then the 3rd attack move. You need to have a logical thought progression in your writing. This is one of many reasons that it's a good idea to make a skeleton before you start writing.

2) Don't just state the obvious. Almost everything you wrote was stuff people could figure out just by looking at the moveset. Most people will instantly understand that Scolipede uses Rock Slide to hit Flying-types, and that using 252 Attack EVs to hit as hard as possible is a good idea for an offensive Pokemon, and that you can use Team Preview to help with prediction. It's not necessarily bad to say those things for the newbies that don't already know it, but you should also try to have some more advanced info; as an experienced RU player reading your set, I want to know what type of team this Scolipede works best on, what specific matchup advantages it has over other leads and other Scolipede sets, what KOs a Life Orb gets that Focus Sash doesn't, etc. An analysis shouldn't just describe the moves on a set, it should tell the reader why the set is worth using and how to use it best.

I'm gonna request one more check on this because there were so many changes.

GP APPROVED 2/3
 

sandshrewz

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ninjaing sirndpt

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[SET]
name: Spikes + 3 Attacks
move 1: Spikes / Toxic Spikes
move 2: Megahorn
move 3: Rock Slide
move 4: Earthquake
item: Life Orb / Focus Sash
ability: Swarm
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Instead of trying to get both kinds of Spikes and Toxic Spikes on the field early, this set focuses on hitting hard first and setting up entry hazards when it gets the chance. Spikes is generally a the better option to rack up residual damage on the opposing team, but some teams may might prefer Toxic Spikes to cripple bulky Pokemon like such as Cofagrigus, Spiritomb, and Gallade. Whichever entry hazard you choose to bring use, Scolipede can set it up with relative ease thanks to its blistering base 112 Speed. Megahorn is an obligatory STAB move and hits extremely hard thanks to Life Orb and 120 Base Power. Rock Slide hits Flying-types that resist Megahorn and are immune to Earthquake, as well as 2HKOing opposing Scolipede. Earthquake hurts Steel-types that try to ruin Scolipede's fun and is its best option against grounded Fire-types such as Entei and Typhlosion.</p>

[ADDITIONAL COMMENTS]

<p> To show the 2HKOs and OHKOs that Scolipede can acheive with Life Orb here are some damage calculations against various other Pokémon. All these are assuming Life Orb.

<p>To demonstrate the brute strength that Scolipede possesses with a Life Orb, here are some damage calculations.</p>

<ul class="damage_calculation">
<li>Megahorn vs. 252/0 Accelgor: 110.7% - 130.5%</li>
<li>Megahorn vs. 252/4 Clefable: 65% - 76.4%</li>
<li>Megahorn vs. 252/252+ Claydol: 85.2% - 101%</li>
<li>Megahorn vs. 252/16 Sigilyph: 61.21% - 71.94%</li>
<li>Megahorn vs. 0/4 Honchkrow: 97.7% - 114.7%</li>
<li>Rock Slide vs. 4/0 Scolipede: 70.5% - 83.5%</li>
<li>Rock Slide vs. 0/4 Charizard: 137.4% - 161.6%</li>
<li>Earthquake vs. 52/0 Aggron: 91.2% - 107.5%</li>
<li>Earthquake vs. 252/252+ Qwilfish: 57.5% - 67.7%</li>
</ul>

<p>The EVs are straightforward: maximize Attack in order to hit as hard as possible,(comma) and maximize Speed with a Jolly nature to outspeed all positive-natured base 110 Speed Pokemon and tie with other Scolipede. This set works best as a "lead" of sorts thanks to its high Speed and goal of setting up reliability in setting up entry hazards. Also, Scolipede doesn't like switching into entry hazards or attacks, and sending it out first circumvents this problem. However, you should use Team Preview to your advantage when deciding whether to lead with Scolipede. If it looks like your opponent will be leading with a Pokemon that beats Scolipede, such as Aerodactyl, then you're better off keeping Scolipede in reserve. Team Preview can also help when deciding whether to use an attack or set up entry hazards. If you know the opponent has a Gligar or Steelix that can tank Scolipede's hits all day, then you should set up entry hazards as they switch in rather than waste a turn launching an ineffective attack. Life Orb is the most consistently useful item for this set, as the boost to Scolipede's attacks makes it much more threatening. However, Focus Sash is always worth considering on a lead; it guarantees Scolipede will have at least one turn to attack or set up entry hazards, and it also allows Scolipede to fire off an incredibly powerful Swarm-boosted Megahorn before it goes down.</p>

<p>Gligar hard counters this set. It takes little damage from any of Scolipede's attacks and can Taunt Scolipede to prevent it from setting up more than one layer of Spikes entry hazards. Similarly, Steelix similarly walls Scolipede, taking a super effective Earthquake well thanks to its immense Defense stat. It can then proceed to set up Stealth Rock or 2HKO Scolipede with Gyro Ball. Because of this, Gallade makes an excellent teammate for Scolipede. It easily takes care of the previous two Pokemon with Ice Punch and Close Combat, respectively, and it greatly appreciates Spikes to wear down its counters.</p>


Make sure to use the correct format for damage calculations in future! Honko caught most of the errors so...


GP Approved 3/3
 

sandshrewz

POTATO
is a Site Content Manager Alumnusis a Top Artist Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Erm... Double posting to say if you've implemented the final GP check for each analysis you can mark them as Done :x Unless there's something else you wish to clarify about ?_?
 
remove the colons in the damage calcs -- the format's here

I'd also move the bit about how to use scolipede (starting with "This set works best as a "lead" of sorts" and ending with "rather than waste a turn launching an ineffective attack.") elsewhere, either to a second paragraph of [set comments] or make it the first paragraph of [ac]; it seems a little out of place where it is right now.
 

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