Excadrill QC (0/3)

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:excadrill:


[OVERVIEW]

* Excadrill can fit onto many offensive teams thanks to its stellar Attack and flexibility to function as a wallbreaker, suicide lead, or late-game sweeper.

* Its access to Swords Dance and two great abilities in Mold Breaker and Sand Rush overpower the majority of OU;

* Rapid Spin complements Excadrill's offensive sets well while allowing it to fill more utility-based roles when paired with Stealth Rock.

* Its decent Speed quickly rises to the top of the metagame thanks to boosts from Sand Rush or Rapid Spin and immunity to Thunder Wave.

* Moreover, Excadrill is able to pressure the common Fairy-types in the tier such as Clefable, Sylveon, and Hatterene.

* Mold Breaker threatens Rotom-H, Rotom-W, and Mimikyu, which pose problems when running Sand Rush set variants, and allows lead Excadrill to set up Stealth Rock over Magic Bounce.

* However, Excadrill's bulk is subpar, and its typing leaves it weak to common Water-, Ground-, Fire-, and Fighting-type moves, making it prone to OHKOs and major chip damage. In particular, Dugtrio leaves Excadrill lacking Focus Sash helpless.

* Excadrill is also severely crippled by burn from, for instance, Rotom-H on the switch, greatly impeding its offensive presence.

* Opting to run an ability over the other sacrifices specific matchups; say, Sand Rush sets cannot bypass Levitate and Disguise, while Mold Breaker sets are susceptible to faster offensive threats.

[SET]
name: Mold Breaker
move 1: Swords Dance
move 2: Earthquake
move 3: Iron Head
move 4: Rapid Spin
item: Leftovers
ability: Mold Breaker
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Set Description
========

* Excadrill is a top-tier wallbreaker with Mold Breaker and Swords Dance, which bolsters its Attack to incredible levels to OHKO Toxapex, as well as physically defensive variants of Sylveon and Clefable after a boost.

* Earthquake is the go-to move that dents the majority of neutral targets and OHKOes Rotom-H and Bisharp without a boost, while Iron Head overpowers common Fairy-types such as Mimikyu and Hatterene.

* Rapid Spin provides offensive utility in order for Excadrill to outspeed Choice Scarf variants of Rotom-H and -W, as well as Dragapult and Cinderace, and become one of the tier's premier entry hazard control.

* Leftovers gives passive recovery to allow Excadrill to safely switch into resisted attacks and heal off entry hazard damage.

* Maximum Speed is important to outspeed Togekiss and non-Choice Scarf Rotom-H and -W, as well as to Speed tie opposing Excadrill.

Usage Tips
========

* Excadrill can set up Swords Dance on forced switches in order to more reliably accomplish its role, as well as to counteract burn.

* It is primarily used to tear through teams during the early- and mid-game as a wallbreaker, but Rapid Spin's Speed boost also allows it to occasionally function as a setup sweeper.

* Since Excadrill also doubles as a spinner, use Rapid Spin to prevent more sweeping-oriented teammates from being chipped or slowed down by entry hazards.

* Be wary of Choice Scarf variants of Rotom-H and -W, as they can outspeed unboosted Excadrill and OHKO it with their respective super effective STAB moves.

Team Options
========

* Excadrill fits well on most balance and offense teams with its ability to break through Fairy-types and the likes of Toxapex and Rotom-W, opening up sweep opportunities for faster offensive teammates such as Dragapult, Choice Scarf Dracovish, and Hawlucha.

* It appreciates free switches from Corviknight and Mandibuzz via slow U-turn. Excadrill pressures Rotom-H, Rotom-W, and Toxtricity that they invite, as well as taking care of Fairy-types that cause problems.

* Similarly, Volt Switch users like Rotom-H may be used in the same interest and form VoltTurn cores with the aforementioned teammates; these cores appreciate Excadrill's entry hazard control and allow them to afford not running Heavy-Duty Boots.

* Specially offensive Pokemon such as Toxtricity and Clefable supplement Excadrill's physical wallbreaking well. They also take care of Pokemon that it has problems dealing with such as Corviknight and Mandibuzz.


[SET]
name: Offensive Lead
move 1: Stealth Rock
move 2: Rapid Spin
move 3: Earthquake
move 4: Steel Beam
item: Focus Sash
ability: Mold Breaker
nature: Hasty
evs: 252 Atk / 4 SpA / 252 Spe

[SET COMMENTS]
Set Description
========

* Excadrill is a premier dedicated lead with its ability to set up Stealth Rock even on Magic Bounce users like Hatterene and Xatu thanks to Mold Breaker and keep entry hazards away with Rapid Spin.

* Moreover, Rapid Spin is crucial to outrun common opposing leads such as Ribombee, non-Red Card Mew, and foe Excadrill; it is also a reliable way to break their Focus Sash.

* Earthquake is Excadrill's primary offensive tool, dealing major damage to most foes and pressuring Taunt users.

* Steel Beam is mainly used in a pinch for a one-time nuke and to sacrifice itself off for a free switch to a teammate and to prevent Rapid Spin and Defog.

* Focus Sash almost always guarantees Excadrill will be able to set up Stealth Rock.

* Mold Breaker is also used for Rotom-H and -W, as well as Substitute + Nasty Plot Hydreigon, which are situationally sent out first to try to pivot and set up.

* The given spread is required to at least Speed tie foe Excadrill while having as much offensive presence to pressure opposing leads.

Usage Tips
========

* Use Rapid Spin first to break the Focus Sash of foe leads like Ribombee and outspeed them next turn. If they are faster turn 1 and try to set up hazards, you get to freely click Stealth Rock next turn. If they break Excadrill's Focus Sash instead, it can either finish them off with an attack or sacrifice itself off to set up Stealth Rock.

* Against certain setup and attacking leads, a similar approach may be used if it is outsped. Excadrill can set up Stealth Rock if the opportunity allows, but it is important to be aggressive as well to not be setup fodder. The mirror matchup is mostly a coinflip situation and is decided by Speed ties.

* Be wary of priority moves from lead Conkeldurr and lead Mamoswine that can finish Excadrill after breaking its Focus Sash.

Team Options
========

* Excadrill fits well into most hyper offense teams as a dedicated lead.

* Grimmsnarl and Mew are great dual screeners that complement Excadrill's Stealth Rock and entry hazard control to help more offensively oriented teammates to sweep. They can potentially stop defoggers with Taunt as well.

* Spinblocking from Dragapult and Mimikyu is helpful to keep Stealth Rock on the opposing side of the field as long as possible; they are also great offensive threats that appreciate the utility Excadrill and the aforementioned teammates provide. On a similar vain, Defiant from Bisharp and Braviary take advantage of opposing defoggers.

* Entry hazard stacking with Pokemon like Ferrothorn and Toxapex is another option to create more pressure should opportunities arise.

[SET]
name: Sand Rush
move 1: Swords Dance
move 2: Earthquake
move 3: Iron Head
move 4: Rock Slide / Rapid Spin
item: Life Orb / Leftovers
ability: Sand Rush
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Set Description
========

* Sand Rush skyrockets Excadrill's Speed tier to near the top of the metagame, outspeeding even common Choice Scarf users and allowing it to sweep through teams.

* Swords Dance amplifies its sweeping potential, and the combination of Earthquake and Iron Head dispatch the metagame's prevalent threats such as Dragapult, Toxapex, and Life Orb Clefable.

* Rock Slide is the best option against Corviknight, Gyarados, and Rotom-H, while Rapid Spin may be used to supplement Excadrill's team.

* Maximum Speed is necessary to Speed tie foe Excadrill and outspeed +1 neutral-natured Substitute + Dragon Dance Dragapult and +2 Gyarados.

* Life Orb significantly boosts Excadrill's damage output and is crucial versus Togekiss; however, running it with Rapid Spin wears Excadrill down very fast, so it should only be used on Rock Slide set variants.

* Leftovers is the superior option on spinner sets to give Excadrill more sustainability.

Usage Tips
========

* Excadrill should ideally only be sent out to clean up with set-up sand and weakened checks, so try to keep sand setters for as long as possible and let its teammates chip down threats first.

* Its bulk is not amazing, so it should not really be switched into attacks to not get worn down easily by Life Orb and have a chance to set up with Swords Dance.

* Swords Dance can be used on predicted switches, as well as against passive Pokemon such as Ferrothorn and Choice-locked Dracozolt and Toxtricity.

* When running Rapid Spin, use it in anticipation of sand turns running out, but it is generally best to try to give Excadrill as many sand turns for sweeping as possible.

Team Options
========

* Sand Rush Excadrill is a staple on sand teams as a late-game sweeper; it requires support to weaken its checks to finish off teams reliably.

* Sand Stream users such as Tyranitar and Hippowdon are mandatory; they also set up Stealth Rock to assist its cleanup.

* Corviknight and Ferrothorn are competent options on sand teams as defensive backbones, as well as providing necessary chip damage to Mandibuzz and Seismitoad.

* Excadrill struggles with Corviknight, Mandibuzz, and Ferrothorn, so specially offensive Pokemon such as Hatterene, Hydreigon, and Rotom-H are strong partners.

* Fairy-types such as Clefable and Sylveon help deal with Fighting-types that it has problems with such as Hawlucha and Conkeldurr. A more offensive approach is to pair Excadrill with Ghost-types such as Dragapult and Gengar; they also help against Galarian Corsola.

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

* Adamant nature may be run for stronger damage output. However, Mold Breaker variants lose out on outspeeding Rotom-A, Adamant Mimikyu, and foe Jolly Excadrill, Focus Sash lead Excadrill becomes less reliable on doing its role, and Sand Rush sets gets revenge killed by the mirror match.

* Choice Scarf set variants with Mold Breaker can be run to outpace Dragapult, Cinderace and Choice Scarf Rotom-A.

* Running Rocky Helment on lead Excadrill allows it to beat opposing lead Excadrill that try to break its supposed Focus Sash with Rapid Spin. However, the set is highly unreliable versus other lead matchups.

* Excadrill can also make use of Lum Berry to prevent being burned by Rotom-H and -W, as well as Dragapult. Shuca Berry may be used to tank an Earthquake from Ditto and opposing Excadrill that try to revenge kill it.

* On a similar interest, Substitute may also be run to block status, while Air Balloon is a better Shuca Berry if it can be preserved.

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

**Ground-type Immunity**: Corviknight resists both of Excadrill's STAB moves, making it one of the most solid defensive checks to Excadrill. Other bulky Flying-types such as Mandibuzz and Pelipper cause problems to sets lacking Rock Slide. Sand Rush Excadrill is helpless against Levitate users such as Rotom-W and Hydreigon, although Mold Breaker bypasses their ability.

**Bulky Water-types**: Certain Water-types such as Seismitoad and Jellicent can stomach a hit from +2 Excadrill and fire back with super effective STAB moves or burn it with Will-O-Wisp. Pelipper and Rotom-W can be dealt with depending on the set variant Excadrill is running.

**Faster Pokemon**: Mold Breaker sets of Excadrill as well as Sand Rush Excadrill outside of sand are easily revenge killed and overwhelmed by faster offensive threats such as Dragapult, Cinderace, and Gengar. However, with Sand Rush, they pose less problems. Choice Scarf Rotom-W is a specific example that counters all set variants, while the mirror match is dependent on set variants and Speed tie rolls.

**Priority**: Conkeldurr almost always OHKOes Excadrill with Mach Punch, while Sucker Punch from Bisharp deals major chip damage. Lead Excadrill has to be wary of Mamoswine and other leads with priority moves that can finish it off after breaking its Focus Sash.

[CREDITS]
- Written by: [[, ]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 
Last edited:
I think this is QC-ready. I did my best to stay concise, since this is a pretty long read. Thanks :>>.
it's hard to do work on mobile lol; i had to rewrite a bunch because I accidentally reloaded lololol.
 
Please fix your formatting if you can, I had to manually fix this :blobpensive:

[OVERVIEW]
  • Excadrill can fit onto many offensive teams thanks to its stellar Attack and flexibility to function as a wallbreaker, suicide lead, or late-game sweeper.
    • No offence but give me proper reasons why it fits onto many offensive teams other than just a high attack stat; you've also phrased this in a way that implies that it can do all these things at the same time, which it obviously can't.
  • Its access to Swords Dance and two great abilities in Mold Breaker and Sand Rush overpower the majority of OU;
    • I mean if you're going to mention why it's such a good breaker, you need to mention its pretty good amazing typing, which is really big since it lets it come in and abuse quite a large number of defensive mons (ie corvi w/o press, fairies are the big ones); swords dance also lets it overpower a few of its checks, most notably corvi / seismi
  • Rapid Spin complements Excadrill's offensive sets well while allowing it to fill more utility-based roles when paired with Stealth Rock.
  • Its decent Speed quickly rises to the top of the metagame thanks to boosts from Sand Rush or Rapid Spin and immunity to Thunder Wave.
    • If you're going to mention its speed tier, at least mention that it separates itself from other breakers since sand rush variants can pressure offence very reliably; also mention that its unboosted speed tier is quite solid, since you outspeed a good amount of breakers, most importantly the rotom formes but you're also slower than good stuff like gengar / hydra / obstagoon.
  • Moreover, Excadrill is able to pressure the common Fairy-types in the tier such as Clefable, Sylveon, and Hatterene.
    • Why is this a point of its own???
  • Mold Breaker threatens Rotom-H, Rotom-W, and Mimikyu, which pose problems when running Sand Rush set variants, and allows lead Excadrill to set up Stealth Rock over Magic Bounce.
    • Why is this also a point of its own???
  • However, Excadrill's bulk is subpar, and its typing leaves it weak to common Water-, Ground-, Fire-, and Fighting-type moves, making it prone to OHKOs and major chip damage. In particular, Dugtrio leaves Excadrill lacking Focus Sash helpless.
    • Few things: is it really necessary to dump really basic information like type weaknesses? Like it should be really common knowledge + you could be able to find it from the type chart section of the dex entry. Separate the duggy weakness since it's really holding it back and is notable enough to be a point on its own; if you're also going to mention its low bulk, it's not as bad as you're making it out to be since it definitely can afford to fuck around with resists in the short term, so like.....
  • Excadrill is also severely crippled by burn from, for instance, Rotom-H on the switch, greatly impeding its offensive presence.
    • I mean why are you going hard into rotom as an excadrill?
  • Opting to run an ability over the other sacrifices specific matchups; say, Sand Rush sets cannot bypass Levitate and Disguise, while Mold Breaker sets are susceptible to faster offensive threats.
    • Is this really necessary?


[SET]
name: Mold Breaker
move 1: Swords Dance
move 2: Earthquake
move 3: Iron Head
move 4: Rapid Spin
item: Leftovers
ability: Mold Breaker
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Set Description
========

  • Excadrill is a top-tier wallbreaker with Mold Breaker and Swords Dance, which bolsters its Attack to incredible levels to OHKO Toxapex, as well as physically defensive variants of Sylveon and Clefable after a boost. Why is this in the set description???
  • Earthquake is the go-to move that dents the majority of neutral targets and OHKOes Rotom-H and Bisharp without a boost, while Iron Head overpowers common Fairy-types such as Mimikyu and Hatterene. Why is Mimikyu your first option for common fairy types? Mention Clefable and Sylveon here since both are the actual common fairies + mimikyu is the furthest thing from common atm. Mention hitting Mandibuzz here too.
  • Rapid Spin provides offensive utility in order for Excadrill to outspeed Choice Scarf variants of Rotom-H and -W, as well as Dragapult and Cinderace, and become one of the tier's premier entry hazard control. Reorder this in order of viability (ie Dragapult > Scarf Rotom)
  • Leftovers gives passive recovery to allow Excadrill to safely switch into resisted attacks and heal off entry hazard damage.
  • Maximum Speed is important to outspeed Togekiss and non-Choice Scarf Rotom-H and -W, as well as to Speed tie opposing Excadrill. Reorder this in order of viability; rotoms > togekiss. Remove the speed tie shit that's just pointless.

Usage Tips
========

  • Excadrill can set up Swords Dance on forced switches in order to more reliably accomplish its role, as well as to counteract burn. Why are you letting driller get burnt to begin with??? Also stop being ambiguous, directly mention what to click sd on and when to click sd.
  • It is primarily used to tear through teams during the early- and mid-game as a wallbreaker, but Rapid Spin's Speed boost also allows it to occasionally function as a setup sweeper.
  • Since Excadrill also doubles as a spinner, use Rapid Spin to prevent more sweeping-oriented teammates from being chipped or slowed down by entry hazards.
  • Be wary of Choice Scarf variants of Rotom-H and -W, as they can outspeed unboosted Excadrill and OHKO it with their respective super effective STAB moves.
This is baron; I want to see this expanded upon. It really shouldn't be hard to think of

Team Options
========
  • Excadrill fits well on most balance and offense teams with its ability to break through Fairy-types and the likes of Toxapex and Rotom-W, opening up sweep opportunities for faster offensive teammates such as Dragapult, Choice Scarf Dracovish, and Hawlucha. I don't like most of these mentions; replace the vish and lucha mentions with stuff that can fuck with corvi and also stuff that appreciates driller being able to break through / wear down stuff like ferrothorn / seismitoad / hippowdown etc... so stuff like hydreigon, gengar, aegislash, conkeldurr, kommo-o, etc. e: i didn't directly mention this but merge this with the last point.
  • It appreciates free switches from Corviknight and Mandibuzz via slow U-turn. Excadrill pressures Rotom-H, Rotom-W, and Toxtricity that they invite, as well as taking care of Fairy-types that cause problems.
    • I want you to emphasise Mandibuzz here, since not forcing mandi to run defog is absolutely huge. The defensive synergy should also be emphasised with both here since its kinda huge for driller, particularly mandi. Also the way you've phrased it makes it sound like driller actually defensively checks rotoms which is obviously isn't true.
  • Similarly, Volt Switch users like Rotom-H may be used in the same interest and form VoltTurn cores with the aforementioned teammates; these cores appreciate Excadrill's entry hazard control and allow them to afford not running Heavy-Duty Boots.
    • I said the same thing to egor, but don't use terms like voltturn; Also no, just because you're running spin, it doesn't mean you should stop mons such as mandi / rotom from running hdb since they still need it, regardless of whatever mon is your hazard removal.
  • Specially offensive Pokemon such as Toxtricity and Clefable supplement Excadrill's physical wallbreaking well. They also take care of Pokemon that it has problems dealing with such as Corviknight and Mandibuzz.
    • Something > Toxtricity; emphasise clef's ability to abuse mandibuzz and stuff like seismitoad and kommo-o needs to be mentioned
[SET]
name: Offensive Lead
move 1: Stealth Rock
move 2: Rapid Spin
move 3: Earthquake
move 4: Steel Beam
item: Focus Sash
ability: Mold Breaker
nature: Hasty
evs: 252 Atk / 4 SpA / 252 Spe

[SET COMMENTS]
Set Description
========

  • Excadrill is a premier dedicated lead with its ability to set up Stealth Rock even on Magic Bounce users like Hatterene and Xatu thanks to Mold Breaker and keep entry hazards away with Rapid Spin.
  • Moreover, Rapid Spin is crucial to outrun common opposing leads such as Ribombee, non-Red Card Mew, and foe Excadrill; it is also a reliable way to break their Focus Sash. I mean are you really running spin for the speed boost? You're using it primarily to keep hazards off.
  • Earthquake is Excadrill's primary offensive tool, dealing major damage to most foes and pressuring Taunt users. Examples please since I didn't realise that Taunt Corviknight / Hawlucha were weak to Earthquake... Just mention that it's strongest stab.
  • Steel Beam is mainly used in a pinch for a one-time nuke and to sacrifice itself off for a free switch to a teammate and to prevent Rapid Spin and Defog. The nuke is entirely pointless since you're not doing any damage with it; you're ONLY using it to stop the spin.
  • Focus Sash almost always guarantees Excadrill will be able to set up Stealth Rock.
  • Mold Breaker is also used for Rotom-H and -W, as well as Substitute + Nasty Plot Hydreigon, which are situationally sent out first to try to pivot and set up. Didn't you say that it's used to go through bounce? Merge that point with this point since not only should you have to mention that it's a "premier dedicated lead" but Mold breaker is used primarily for the aforementioned bounce.
  • The given spread is required to at least Speed tie foe Excadrill while having as much offensive presence to pressure opposing leads. I mean this is obvious enough for you to not have to include this.

Usage Tips
========
  • Use Rapid Spin first to break the Focus Sash of foe leads like Ribombee and outspeed them next turn. If they are faster turn 1 and try to set up hazards, you get to freely click Stealth Rock next turn. If they break Excadrill's Focus Sash instead, it can either finish them off with an attack or sacrifice itself off to set up Stealth Rock. I mean is breaking the sash of ribombee really that important? Would you rather not just set up rocks first then have spin as a backup to prevent webs from going up?
  • Against certain setup and attacking leads, a similar approach may be used if it is outsped. Excadrill can set up Stealth Rock if the opportunity allows, but it is important to be aggressive as well to not be setup fodder. The mirror matchup is mostly a coinflip situation and is decided by Speed ties.
  • Be wary of priority moves from lead Conkeldurr and lead Mamoswine that can finish Excadrill after breaking its Focus Sash. Is this really necessary? Like if it's done its job and gotten up rocks it's basically deadweight unless matchup reasons but would you not rather sack it to get something in for free?

Team Options
========

  • Excadrill fits well into most hyper offense teams as a dedicated lead. Note that it only fits on Hyper Offence.
  • Grimmsnarl and Mew are great dual screeners that complement Excadrill's Stealth Rock and entry hazard control to help more offensively oriented teammates to sweep. They can potentially stop defoggers with Taunt as well. Except that Mew doesn't run screens. ig It can but it's severely outlassed by grimmsnarl so this is a pointless mention.
  • Spinblocking from Dragapult and Mimikyu is helpful to keep Stealth Rock on the opposing side of the field as long as possible; they are also great offensive threats that appreciate the utility Excadrill and the aforementioned teammates provide. On a similar vain, Defiant from Bisharp and Braviary yeah can you not mention unviable mons in analyses please? take advantage of opposing defoggers.
  • Entry hazard stacking with Pokemon like Ferrothorn and Toxapex is another option to create more pressure should opportunities arise. So you're suggesting that we run Ferrothorn and Pex on HO or are we running lead driller on balance? Regardless this goes against literally everything you've set up so far.
[SET]
name: Sand Rush
move 1: Swords Dance
move 2: Earthquake
move 3: Iron Head
move 4: Rock Slide / Rapid Spin
item: Life Orb / Leftovers
ability: Sand Rush
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Set Description
========

  • Sand Rush skyrockets Excadrill's Speed tier to near the top of the metagame, outspeeding even common Choice Scarf users and allowing it to sweep through teams.
  • Swords Dance amplifies its sweeping potential, and the combination of Earthquake and Iron Head dispatch the metagame's prevalent threats such as Dragapult, Toxapex, and Life Orb Clefable.
  • Rock Slide is the best option against Corviknight, Gyarados, and Rotom-H, while Rapid Spin may be used to supplement Excadrill's team. Again, mention mons in order of viability; also replace the Gyara mention with Mandibuzz or Rotom-C.
  • Maximum Speed is necessary to Speed tie foe Excadrill and outspeed +1 neutral-natured Substitute + Dragon Dance Dragapult and +2 Gyarados. Few things: I don't understand why you've opted to mention sub dd like that feels so random here since it's an absolutely horseshit set but also it's not the reason why you're running jolly so its like really stupid.
  • Life Orb significantly boosts Excadrill's damage output and is crucial versus Togekiss; however, running it with Rapid Spin wears Excadrill down very fast, so it should only be used on Rock Slide set variants.
    • Why is it crucial versus Togekiss in particular? You always ohko it and max hp variants don't exist anymore + they lose to rocks anyways. It's the higher damage output in general you want it for.
  • Leftovers is the superior option on spinner sets to give Excadrill more sustainability.

Usage Tips
========

  • Excadrill should ideally only be sent out to clean up with set-up sand and weakened checks, so try to keep sand setters for as long as possible and let its teammates chip down threats first
  • Its bulk is not amazing, so it should not really be switched into attacks to not get worn down easily by Life Orb and have a chance to set up with Swords Dance. I mean you can definitely afford to switch into shit like Clefable and Sylveon and sand commonly runs clef to keep it healthy w/ wish so mention that somewhere too.
  • Swords Dance can be used on predicted switches, as well as against passive Pokemon such as Ferrothorn and Choice-locked Dracozolt and Toxtricity. I don't get the Ferrothorn mention since it's definitely not passive. Like it will always cripple Excadrill in one way or another, since it's either knocking it off, reducing damage output or making take a huge amount of chip, whether that's through Whip or Leech Seed. Leech in particular is awful since the switch in will force you to take additional damage and recover up by a decent chunk since Driller's HP is huge. Replace this w/ something like Clefable / Sylveon. Neither of the mons you've mentioned runs choiced sets anymore since duggy is a thing, mention gengar and aegislash instead, since they're actually relevant.
  • When running Rapid Spin, use it in anticipation of sand turns running out, but it is generally best to try to give Excadrill as many sand turns for sweeping as possible.

Team Options
========
  • Sand Rush Excadrill is a staple on sand teams as a late-game sweeper; it requires support to weaken its checks to finish off teams reliably.
  • Sand Stream users such as Tyranitar and Hippowdon are mandatory; they also set up Stealth Rock to assist its cleanup. I'm not necessarily the biggest fan of the rocks ttar mention here since it's not really a good rocker so it's probably worth mentioning that it pressures shit like corvi and
  • Corviknight and Ferrothorn are competent options on sand teams as defensive backbones, as well as providing necessary chip damage to Mandibuzz and Seismitoad. Mention Mandibuzz here, that's a lot more relevant than Ferrothorn on sand
  • Excadrill struggles with Corviknight, Mandibuzz, and Ferrothorn, so specially offensive Pokemon such as Hatterene, Hydreigon, and Rotom-H are strong partners. Why are you limiting yourself to specially offensive mons here, especially when all legit all three run spdef in this meta? Not that I disagree with most of them but it feels like an arbitrary restriction that doesn't even really work here anyways. I'm also not the biggest fan of the Hatt mention here since Iron Head Corvi straight up beats it.
  • Fairy-types such as Clefable and Sylveon help deal with Fighting-types that it has problems with such as Hawlucha and Conkeldurr. Except that neither of these mons can defensively check either of these, especially conk.. A more offensive approach is to pair Excadrill with Ghost-types such as Dragapult and Gengar; they also help against Galarian Corsola. Galarian Corsola shouldn't the biggest concern since it's so irrelevant and only really exists on niche builds anyways so remove this mention

[STRATEGY COMMENTS]
Other Options
=============
  • Adamant nature may be run for stronger damage output. However, Mold Breaker variants lose out on outspeeding Rotom-A, Adamant Mimikyu, and foe Jolly Excadrill, Focus Sash lead Excadrill becomes less reliable on doing its role, and Sand Rush sets gets revenge killed by the mirror match.
  • Choice Scarf set variants with Mold Breaker can be run to outpace Dragapult, Cinderace and Choice Scarf Rotom-A. Expand on why it's generally considered a bad scarfer here.
  • Running Rocky Helment on lead Excadrill allows it to beat opposing lead Excadrill that try to break its supposed Focus Sash with Rapid Spin. However, the set is highly unreliable versus other lead matchups. No, it's not worth removing the guaranteed rocks for a single minor matchup. It's pretty common to click eq t1 anyways meaning this is entirely pointless is a lot of circumstances.
  • Excadrill can also make use of Lum Berry to prevent being burned by Rotom-H and -W, as well as Dragapult. Shuca Berry may be used to tank an Earthquake from Ditto and opposing Excadrill that try to revenge kill it. Ok but why would the rotoms actually burn rather than making the generally better play of just hitting it w/ stabs? This too is pretty pointless since the damage output is absolutely necessary in this gen. Shuca is also literally just an inferior Balloon so there's legit no reason to mention it. If you really don't want to be trapped by Dugtrio, just run Shed Shell instead since that actually stops it from trapping Driller altogether considering that driller is still trapped if from full if it's max attack jolly or after like 4-6% of chip if it's fat cb; same applies with opposing Excadrill, but that's just another shitty check.
  • On a similar interest, Substitute may also be run to block status, while Air Balloon is a better Shuca Berry if it can be preserved. Separate these points and expand on sub in particular; I want to see this being expanded on since Sub is actually really nice atm
  • Add mentions of Spdef Drill here; specifically mention that you're only ever using it on balance teams alongside mandibuzz. will keep you updated w/ a spread since qc hasn't decided on anything atm.
  • Add mentions of soft sand as an alternative to lo; mention why it's generally inferior but also mention some benefits alongside it.

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

**Ground-type Immunity**: Corviknight resists both of Excadrill's STAB moves, making it one of the most solid defensive checks to Excadrill. While this is true, the majority of Corviknight aren't able to touch Excadrill, meaning that it's setup fodder and will eventually just lose to it in the long run so it's definitely worth mentioning that only body press variants are able to do anything against it. Other bulky Flying-types such as Mandibuzz specifically mention foul play here, since knock off variants will 100% lose to this. and Pelipper maybe don't mention pelipper since it's not the most relevant mon atm cause problems to sets lacking Rock Slide. Sand Rush Excadrill is helpless against Levitate users such as Rotom-W and Hydreigon I don't see how Rush Excadrill is walled by Hydreigon at all although Mold Breaker bypasses their ability. I don't see why you need to mention that mold breaker variants aren't walled by them since you've already specifically mentioned that only Sand Rush variants are walled by Rotom-W.

**Bulky Water-types**: Certain Water-types such as Seismitoad and Jellicent can stomach a hit from +2 Excadrill and fire back with super effective STAB moves or burn it with Will-O-Wisp. Pelipper and Rotom-W can be dealt with depending on the set variant Excadrill is running. I'd rather you specifically phrase the Rotom-W and Pelipper mentions as "x and y can deal with sand rush variants, but lose to Mold Breaker (or w/e respectively) I understand that this is nitpicky af but being ambiguous really isn't helpful since you're not helping newer players understand how they lose.

**Faster Pokemon**: Mold Breaker sets of Excadrill as well as Sand Rush Excadrill outside of sand are easily revenge killed and overwhelmed by faster offensive threats such as Dragapult, Cinderace, and Gengar. Change this in order of viability However, with Sand Rush, they pose less problems. Choice Scarf Rotom-W is a specific example that counters all set variants Rotom-W is by definition, not a counter. Remember that counters are able to always able to switch into all variants of a mon and beat it 1v1. Please fix this.. while the mirror match is dependent on set variants and Speed tie rolls.

**Priority**: Conkeldurr almost always OHKOes Excadrill with Mach Punch, while Sucker Punch from Bisharp deals major chip damage. Lead Excadrill has to be wary of Mamoswine and other leads with priority moves that can finish it off after breaking its Focus Sash.

DO THIS PLEASE!!!!!

[CREDITS]
- Written by: [[, ]]
- Quality checked by: [[curiosity,443485], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]


Let me make this abundantly clear: this needs a lot of work. I'm not stamping this just yet. Tag me once you've implemented everything.
 
After carefully reviewing this analysis, and discussing with curiosity and the rest of the QC team, I think it'd be best to reassign this analysis.

Throughout the whole analysis, the writer consistently displays a lack of metagame knowledge, and also misses some very basic marks such as the fact that you should never run passive Pokemon on HO.
 
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