Probopass: Lvl 2- Stall

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Nosepass - Rock / Steel

Base Stats: 60 / 55 / 145 / 75 / 150 / 40
Sturdy: The Pokémon survives at 1 HP by moves that KO it when at full HP.

The only moves you need-

HGSS Move Tutor:

Pain Split
Magic Coat

HGSS or BW
TMs:

Protect
Torment


Here is a propossed Probopass set, remember, prediction is key, especially with Magic Coat. I put in Bold the reason for each choice of item, EVs, IVs and moves

Set Name: Pain Stall
Probopass: @ Leftovers [Hail / Stealth Rock negation]
Ability: Sturdy
EVs, & IVs: 0, & 0. [Probopass has 14 HP; 1 layer of Spikes/Leech Seed/Burn = 1 damage not 2 so it's negated by Leftovers without Protect. 5 Speed =Trick Room abuse]
Nature: (+ SpA, -Spe) [Trick Room ulities]

~Magic Coat [Reflects: Leech Seed, W-o-w, Swagger, etc.]
~Pain Split [Hurts foes, heals user; keeps Sturdy active]
~Protect [Protect scouts and stalls for free Leftovers which helps vs Stealth Rocks]
~Torment [Torment handles Choiced foes, especially with Protect]

[Commentary]

This set is the final and most supported Pokemon on this entire team. This Pokemon is basically what happens when all the opponent has left are the few bulky offensive threats that haven't been killed off by your team's sweeper, and perhaps a wall that just needs to be worn down. Meant to be abused on a Sandstream team with Toxic Spikes, so Sandstream/Toxic Spikes accumulate damage, while Probopass can infinitely stall out foes thanks to Pain Split and Sturdy. Not only does Pain Split + Sturdy pretty much halve an opponent's HP the first time it is used, but it helps to quickly wear down foes that are being hit through their own Life Orb, plus Sandstorm, and/or Toxic Spikes. Status moves are dealt with by Magic Coat, and entry hazards don't pose a problem if Probopass comes in on a non-damaging move. If Stealth Rock and a layer of Spikes are on Probopass' field, it can come in, heal the Stealth Rocks damage at the end of the turn, then Protect to heal off the layer of Spikes. Sturdy will be reactivated, and it can function from then.

Probopass is very simple to use when Sandstorm and Toxic Spikes are up. Stealth Rocks and Spikes are not required, but they do make Probopass' job slightly faster. All Probopass has to do is Pain Split when the foe uses an attack move, Magic Coat when the foe uses an indirect move (like Encore), or Torment if the foe is Choiced (combined with Protect works wonders).

Pain Split + Sturdy works so well that it may seem impossible for Probopass to go down if they opponent lacks a surviving Substitute user. Yes, using Probopass does require prediction, but with team preview, and by the time Sandstorm, and Toxic Spikes have been set up, it will be easy to differentiate what sets the opponent is using; Probopass is, after all, meant to be used late game.



To give you a better idea here is a team featuring Probopass in UU:

Hippopotas: @ Eviolite
252 HP / 252 Def / 4 SpD
Nature (+Def, -SpA)
Sandstream

Stealth Rock
Roar
Earthquake
Slack Off / Toxic

Start damage quick with Hazards and Sandstorm. Slack Off if you take a weak hit and to stay alive. Roar works when predicting set-up.

Nidoqueen @ Black Sludge
Trait: Sheer Force
EVs: 252 HP / 252 Def / 4 SpD
Bold

Fire Blast
Earth Power
Toxic Spikes
Roar

Roar is useful against set-ups, and with Sheer Force backing Fire Blast and Earth Power, Nidoqueen can safely invest in her Defenses for survival. Toxic Spikes is of course why she is used, and with her move set offers good type coverage, and good overall support.

Dusclops @ Evolite
Trait: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature (+Def, -SpA)
- Rest
- Sleep Talk
- Night Shade
- Will-O-Wisp

The bulkiest ghost available, Dusclops can threaten Donphan and Hitmontop with a burn, but is set-up fodder for many pokemon and generally wont be able to do much in a typical game. Regardless, Dusclops is extremely hard to break, and with pressure can stall out some powerful attackers. Dusclops basically helps burn Steel and Poison types, in addition to Flying, and Levitators.

Hitmontop: @ Leftovers
248 HP / 248 Atk/ 12 Def
Impish
Technician

-Fake-out
-Rapid Spin
-Mach Punch
-Sucker Punch

Hitmontop helps stall out Fake-out, and hits fairly hard while still having enough bulk to Rapid Spin. Mach Punch works great vs Hail teams, hitting Mamoswines, Kyurem's that think they are faster with a Scarf, and overall its a great way to weaken a foe's sweeper. Sucker Punch can stop a Psychic type like Espeon or Alakazam from getting in the way as well.


Set Name: Pain Stall
Probopass: @ Leftovers
Ability: Sturdy

-Magic Coat
-Pain Split
-Protect
-Torment

Probopass can Pain Split and stall against Choiced users (Torment + Protect), and over all serve as a check to any offensive threat since all it needs is to take a hit, Pain Split, and continue the process until Toxic Spikes/Sandstorm/Life Orb adds up. Against walls, Torment and Pain Split can work, since Toxic Spikes will eventually surpass any Recovery move's healing potential, and with Pain Split cutting down HP while Torment prevents recovery moves being used each turn, walls will quickly fall to Probopass. Magic Coat can also be used against Taunt users, causing them to Taunt themselves and get forced to attack, or switch, securing more Pain Split damage, and easing prediction.

Unlike most Pokemon I don't need to provide damage calculations, or Defensive alterations: Probopass is taking 99% damage from all attacks, and cutting the foe down by 50% of their remaining HP due to Pain Split and surviving attacks at 1 HP, so it would be silly to list specific enemies, and would be best to just point out that no single-hit attack used by a non-Mold breaker, will get past Probopass.

Sharpedo @ Expert Belt
156 Atk / 152 SpA / 200 Speed
(+Atk, - Def)
Speed Boost

Protect
Ice Beam / Crunch
Waterfall
Earthquake

Helps clean up whatever is remaining, and can Protect to gain Speed and stall for Toxic/Sandstream damage. Ice Beam hits Chlorophyllers, and Waterfall/EQ works vs Fire-types (best use is depending on the weather), helping me take on Sun teams.

Crunch can also be used if you plan on a 252 Speed / 252 Attack spread, and so Sharpedo can outspeed more foes that are Choiced or have Chlorophyll, as it wont need EVs in Special Attack.


This is a brief example of what a TSS team with Probopass might look like in UU.
 

Oglemi

Borf
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hhjj, while I don't doubt you put a lot of work into this, you did just c/p it from your other megathread in DST here.

At least make the OP pertinent to the metagame, like get rid of Sandslash and lolPineco, and mention at least how Probopass works against sun and hail.

I know you're passionate about Probopass, even attempting to give him an Ubers analysis, but unless you provide factual data and how he's actually good in the metagame, this thread is just, well, stupid.
 

JockeMS

formerly SuperJOCKE
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Hey, where's Magnet Pull? I'm pretty sure that the only reason for using Probopass is because of that, I've heard. Or am I wrong?
 
I dont think Probopass can work at all in the UU metagame at this stage. Hail negates lefties which means that any entry hazard will ruin it. It wasnt exactly good in OU to begin with, and it only looks worse in UU.
 
I didn't really understand your "PainStall" Probopass set at all. What is the point of Taunt AND Magic Coat(let alone Taunt at all, lol)? The whole thing just seems like a really ineffective way to Toxic Stall. After awhile Pain Split will just work against you if your foe is gradually losing HP from Sand and Toxic.

Also, lol @ the Ubers Analysis posted by Olgemi. The man clearly loves Probopass.
 
Cut down the info significantly, and focused on the utility: Can handle any offensive threat with single striking moves except Mold Breaker users, can simply stall out walls thanks to Torment and Toxic's increase in power, while recovery moves can only be used each other turn. Torment and Protect screwing over Choice users, Magic Coat dealing with Taunt users, etc.

I edited my teammates, with Sharpedo (Speed Boost) over Sandslash as a more universal late-game cleaner in case Sandstorm isn't up. Earthquake works against Fire types during Drought, while Waterfall works during Sandstream, helping it beat Sun teams. It also packs Ice Beam for Chlorophyllers, since they are all Grass types.

Hitmontop helps against Hail teams thanks to Techician Mach Punch, while serving as a Rapid Spinner.
 
I have considered a Max SpDef Drapion over Nidoqueen.

I am thinking of the set from'Yourself"'s RMT "Hail & Its Place in 5th Gen OU"




Drapion - "Snip Snip"
Item: Black Sludge
Ability: Battle Armor
Nature: Careful
EVs: 252 HP / 252 SpD / 6 Def
-Toxic Spikes
-Taunt
-Knock Off
-Earthquake

Role: Toxic Spikes and Stallbreaker. Drapion is a much more reliable spiker than Omastar will ever be, even in Sandstream. With the ability to stop slower Spikers in its tracks like Omaster with Taunt, while knocking away Leftovers from other stallers, he leaves opponents open to the dangers of Sandstormm and Stealth Rock. One of the must crucial members of this team, in my opinion. And he insta-recovers Sandstorm damage, which allows him to outlive others threats.

Earthquake also helps vs Fire types against sun teams, while against Hail Teams at least it wont take super effective damage from Ice moves like Nidoqueen would have. Drapion also takes Dark, and Ghost hits aimed at Dusclops.

Also Drapion can absorb Toxic Spikes, which are used on Hail teams with Stallrein. Drapion will make it easier to support Hitmontop by absorbing Psychic attacks from the likes of Espeon and co. while Nidoqueen cannot.


What do you guys think?


Details for Probopass vs Sun / Hail teams:

Probopass can handle offensive fire types like Choice/Life Orb Arcanine, Scarf Typhlosion, etc. thanks to simply Pain Splitting on their attacks. On ones with some support options like Rotom-H, it's important to Protect and scout if they will W-o-w, Trick, Thunderwave, etc. Keep in mind that Rotom-H can be paralyzed with Magic Coat if it attempts a Thunderwave, significantly making it easier to handle with the rest of your team.

If they plan on using Trick you can plan on switching to Sharpedo if you know they have a Scarf so it can KO with Waterfall or Crunch depending on the weather, or if Specs you can switch to Nidoqueen whom gets a boost to her Earth Power and Fire Blast and forces Rotom-H to hold Black Sludge. While Rotom-H can handle Nidoqueen's attacks, it will likely switch out or use Trick to rid itself of Black Sludge, letting Nidoqueen still let off a powerful Fire Blast on the switch, or giving Nidoqueen the Black Sludge back so it can once again switch moves.

In regards to Chorophyllers, especially ones that pack Stun Spore, and Sleep Powder, or Encore, Probopass can Protect and then use Magic Coat. Unlike Electric types like Lanturn whom are immune to their own Thunderwave, or Fire Types that are immune to Burn, Grass types are affected by Stun Spore. Also if Probopass can Magic Coat an Encore (think Jumpluff), combining that with Torment can truly make the foe ineffective. While Leech Seed can pose a problem, scouting for it with Protect can let you know if they are able to use it, and if so, you can switch to Hitmontop to Rapid Spin it away. Nevertheless, Probopass can handle Chlorophyllers like Sawsbuck that are offensive and only use attacks or moves like Swords Dance, and just Pain Split them while Life Orb and Toxic Spikes eats away at their HP.

Against Hail teams, Probopass is supported by Hitmontop whom can threaten even Scarfed Ice types like Kyurem with Technician Mach Punch, also Hitmontop can Rapid Spin away Spikes and Stealth Rocks (Nidoqueen can absorb Toxic Spikes), so Probopass can come in. Remember, even though Hail hurts, Sturdy will remain active thanks to Leftovers, so even if say a Specs Kyurem uses Blizzard, and brings down Probopass to 1 HP, Pain Split will heal and reactivate Sturdy, and Hail damage will be negated by Leftovers. Probopass can work under Hail, it just has to be able to ensure that entry hazards are either removed, or that it Pain Splits a foe before taking a hit if less than 100% HP (say it Pain Splits on a switch).
 

breh

強いだね
what happens against something with substitute or mew w-o-w (remember synchronize)? Even better, with taunt?
 

Shroomisaur

Smogon's fantastical fun-guy.
what happens against something with substitute or mew w-o-w (remember synchronize)? Even better, with taunt?
Well, taunt isn't a big issue because it's generally easy to predict and use Magic Coat. However, substitute users would easily beat this set this set, and Mew with WoW is guaranteed to ruin it.
 
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