[QC READY 2/3]Crawdaunt

You should also mention Volcarona for having near perfect type synergy with Crawdaunt; and Scolipede for overall synergy
Baton Pass Scolipede in particular deserves a mention in the Choice Band set for partners. Not only does it have good synergy, but being able to possibly pass Swords Dance and at least 1 speed boost to Choice Band Crawdaunt is just insanely good.
 
Don't repeat yourself, remove the parts which I slashed out.

[Pros]
<ul>
<li>Now has access to Aqua Jet + Adaptability, A major buff to Crawdaunt as he is now more viable than ever perhaps even more useful than his other counterpart, Sharpedo.</li>
<li>Really amazing in Rain teams.</li>
<li>Base 120 Attack is very acceptable in terms of raw power.</li>
<li>Can also run a possible mixed set with 90 Special Attack.</li>
<li>As of Generation 6 it's offensive typing is only resisted by a few Pokemon. </li>
<li>Great boosting moves in the likes of Dragon Dance and Swords Dance.</li>
<li>Crawdaunt's Aqua Jet is slightly stronger compared to Azumarill, reason being Adaptability.</li>
</ul>

[Cons]

<ul>
<li>It's a really slow Pokemon. 55 base Speed is not very fast even after a Dragon Dance.</li>
<li>With great offensive typing it is also a very weak defensive typing.</li>
<li>Really easy to shut down with priority moves such as Mach Punch.</li>
<li>Weak to common Pokemon such as Bug, Fighting, Electric, Grass, and the new Fairy types.</li>
<li>Shallow move-pool which makes it hard to fit Crawdaunt into any teams, only because of coverage.</li>
<li>Speed makes the difference. It's other marine counter-part, Sharpedo, slightly has an edge over Crawdaunt due to Speed Boost which means that it does not have to rely on Aqua Jet.
</ul>

If Chesnaught is really the best counter to this thing, make sure it is the first mention in the checks & counters section and not the last.
 

Jukain

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ok, so

[Overview]

- don't mention dragon dance, as it's been established that dd sets are not very good.
- mention its frailty in cons
- shallow movepool indicates that it isn't a good one. its movepool is feature-packed, despite being rather small.

[Choice Band]

- mention that its main selling points are (1) revenge killing and (2) punching big holes with waterfall/crabhammer
- mention teammates. specifically, i would say pokemon to handle bulky waters, such as rotom-w should be mentioned. crunch can handle them _ok_, but it's still worth mentioning partners. mega venu is worth a teammate to handle, too.

[Swords Dance]

- mention how you can get it set up. the current set isn't really clear. mention specific examples, pokemon it can set up on.
 

alexwolf

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Any mention of its shallow movepool as a con should be omitted as Crawdaunt has everything it needs and literally zero counters (even Chesnaught crumbles in rain).
 
On the topic of counters since it keeps on coming up;

252+ Atk Choice Band Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Chesnaught: 107-126 (28.1 - 33.1%)
252+ Atk Choice Band Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Chesnaught in Rain: 160-189 (42.1 - 49.7%)


252+ Atk Choice Band Crawdaunt Superpower vs. 252 HP / 252+ Def Poliwrath: 152-179 (39.5 - 46.6%)
-1 252+ Atk Choice Band Crawdaunt Superpower vs. 252 HP / 252+ Def Poliwrath: 102-120 (26.5 - 31.2%)

252+ Atk Choice Band Adaptability Crawdaunt Knock Off (Hit 1) vs. 252 HP / 252+ Def Poliwrath: 123-145 (32 - 37.7%)
252+ Atk Choice Band Adaptability Crawdaunt Knock Off (Hit 2) vs. 252 HP / 252+ Def Poliwrath: 83-98 (21.6 - 25.5%)

Poliwrath is the best counter, even if you hit for max damage with both Superpower you'd need three layers of spikes up and Stealth Rock to kill, assuming Poli has Leftovers. Under such extreme circumstances, Chesnaught would be just as screwed. Poliwrath doesn't care a bit about the rain support, since it's flat out immune to Crab Hammer. The worst thing crab cakes is doing is taking away Poli's Leftoevers, but that happens to literally every other switch-in that isn't holding a Mega Stone, or happens to use Sticky Hold (Does anything competitive ever use Sticky Hold?)

Really the counters section should probably be worded something more akin to "Chesnaught is the closest thing to a counter that is generally regarded as viable in OU, however Poliwrath is by far the best available counter despite being much harder to fit onto a standard OU team" naturally reworded by someone more eloquent than me.

Also why is that Sharpedo mention still there? Why is Crawdaunt being compared to Shardpedo? Is it purely because they're both Water/Dark because they otherwise function nothing alike, and since Speed Boost isn't available yet Sharpedo isn't relevant anyway. I'm sure someone said this already, but if a comparison needs to be made then reword it to reference Azumarill since they're incredibly similar in function, with Azumarill being much better defensively and far easier to switch-in where as Crawdaunt has a better offensive movepool and hits harder with its STAB moves.


Don't ask what's going on with the font in this post btw, the font from the damage calculator copied over and has thrown me for a loop since I'm inept and have no idea what font the post is in by default
 
Ctrl + F Trick Room
No results found.

Perhaps at least mention it, in the Banded set's comments, maybe? TR isn't that popular of a strategy, but it turns its greatest flaw - its speed - into an asset, and opens it to do a shitton of damage while almost always going before your opponent, and without setup. Megampharos also has great use in Trick Room, and they have decent synergy together.
 
Ctrl + F Trick Room
No results found.

Perhaps at least mention it, in the Banded set's comments, maybe? TR isn't that popular of a strategy, but it turns its greatest flaw - its speed - into an asset, and opens it to do a shitton of damage while almost always going before your opponent, and without setup. Megampharos also has great use in Trick Room, and they have decent synergy together.
that doesn't stop it from getting revenged by a mach punch from breloom but it could make crawdaunt more threatening and less reliant on a-jet while TR is still up.
 
I'd say TR deserves at least a mention. The problem is that TR isn't as viable in singles as it is in doubles, and since you have to use one of the TR turns to put it up, you really don't have much for your other mons to benefit from it.
 

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