Akir
A true villain!
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[OVERVIEW]
Carracosta is a huge threat that can be either an incredibly powerful offensive sweeper with Shell Smash or a defensive wall. Respectable attacking stats and a good movepool make Carracosta a versatile mixed attacker, and its large Defense stat along with good defensive Water / Rock typing gives Carracosta plenty of opportunities to set up against a large number of potential threats such as Type: Null. Meanwhile, the defensive wall set effectively utilizes Carracosta's natural bulk, good defensive typing, and myriad of support options to absorb Fire-, Flying-, and Normal-type attacks. However, low Speed, low Special Defense, and a large number of weaknesses—most notably a 4x Grass weakness—mean that Carracosta can be easily exploited and taken down by a number of threats like Alolan Raichu and Gourgeist-XL.
[SET]
name: Shell Smash
move 1: Shell Smash
move 2: Stone Edge
move 3: Aqua Jet
move 4: Hydro Pump / Ice Beam / Liquidation
item: White Herb / Life Orb
ability: Solid Rock
nature: Naughty / Adamant
evs: 252 Atk / 4 SpD / 252 Spe
[SET COMMENTS]
Moves
========
Shell Smash patches up Carracosta's middling Speed and boosts its Attack and Special Attack. Stone Edge is Carracosta's strongest STAB option and has great coverage. Aqua Jet is a STAB priority option that is used to KO Pokemon that outspeed Carracosta even after a Shell Smash, such as Alolan Raichu and Choice Scarf Primeape. The last slot is versatile: Hydro Pump is for hitting physical walls such as Weezing, and Ice Beam is for beating bulky Grass-types such as Gourgeist-XL. Liquidation is also an option for the fourth move, but the loss of a specially attacking option leaves Carracosta weaker to physical walls such as Gurdurr and Gourgeist-XL that the coverage would normally help with. If Liquidation is chosen as the fourth move, then running Adamant is recommended.
Set Details
========
White Herb is a good choice for maintaining Carracosta's bulk after a Shell Smash to help with taking Mach Punch and other revenge killing methods, but Life Orb is also a good option for ensuring OHKOs and doing more damage overall. Maximum Attack and Speed EVs are chosen to hit as hard as possible and to outspeed base 98 Speed Pokemon after a Shell Smash. A Naughty nature is the primary option to not lose power on Hydro Pump, Ice Beam, or Hidden Power Grass, and there are few notable threats with base 99 Speed and above that are not easily KOed by Aqua Jet late-game. Adamant is also an option if you want Carracosta's fourth move to be physical, such as Liquidation. A Naive nature is also an option to better deal with threats with base Speeds between 99 and 112, but most of these threats are KOed by Aqua Jet regardless, so the loss of power is not worth the gain in Speed. Solid Rock is the ability chosen to give Carracosta more opportunities to set up by virtue of taking less damage from potential coverage moves and helping to pad damage from Mach Punch.
Usage Tips
========
Bring in Carracosta against Flying-, Fire-, and Normal-types such as Type: Null and Choice-locked Pyroa that cannot OHKO Carracosta, thus giving it a turn to set up Shell Smash. It is best to wait until later in the game to set up, as even at +2 Carracosta cannot OHKO certain walls such as Gourgeist-XL if it lacks the appropriate coverage move. Attackers that can outspeed Carracosta but survive a +2 Aqua Jet also need to be weakened before an attempted sweep to prevent Carracosta from being revenge killed. Additionally, Carracosta can be utilized as a wallbreaker in the early- or mid-game with Shell Smash, as the extra power is still respectable even when you aren't going for a sweep.
Team Options
========
Pokemon such as Magmortar and Abomasnow that can take on bulky Grass-types like Gourgeist-XL make good partners for Carracosta to help weaken them for a later sweep. Carracosta does not like Fighting-types, as many can survive an attack from it or use Mach Punch, so a Pokemon like Mesprit or Musharna can help deal with them. Memento from Pokemon like Skuntank and Healing Wish from Mesprit can give Carracosta plenty of opportunities to set up and sweep. As entry hazards ease Carracosta's attempts to sweep, entry hazard setters such as Qwilfish, Weezing, and Torterra that also add defensive synergy are appreciated. Spikes in particular are appreciated, as many of Carracosta's more solid counters are more susceptible to Spikes damage, such as Gastrodon. Carracosta wants to stay healthy throughout a match to ease its ability to set up, so entry hazard removal from Pokemon like Skuntank is appreciated. Skuntank can also absorb Toxic Spikes, which would otherwise give Carracosta issues.
[SET]
name: Defensive Wall
move 1: Stealth Rock
move 2: Scald
move 3: Knock Off
move 4: Toxic / Protect
item: Leftovers
ability: Solid Rock
nature: Relaxed
evs: 252 HP / 192 Def / 64 SpD
[SET COMMENTS]
Moves
========
Stealth Rock is a valuable entry hazard that Carracosta gets plenty of opportunities to set up due to the large number of switches it causes. Scald, while not strong, is chosen to fish for burns against potential switch-ins. Knock Off is a relatively safe move that can get chip damage on switch-ins while removing their item. Toxic is a strong option for the fourth slot, as it can hit bulky switch-ins for chip damage. Protect is also an option for additional Leftovers recovery and for scouting purposes. Choose between the two depending on whether you value more damage to the opposing team or a more consistent wall.
Set Details
========
Leftovers is the item of choice because Carracosta lacks reliable recovery. Solid Rock is chosen as the ability because few physical attackers actually have the ability to OHKO Carracosta, so it is better to help pad for coverage. A Relaxed nature boosts its Defense as high as possible while only giving up an inconsequential amount of Carracosta's already low Speed. 252 HP EVs and 64 Special Defense EVs allow Carracosta to survive a Life Orb-boosted Hidden Power Grass from Pyroar from full health, with the remainder put into Defense.
Usage Tips
========
Carracosta does not have any recovery outside of Leftovers, so playing carefully without taking needless risks is important to improve longevity, hence Protect as an option. Bring in Carracosta against threats such as Kangaskhan and Choice-locked Oricorio and Pyroar. It is recommended to use Stealth Rock early-game and whenever it needs to be reset to maximize valuable entry hazard chip damage against the opposing team. Toxic adds an alternative to Scald that can be used freely on switches to badly poison whatever comes in and slowly wear them down, and Protect can help by seeing what your opponent is planning to do and buying Carracosta another turn of Leftovers recovery. Do not expect Carracosta to stay in for long periods of time. Realistically, Carracosta will soak a hit, use one move, and then be forced to switch out again. Keeping this in mind lets you utilize the one move you are usually allotted more efficiently and will keep your Carracosta healthy for longer.
Team Options
========
Magmortar and Miltank are good teammates to help mitigate Carracosta's pesky Grass weakness and provide switch-ins to the large number of Grass-types Carracosta lures in. Carracosta is weak to status conditions like burn and poison, so pairing it with a Heal Bell user like Audino, Miltank, or Musharna can help keep Carracosta healthy. Audino also can provide Wish support, which Carracosta adores. Carracosta can be setup fodder for or at least forced out by Fighting-types, so having a Pokemon like Musharna or Mesprit to help with them is also a good idea. Entry hazard removers such as Skuntank and Hitmonchan make for good partners, since Carracosta struggles to remain healthy with hazards on the field. Grass-types such as Lilligant, Ferroseed, and Gourgeist-XL appreciate the defensive synergy that Carracosta offers, as Carracosta is adept at taking the Fire- and Flying-type attacks that are aimed at said Grass-types. The Grass-types can also help by absorbing any Grass- or Ground-type attacks aimed at Carracosta. Weezing works with Carracosta well to absorb Ground- and Grass-type attacks directed at it while also providing Toxic Spikes.
[STRATEGY COMMENTS]
Other Options
=============
Rockium Z is a third item option for the Shell Smash set to create an extremely strong Rock-type STAB attack that doesn't miss, but White Herb's ability to make Carracosta harder to revenge kill or Life Orb's overall boost in power is generally more effective in practice. Zen Headbutt is also an option on either set to hit Poliwrath specifically, but in other cases it is usually outclassed by Hydro Pump damage-wise against targets like Weezing and Gurdurr. Hidden Power Grass is an option for Gastrodon and other Water-types for the fourth moveslot for the Shell Smash set, but it doesn't accomplish much outside of surprising Gastrodon. Sturdy is also a potential option for Carracosta, as it does provide a guaranteed turn to set up with Shell Smash. However, Sturdy is only usable once and is broken by any form of damage, whether by entry hazards or chip damage, so Solid Rock is preferred for more use throughout the match. Weakness Policy is also an option to get an additional Attack boost along with Shell Smash, but it is unreliable and the utility of the other items is generally more valuable. If you do run this, run Sturdy.
Checks and Counters
===================
**Grass-types**: Defensive Grass-types such as Gourgeist-XL only fear the rare Toxic and Ice Beam from Carracosta. If Carracosta lacks these defensive Grass-types can freely switch in against it. Offensive Grass-types such as Choice Scarf Lilligant also outspeed Carracosta, resist Aqua Jet, and threaten to OHKO with their STAB attacks, but they usually do not like switching in on Carracosta and may no longer check Carracosta after a Shell Smash. Many Grass-types can also switch in easily against the defensive wall set, such as Alolan Exeggutor and Abomasnow, and threaten both Carracosta and the rest of the team. Abomasnow in particular is threatening to the defensive wall set, as the hail from Snow Warning also negates Leftovers recovery.
**Fighting-types**: Poliwrath can freely switch in, and other Fighting-types such as Gurdurr can come in on the resisted Stone Edge and and KO Carracosta with Mach Punch. Other Fighting-types such as Hitmonchan and Choice Scarf Primeape can also check Carracosta even though they do not like switching in.
**Gastrodon**: Gastrodon resists Carracosta's Rock-type STAB and is immune to its Water-type STAB, and Gastrodon can KO back with Earth Power. Gastrodon does fear Hidden Power Grass, however.
**Strong Special Attackers**: Even if the attack is not super effective, special attackers such as Musharna and Mesprit can cripple Carracosta due to its low natural Special Defense, but they can potentially lose anyway after a Shell Smash.
**Faster Threats**: Fast offensive Pokemon that do not get KOed by a +2 Aqua Jet such as Choice Scarf Abomasnow, Choice Scarf Jynx, and Zebstrika can potentially revenge kill Carracosta even after the Shell Smash boost.
**Priority**: Mach Punch, Vacuum Wave, Sucker Punch, and other priority moves from threats like Hitmonchan can cripple Carracosta even after a Shell Smash by ignoring its Speed boosts and forcing it to use a weaker Aqua Jet to potentially avoid taking a crippling amount of damage.
[OVERVIEW]
Carracosta is a huge threat that can be either an incredibly powerful offensive sweeper with Shell Smash or a defensive wall. Respectable attacking stats and a good movepool make Carracosta a versatile mixed attacker, and its large Defense stat along with good defensive Water / Rock typing gives Carracosta plenty of opportunities to set up against a large number of potential threats such as Type: Null. Meanwhile, the defensive wall set effectively utilizes Carracosta's natural bulk, good defensive typing, and myriad of support options to absorb Fire-, Flying-, and Normal-type attacks. However, low Speed, low Special Defense, and a large number of weaknesses—most notably a 4x Grass weakness—mean that Carracosta can be easily exploited and taken down by a number of threats like Alolan Raichu and Gourgeist-XL.
[SET]
name: Shell Smash
move 1: Shell Smash
move 2: Stone Edge
move 3: Aqua Jet
move 4: Hydro Pump / Ice Beam / Liquidation
item: White Herb / Life Orb
ability: Solid Rock
nature: Naughty / Adamant
evs: 252 Atk / 4 SpD / 252 Spe
[SET COMMENTS]
Moves
========
Shell Smash patches up Carracosta's middling Speed and boosts its Attack and Special Attack. Stone Edge is Carracosta's strongest STAB option and has great coverage. Aqua Jet is a STAB priority option that is used to KO Pokemon that outspeed Carracosta even after a Shell Smash, such as Alolan Raichu and Choice Scarf Primeape. The last slot is versatile: Hydro Pump is for hitting physical walls such as Weezing, and Ice Beam is for beating bulky Grass-types such as Gourgeist-XL. Liquidation is also an option for the fourth move, but the loss of a specially attacking option leaves Carracosta weaker to physical walls such as Gurdurr and Gourgeist-XL that the coverage would normally help with. If Liquidation is chosen as the fourth move, then running Adamant is recommended.
Set Details
========
White Herb is a good choice for maintaining Carracosta's bulk after a Shell Smash to help with taking Mach Punch and other revenge killing methods, but Life Orb is also a good option for ensuring OHKOs and doing more damage overall. Maximum Attack and Speed EVs are chosen to hit as hard as possible and to outspeed base 98 Speed Pokemon after a Shell Smash. A Naughty nature is the primary option to not lose power on Hydro Pump, Ice Beam, or Hidden Power Grass, and there are few notable threats with base 99 Speed and above that are not easily KOed by Aqua Jet late-game. Adamant is also an option if you want Carracosta's fourth move to be physical, such as Liquidation. A Naive nature is also an option to better deal with threats with base Speeds between 99 and 112, but most of these threats are KOed by Aqua Jet regardless, so the loss of power is not worth the gain in Speed. Solid Rock is the ability chosen to give Carracosta more opportunities to set up by virtue of taking less damage from potential coverage moves and helping to pad damage from Mach Punch.
Usage Tips
========
Bring in Carracosta against Flying-, Fire-, and Normal-types such as Type: Null and Choice-locked Pyroa that cannot OHKO Carracosta, thus giving it a turn to set up Shell Smash. It is best to wait until later in the game to set up, as even at +2 Carracosta cannot OHKO certain walls such as Gourgeist-XL if it lacks the appropriate coverage move. Attackers that can outspeed Carracosta but survive a +2 Aqua Jet also need to be weakened before an attempted sweep to prevent Carracosta from being revenge killed. Additionally, Carracosta can be utilized as a wallbreaker in the early- or mid-game with Shell Smash, as the extra power is still respectable even when you aren't going for a sweep.
Team Options
========
Pokemon such as Magmortar and Abomasnow that can take on bulky Grass-types like Gourgeist-XL make good partners for Carracosta to help weaken them for a later sweep. Carracosta does not like Fighting-types, as many can survive an attack from it or use Mach Punch, so a Pokemon like Mesprit or Musharna can help deal with them. Memento from Pokemon like Skuntank and Healing Wish from Mesprit can give Carracosta plenty of opportunities to set up and sweep. As entry hazards ease Carracosta's attempts to sweep, entry hazard setters such as Qwilfish, Weezing, and Torterra that also add defensive synergy are appreciated. Spikes in particular are appreciated, as many of Carracosta's more solid counters are more susceptible to Spikes damage, such as Gastrodon. Carracosta wants to stay healthy throughout a match to ease its ability to set up, so entry hazard removal from Pokemon like Skuntank is appreciated. Skuntank can also absorb Toxic Spikes, which would otherwise give Carracosta issues.
[SET]
name: Defensive Wall
move 1: Stealth Rock
move 2: Scald
move 3: Knock Off
move 4: Toxic / Protect
item: Leftovers
ability: Solid Rock
nature: Relaxed
evs: 252 HP / 192 Def / 64 SpD
[SET COMMENTS]
Moves
========
Stealth Rock is a valuable entry hazard that Carracosta gets plenty of opportunities to set up due to the large number of switches it causes. Scald, while not strong, is chosen to fish for burns against potential switch-ins. Knock Off is a relatively safe move that can get chip damage on switch-ins while removing their item. Toxic is a strong option for the fourth slot, as it can hit bulky switch-ins for chip damage. Protect is also an option for additional Leftovers recovery and for scouting purposes. Choose between the two depending on whether you value more damage to the opposing team or a more consistent wall.
Set Details
========
Leftovers is the item of choice because Carracosta lacks reliable recovery. Solid Rock is chosen as the ability because few physical attackers actually have the ability to OHKO Carracosta, so it is better to help pad for coverage. A Relaxed nature boosts its Defense as high as possible while only giving up an inconsequential amount of Carracosta's already low Speed. 252 HP EVs and 64 Special Defense EVs allow Carracosta to survive a Life Orb-boosted Hidden Power Grass from Pyroar from full health, with the remainder put into Defense.
Usage Tips
========
Carracosta does not have any recovery outside of Leftovers, so playing carefully without taking needless risks is important to improve longevity, hence Protect as an option. Bring in Carracosta against threats such as Kangaskhan and Choice-locked Oricorio and Pyroar. It is recommended to use Stealth Rock early-game and whenever it needs to be reset to maximize valuable entry hazard chip damage against the opposing team. Toxic adds an alternative to Scald that can be used freely on switches to badly poison whatever comes in and slowly wear them down, and Protect can help by seeing what your opponent is planning to do and buying Carracosta another turn of Leftovers recovery. Do not expect Carracosta to stay in for long periods of time. Realistically, Carracosta will soak a hit, use one move, and then be forced to switch out again. Keeping this in mind lets you utilize the one move you are usually allotted more efficiently and will keep your Carracosta healthy for longer.
Team Options
========
Magmortar and Miltank are good teammates to help mitigate Carracosta's pesky Grass weakness and provide switch-ins to the large number of Grass-types Carracosta lures in. Carracosta is weak to status conditions like burn and poison, so pairing it with a Heal Bell user like Audino, Miltank, or Musharna can help keep Carracosta healthy. Audino also can provide Wish support, which Carracosta adores. Carracosta can be setup fodder for or at least forced out by Fighting-types, so having a Pokemon like Musharna or Mesprit to help with them is also a good idea. Entry hazard removers such as Skuntank and Hitmonchan make for good partners, since Carracosta struggles to remain healthy with hazards on the field. Grass-types such as Lilligant, Ferroseed, and Gourgeist-XL appreciate the defensive synergy that Carracosta offers, as Carracosta is adept at taking the Fire- and Flying-type attacks that are aimed at said Grass-types. The Grass-types can also help by absorbing any Grass- or Ground-type attacks aimed at Carracosta. Weezing works with Carracosta well to absorb Ground- and Grass-type attacks directed at it while also providing Toxic Spikes.
[STRATEGY COMMENTS]
Other Options
=============
Rockium Z is a third item option for the Shell Smash set to create an extremely strong Rock-type STAB attack that doesn't miss, but White Herb's ability to make Carracosta harder to revenge kill or Life Orb's overall boost in power is generally more effective in practice. Zen Headbutt is also an option on either set to hit Poliwrath specifically, but in other cases it is usually outclassed by Hydro Pump damage-wise against targets like Weezing and Gurdurr. Hidden Power Grass is an option for Gastrodon and other Water-types for the fourth moveslot for the Shell Smash set, but it doesn't accomplish much outside of surprising Gastrodon. Sturdy is also a potential option for Carracosta, as it does provide a guaranteed turn to set up with Shell Smash. However, Sturdy is only usable once and is broken by any form of damage, whether by entry hazards or chip damage, so Solid Rock is preferred for more use throughout the match. Weakness Policy is also an option to get an additional Attack boost along with Shell Smash, but it is unreliable and the utility of the other items is generally more valuable. If you do run this, run Sturdy.
Checks and Counters
===================
**Grass-types**: Defensive Grass-types such as Gourgeist-XL only fear the rare Toxic and Ice Beam from Carracosta. If Carracosta lacks these defensive Grass-types can freely switch in against it. Offensive Grass-types such as Choice Scarf Lilligant also outspeed Carracosta, resist Aqua Jet, and threaten to OHKO with their STAB attacks, but they usually do not like switching in on Carracosta and may no longer check Carracosta after a Shell Smash. Many Grass-types can also switch in easily against the defensive wall set, such as Alolan Exeggutor and Abomasnow, and threaten both Carracosta and the rest of the team. Abomasnow in particular is threatening to the defensive wall set, as the hail from Snow Warning also negates Leftovers recovery.
**Fighting-types**: Poliwrath can freely switch in, and other Fighting-types such as Gurdurr can come in on the resisted Stone Edge and and KO Carracosta with Mach Punch. Other Fighting-types such as Hitmonchan and Choice Scarf Primeape can also check Carracosta even though they do not like switching in.
**Gastrodon**: Gastrodon resists Carracosta's Rock-type STAB and is immune to its Water-type STAB, and Gastrodon can KO back with Earth Power. Gastrodon does fear Hidden Power Grass, however.
**Strong Special Attackers**: Even if the attack is not super effective, special attackers such as Musharna and Mesprit can cripple Carracosta due to its low natural Special Defense, but they can potentially lose anyway after a Shell Smash.
**Faster Threats**: Fast offensive Pokemon that do not get KOed by a +2 Aqua Jet such as Choice Scarf Abomasnow, Choice Scarf Jynx, and Zebstrika can potentially revenge kill Carracosta even after the Shell Smash boost.
**Priority**: Mach Punch, Vacuum Wave, Sucker Punch, and other priority moves from threats like Hitmonchan can cripple Carracosta even after a Shell Smash by ignoring its Speed boosts and forcing it to use a weaker Aqua Jet to potentially avoid taking a crippling amount of damage.
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