Qwilfish [QC 1/3] [GP 0/2]

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[OVERVIEW]
  • Qwilfish's main role on the team is to get up hazards such as Spikes and Toxic Spikes whilst preventing opposing hazards with Taunt, for that reason it is a decent lead in PU.
  • Qwilfish's semi decent bulk along with its great ability in Intimidate allows it to check Pokemon such as Carracosta, Hitmonchan and Granbull.
  • Scald is one of Qwilfish's only real offensive moves, preferred over Waterfall and Poison Jab, however it is very spammable and has a chance to burn the opposition, giving you the chance to cripple opposing physical Pokemon that you check.
  • Qwilfish gives free switch ins to Pokemon such as Mr Mime, Grumpig, Mesprit, Lapras and Gurdurr, with Guts Gurdurr is able to force Qwilfish out and can freely set up.
  • Qwilfish lacks reliable recovery, relying on passive recovery to help it check Pokemon.
[Set]
Name: Hazard Lead
Move 1: Toxic Spikes
Move 2: Spikes
Move 3: Taunt
Move 4: Scald / Waterfall
Item: Black Sludge
Ability: Intimidate
Nature: Timid / Jolly
EVs: 248 HP / 8 Def / 252 Spe

[SET COMMENTS]
Moves
========
  • Toxic Spikes are a great hazard utilised well by Qwilfish, getting them up vs other leading Pokemon and knowing that for the majority of the game the opposition will be taking residual damage helps to constantly swing momentum your way. It also makes it easier late game for your sweeper to clean. However Toxic Spikes can be set up any time during the game as Qwilfish is not being used as a suicide lead.
  • Spikes are similar to Toxic Spikes in the way that they apply constant pressure on your opponent, gaining you momentum throughout stages of the game and they also help pave the way for your sweepers to clean. However Spikes are for immediate damage, having three layers of Spikes will cause the opposition to take 25% of its health every switch in, this pressures the oppositions offensive Pokemon, especially the Life Orb users as their switch ins are severely limited. Normal Spikes are unable to be absorbed meaning that a Pokemon has to come in to spin them away or Defog them.
  • Taunt is used to make sure Qwilfish beats other lead Pokemon, the use of Taunt before setting up hazards not only gives your Pokemon safe entry on to the field, it also stops your opponent from immediately bringing in a Defog Pokemon fearing the Taunt. Qwilfish can also take advantage of Taunt throughout the game, using it to stop Defog or clerics. It also completely shuts down Pokemon such as Weezing and Ferroseed.
  • Scald is used mainly for the chance to burn rather than the damage itself, it can cripple the physical Pokemon that it checks or the switch-in.
  • Waterfall can be used over Scald, giving up the chance to burn for the chance to flinch. This is an option for doing physical damage rather than special.

Set Details
========
  • Black Sludge is Qwilfish's item as it gives passive recovery each turn. It is used over Leftovers as it punishes Trick Pokemon by damaging them every turn. Qwilfish needs this as it has no form of reliable recovery. Qwilfish needs to be wary when checking Pokemon that may run Knock Off.
  • Intimidate helps to check Physical Pokemon such as Carracosta, Hitmonchan and Granbull, being able to come in and intimidate them making them less of a threat and on occasion forcing them out.
  • The speed is to force out slower clerics and hazard setters. 252 Speed with a timid nature allows you to taunt Pokemon such as Ferroseed and Carracosta.
  • The rest goes in HP and Defense to help it check Physical attackers as well as live as long as possible whilst getting up hazards.

Usage Tips
========
  • Aim to get as many hazards up as early as possible to pressure the oppositions team and making them waste turns trying to get in a remover.
  • Know when to prioritise Spikes and when to prioritise Toxic Spikes, if you see a Poison-type on the oppositions team its obvious that Spikes will do more good.
  • Make sure to Taunt leads as well as clerics to stop the opposition gaining hazards or any form of momentum. It can also Taunt set up Pokemon such as Carracosta, neutralising a threat.
  • In most situations it is better to have both layers of Toxic Spikes up however some situations it is better to have only one, the difference being that one layer deals constantly at 12% dealing more immediate damage.
  • When taking advantage of Pokemon you check, try to spam Scald in order to fish for burns, having an opponents switch in burnt makes it a lot easier to handle.
  • Qwilfish can switch in on Pokemon such as Hitmonchan and Lycanrock, then pivot into an offensive Pokemon to gain momentum expecting a switch on the opponents behalf.

Team Options
========
  • Pairing Qwilfish with a spin blocker is crucial in order to keep your hazards on the field, Pokemon such as Sableye or Gourgeist-Super work well in this role. Having a Ghost-type Pokemon on your team also makes your opponent doubt whether to spin or not, giving you a mind game advantage.
  • With Qwilfish being weak to ground, you will want to have an immunity or resist on your team ,a Pokemon like Gourgeist would work well as a check to Ground, Electric and work as a spin blocker. Mesprit also works to avoid those Ground attacks, Mesprit also has access to U-turn and Healing Wish gaining your team a lot of momentum.
  • Qwilfish is weak to Electric but resists Ice meaning that a Ground-type on the team will have good synergy with it. Golurk is an obvious option as it can block rapid spin but Pokemon such as Piloswine or Gastrodon are also viable, with Qwilfish checking Piloswines weakness to Fighting.
  • A Dark-type Pursuit trapper is also really helpful as it gets rid of the Psychic-types that threaten Qwilfish, a Pokemon such as Skuntank or Absol would work well with Qwilfish as they both are immune to Psychic-types.
  • Set up sweepers such as Lilligant or Carracosta would benefit a lot from being on a team with Qwilfish, being able to set up against and deal with its weakened checks thanks to chip damage caused by hazards making it easier to sweep a team.

[Set]
Name: Offensive Lead
Move 1: Toxic Spikes
Move 2: Spikes
Move 3: Taunt
Move 4: Explosion
Item: Focus Sash
Ability: Intimidate
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
  • Toxic Spikes are useful for residual damage. As lead Qwilfish is generally used on hyper offence the chip damage is helpful for sweepers such as Carracosta or Jynx.
  • Spikes are similar to Toxic Spikes in the way the chip damage helps hyper offence, however Spikes are immediate damage, this means every time your foe switches to a check that is grounded it will take more and more damage.
  • Taunt is used to make sure Qwilfish beats other lead Pokemon, stopping hazards from hitting your side of the field as well as stopping any slower Taunt Pokemon from neutralising Qwilfish.
  • Explosion is used to deal maximum damage whilst giving yourself a free switch in to an offensive Pokemon. This strategy is perfect on hyper offence as you can take advantage by using a Taunted lead Pokemon as setup fodder.

Set Details
========
  • Focus Sash allows you to get up at least one more hazard than you would normally from full health.
  • Intimidate helps to check lead physical attackers allowing you to get up more hazards.
  • 252 Speed with a Jolly Nature is to out speed as many Pokemon as possible to get up as many hazards as it can as well as outspeeding all other leads and being able to utilise Taunt better.

Usage Tips
========
  • Make sure to Taunt a lead before getting up hazards if you are confident they are trying to set them.
  • Make sure to get up as many hazards as possible before exploding. The chip damage is crucial in hyper offence.
  • In a lot of situations with hyper offence it is beneficial to only have one Toxic Spike on the field as it does constant damage of 12% right away, which is more immediate damage than having two.
  • It is important to know when to Explode. If you have taunted a Pokemon with enough hazards up, it might be beneficial to go in to a Pokemon that will set up and force out the Pokemon you exploded on.

Team Options
========
  • Pairing Qwilfish with a spin blocker is crucial in order to keep your hazards on the field, however you will want to keep momentum in the game. An offensive spin blocker such Golurk or Haunter would work well.
  • Pokemon that can set up after hazards are perfect, Jynx, Carracosta and Lilligant are prime examples.
  • Fast Pokemon that can clean late game are also important to have. Pokemon such as Mesprit, Jynx and Primeape can all work in this position.
  • Pokemon with priority to revenge kill or finish off chipped Pokemon would also benefit in a team with Qwilfish. Hitmonchan, Gurdurr and Abomasnow would work fine.
[STRATEGY COMMENTS]
Other Options
=============
  • Rocky Helmet can be ran over Black Sludge to hurt physical attackers more, especially spinners such as Hitmonchan, however the Black Sludge is needed more as it allows you to consistently check Pokemon.
  • 252 HP / 252 Def / 4 Spd with a Bold nature can be used to check physical attackers more, with the added defense investment it can last longer and have more switch ins as it takes less damage.
  • Thunder Wave can be used over Taunt if you are not worried about opposing hazards and want to punish fast Pokemon or Flying-types that are unaffected by spikes.
  • A lead sash set is also viable to use with Spikes, Toxic Spikes, Taunt and Explosion. This is much better for assisting hyper offence teams.
  • Pain Split can be used as semi reliable recovery however the four moves already used are considered to be more important and losing one of them for pain split can be harmful.

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

**Psychic-types**: Pokemon such as Mesprit, Musharna and Jynx are all threats to Qwilfish, Jynx is able to set up in its face while Mesprit OHKOs with Psychic.

**Ground-types**: Ground-types force out Qwilfish, Pokemon such as Piloswine, Golurk and Gastrodon can take advantage of the switch by getting up hazards of their own or firing off a Toxic at your switch in.

**Electric-types**: Electric-types such as Lanturn, Alolan Raichu and Manectric force Qwilfish out. The opponent gets to pivot whilst forcing you out with the move Volt Switch.

**Water-types**: Pokemon such as Gastrodon are able to come in and force out Qwilfish with Earth Power whilst being immune to Scald.

**Grass-Types**: Lilligant and Abomasnow can either set up on Qwilfish or force it out with powerful moves.

**Poison-types**: Opposing Qwilfish and Skuntank are able to come in and absorb Toxic Spikes. This baits you to send Qwilfish in at some point to relay them.
 
Last edited:

TJ

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[OVERVIEW]
  • Qwilfish's main role on the team is to get up hazards such as Spikes and Toxic Spikes whilst preventing opposing hazards with Taunt, for that reason it is a decent lead in PU.
  • Qwilfish's semi decent bulk along with its great ability in Intimidate allows it to check Pokemon such as Carracosta, Hitmonchan and Granbull. I dont think thats true after costa uses shell smash and i doubt it checks cb granbull locked into eq
  • Scald is Qwilfish's only real offensive move, however it is very spammable and has a 30% chance to burn the opposition, giving you the chance to cripple opposing physical Pokemon that you check.
  • Qwilfish gives free switch ins to Pokemon such as Gurdurr, with Guts Gurdurr is able to force Qwilfish out and can freely set up. no not really. Qwilfish can taunt bulk up gurdurr and it pretty much walls it Im not sure how it forces qwilfish out
  • Qwilfish lacks reliable recovery, needing a lot of support to check Pokemon after hazards are up.
[Set]
Name: Hazard Lead
Move 1: Toxic Spikes
Move 2: Spikes
Move 3: Taunt
Move 4: Scald
Item: Black Sludge
Ability: Intimidate
Nature: Jolly
EVs: 248 HP / 8 Def / 252 Spe

[SET COMMENTS]
Moves
========
  • Toxic Spikes are a great hazard utilised well by Qwilfish, getting them up vs other leading Pokemon and knowing that for the majority of the game the opposition will be taking residual damage helps to constantly swing momentum your way. It also makes it easier late game for your sweeper to clean. list examples of other leading pokemon and some late game sweepers that like tspikes
  • Spikes are similar to Toxic Spikes in the way that they apply constant pressure on your opponent, gaining you momentum throughout stages of the game and they also help pave the way for your sweepers to clean. However Spikes are for immediate damage, having three layers of Spikes will cause the opposition to take 25% of its health every switch in, this pressures the oppositions offensive Pokemon, especially the Life Orb users as their switch ins are severely limited. "Spikes are for immediate damage, having three layers of Spikes will cause the opposition to take 25% of its health every switch in," remove this since its obvious imo
  • Taunt is used to make sure Qwilfish beats other lead Pokemon, the use of Taunt before setting up hazards not only gives your Pokemon safe entry on to the field, it also stops your opponent from immediately bringing in a Defog Pokemon fearing the Taunt. mention examples of other lead pokemon
  • Scald is Qwilfish's only offensive move, used mainly for the chance to burn rather than the damage itself, it can cripple the physical Pokemon that it checks or burn the opponents check to this Pokemon. its not its only offensive move reword this imo

Set Details
========
  • Black Sludge is Qwilfish's item as it gives passive recovery each turn. It is used over Leftovers as it punishes Trick Pokemon by damaging them every turn. Qwilfish needs this as it has no form of reliable recovery.
  • Intimidate helps to check Physical Pokemon such as Carracosta, Hitmonchan and Granbull, being able to come in and intimidate them making them less of a threat and on occasion forcing them out. thats only true for like chan tbh cuz carracosta beats u after smash and granbull can eq predicting your switch
  • 252 Speed with a Jolly Nature is to out speed as many Pokemon as possible to get up as many hazards as it can as well as outspeeding all other leads and being able to utilise Taunt better. you mentioned this like 3 times list the examples somewhere
  • The rest goes in HP and Defense to help it check Physical attackers as well as live as long as possible whilst getting up hazards. list examples!

Usage Tips
========
  • Aim to get as many hazards up as early as possible to pressure the oppositions team and making them waste turns trying to get in a remover.
  • Know when to prioritise Spikes and when to prioritise Toxic Spikes, if you see a Poison-type on the oppositions team its obvious that Spikes will do more good.
  • Make sure to Taunt leads as well as clerics to stop the opposition gaining hazards or any form of momentum.
  • In most situations it is better to have both layers of Toxic Spikes up however some situations it is better to have only one, the difference being that one layer deals constantly at 12% dealing more immediate damage.
  • When taking advantage of Pokemon you check, try to spam Scald in order to fish for burns, having an opponents switch in burnt makes it a lot easier to handle.
  • I think you should mention what to bring it in on here

Team Options
========
  • Pairing Qwilfish with a spin blocker is crucial in order to keep your hazards on the field, Pokemon such as Sableye or Golurk work well in this role. Having a Ghost-type Pokemon on your team also makes your opponent doubt whether to spin or not, giving you a mind game advantage. "Pairing Qwilfish with a spin blocker is crucial in order to keep your hazards on the field" what if they have a deffoger?
  • With Qwilfish being weak to ground, you will want to have an immunity or resist on your team ,a Pokemon like Gourgeist would work well as a check to Ground, Electric and work as a spin blocker. Mesprit also works to avoid those Ground attacks. mention something else qwil is mainly used on offensive builds
  • Qwilfish is weak to Electric but resists Ice meaning that a Ground-type on the team will hve good synergy with it. Golurk is an obvious option as it can rapid spin but Pokemon such as Piloswine or Gastrodon are also viable, with Qwilfish checking Piloswines weakness to Fighting. "Golurk is an obvious option as it can rapid spin" I guess you mean spin block?
  • A Dark-type Pursuit trapper is also really helpful as it gets rid of the Psychic-types that threaten Qwilfish, a Pokemon such as Skuntank or Absol would work well with Qwilfish as they both are immune to Psychic-types.
  • Set up sweepers such as Lilligant or Carracosta would benefit a lot from being on a team with Qwilfish, being able to set up and deal with its weakened checks thanks to hazards makes it easier to sweep a team.
[STRATEGY COMMENTS]
Other Options
=============
  • Rocky Helmet can be ran over Black Sludge to hurt physical attackers more, however the Black Sludge is needed more as it allows you to consistently check Pokemon.
  • 252 HP / 252 Def / 4 Spd with a Bold nature can be used to check physical attackers more, with the added defense investment it can last longer and have more switch ins as it takes less damage.
  • Thunder Wave can be used over Taunt if you are not worried about opposing hazards and want to punish fast Pokemon or Flying-types that are unaffected by spikes.
  • a Physical set with Waterfall
  • Zmove
  • suicide lead w/ explosion
  • haze

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

**Psychic-types**: Pokemon such as Mesprit, Musharna and Jynx are all threats to Qwilfish, Musharna and Jynx are able to set up in its face while Mesprit OHKOs with Psychic. Forcing you out turn one will lose you a lot of momentum, no hazards to pressure the opponent and your switch in is forced to take a hit. How does mush setup in its face? it has taunt maybe reword that

**Ground-types**: Ground-types force out Qwilfish losing your team momentum, Pokemon such as Piloswine, Golurk and Gastrodon can take advantage of the switch by getting up hazards of their own or firing off a Toxic at your switch in.

**Electric-types**: Electric-types such as Lanturn, Alolan Raichu and Manectric cause you to lose most momentum when forced out, this is because of the move Volt Switch, it allows the opposition to pivot out into a Pokemon that can counter your switch in and gain so much momentum. but what if you have a ground type? do you lose momentum?

**Poison-types**: Poison-types are annoying to Qwilfish as they can come in and soak up all the Toxic Spikes that have been laid. This means that Qwilfish needs to come in and set them back up when possible using another two turns. list examples! (Skuntank)
 
Shouldn't it have Timid Nature over Jolly to lower Foul Play damage and increase Scald damage especially there is no physical move on the set?
 

yogi

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[OVERVIEW]
  • Qwilfish's main role on the team is to get up hazards such as Spikes and Toxic Spikes whilst preventing opposing hazards (with taunt), for that reason it is a decent lead in PU.
  • Qwilfish's semi decent bulk along with its great ability in Intimidate allows it to check Pokemon such as Carracosta, Hitmonchan and Granbull.
  • Scald is Qwilfish's only real offensive move (untrue, it's able to run both Waterfall and Poison Jab, but Scald is often the preferred move), however it is very spammable and has a 30% chance to burn the opposition, giving you the chance to cripple opposing physical Pokemon that you check.
  • Qwilfish gives free switch ins to Pokemon such as Gurdurr, with Guts Gurdurr is able to force Qwilfish out and can freely set up. (mention more things here, Gurdurr isn't the only thing that gets a free switch in versus it)
  • Qwilfish lacks reliable recovery, needing a lot of support to check Pokemon after hazards are up. (eh, all mons require team support. just say that it relies on passive recovery)
[Set]
Name: Hazard Lead
Move 1: Toxic Spikes
Move 2: Spikes
Move 3: Taunt
Move 4: Scald / Waterfall
Item: Black Sludge
Ability: Intimidate
Nature: Timid / Jolly
EVs: 248 HP / 8 Def / 252 Spe

[SET COMMENTS]
Moves
========
  • Toxic Spikes are a great hazard utilised well by Qwilfish, getting them up vs other leading Pokemon and knowing that for the majority of the game the opposition will be taking residual damage helps to constantly swing momentum your way. It also makes it easier late game for your sweeper to clean. (it doesn't just set them versus other leading pokemon, it can set them during the game due to it not being a suicide lead)
  • Spikes are similar to Toxic Spikes in the way that they apply constant pressure on your opponent, gaining you momentum throughout stages of the game and they also help pave the way for your sweepers to clean. However Spikes are for immediate damage, having three layers of Spikes will cause the opposition to take 25% of its health every switch in, this pressures the oppositions offensive Pokemon, especially the Life Orb users as their switch ins are severely limited. (normal spikes are also unable to be absorbed and have to be spun or defogged)
  • Taunt is used to make sure Qwilfish beats other lead Pokémon, the use of Taunt before setting up hazards not only gives your Pokemon safe entry on to the field, it also stops your opponent from immediately bringing in a Defog Pokemon fearing the Taunt. (again, you talk about it like Qwilfish is a suicide lead, which it isn't; it can use taunt throughout the game to stop things like Weezing and Ferroseed)
  • Scald is Qwilfish's only offensive move, used mainly for the chance to burn rather than the damage itself, it can cripple the physical Pokemon that it checks or burn the opponents check to this Pokemon. (if it's burned then isn't it crippled?)
  • Mention Waterfall

Set Details
========
  • Black Sludge is Qwilfish's item as it gives passive recovery each turn. It is used over Leftovers as it punishes Trick Pokemon by damaging them every turn. Qwilfish needs this as it has no form of reliable recovery. (has to be wary of checking things with knock off)
  • Intimidate helps to check Physical Pokemon such as Carracosta, Hitmonchan and Granbull, being able to come in and intimidate them making them less of a threat and on occasion forcing them out.
  • 252 Speed with a Jolly (Timid) Nature is to out speed as many Pokemon as possible to get up as many hazards as it can as well as outspeeding all other leads and being able to utilise Taunt better. (again, it isn't just a lead)
  • The rest goes in HP and Defense to help it check Physical attackers as well as live as long as possible whilst getting up hazards.

Usage Tips
========
  • Aim to get as many hazards up as early as possible to pressure the oppositions team and making them waste turns trying to get in a remover.
  • Know when to prioritise Spikes and when to prioritise Toxic Spikes, if you see a Poison-type on the oppositions team its obvious that Spikes will do more good.
  • Make sure to Taunt leads as well as clerics to stop the opposition gaining hazards or any form of momentum. (it can also taunt some set up mons like carracosta)
  • In most situations it is better to have both layers of Toxic Spikes up however some situations it is better to have only one, the difference being that one layer deals constantly at 12% dealing more immediate damage.
  • When taking advantage of Pokemon you check, try to spam Scald in order to fish for burns, having an opponents switch in burnt makes it a lot easier to handle.
  • Talk about how it can pivot into some physical attackers

Team Options
========
  • Pairing Qwilfish with a spin blocker is crucial in order to keep your hazards on the field, Pokemon such as Sableye or Golurk work well in this role. Having a Ghost-type Pokemon on your team also makes your opponent doubt whether to spin or not, giving you a mind game advantage. (I'd say Gourg works better than Golurk, because Golurk struggles versus spinners like Hitmonchan)
  • With Qwilfish being weak to ground, you will want to have an immunity or resist on your team ,a Pokemon like Gourgeist would work well as a check to Ground, Electric and work as a spin blocker. Mesprit also works to avoid those Ground attacks. (mesprit has access to momentum in both healing wish and U-turn)
  • Qwilfish is weak to Electric but resists Ice meaning that a Ground-type on the team will have good synergy with it. Golurk is an obvious option as it can rapid spin but Pokemon such as Piloswine or Gastrodon are also viable, with Qwilfish checking Piloswines weakness to Fighting. (I think you mean Golurk can block spin, not rapid spin?)
  • A Dark-type Pursuit trapper is also really helpful as it gets rid of the Psychic-types that threaten Qwilfish, a Pokemon such as Skuntank or Absol would work well with Qwilfish as they both are immune to Psychic-types.
  • Set up sweepers such as Lilligant or Carracosta would benefit a lot from being on a team with Qwilfish, being able to set up and deal with its weakened checks thanks to hazards makes it easier to sweep a team. (awkward wording but good point)
[STRATEGY COMMENTS]
Other Options
=============
  • Rocky Helmet can be ran over Black Sludge to hurt physical attackers more (especially spinners like hitmonchan), however the Black Sludge is needed more as it allows you to consistently check Pokemon.
  • 252 HP / 252 Def / 4 Spd with a Bold nature can be used to check physical attackers more, with the added defense investment it can last longer and have more switch ins as it takes less damage.
  • Thunder Wave can be used over Taunt if you are not worried about opposing hazards and want to punish fast Pokemon or Flying-types that are unaffected by spikes.
  • A lead Sash set with explosion can be used on HO teams
  • Pain split is an option for semi reliable recovery

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

**Psychic-types**: Pokemon such as Mesprit, Musharna and Jynx are all threats to Qwilfish, Musharna and Jynx are able to set up in its face while Mesprit OHKOs with Psychic. Forcing you out turn one will lose you a lot of momentum, no hazards to pressure the opponent and your switch in is forced to take a hit. (Mushy cant actually set up on it, but certainly does force it out) (Remove the second part, it's clear that being forced out can decrease momentum)

**Ground-types**: Ground-types force out Qwilfish losing your team momentum, Pokemon such as Piloswine, Golurk and Gastrodon can take advantage of the switch by getting up hazards of their own or firing off a Toxic at your switch in. (Remove the mention of momentum)

**Electric-types**: Electric-types such as Lanturn, Alolan Raichu and Manectric cause you to lose most momentum when forced out, this is because of the move Volt Switch, it allows the opposition to pivot out into a Pokemon that can counter your switch in and gain so much momentum. (reword please and remove the mention of momentum)

**Water-types** Things like Gastrodon are able to switch in for free and force it out with epower

**Grass-type** Lilligant and Abomasnow can either set up on it or force it out with strong special moves


**Poison-types**: Poison-types are annoying to Qwilfish as they can come in and soak up all the Toxic Spikes that have been laid. This means that Qwilfish needs to come in and set them back up when possible using another two turns. (examples please, really it's just Skunk and other Qwilfish that can aborb T-spikes; Weezing loses to Qwil)
Once implemented 1/3. Good job! I talked to Galbia and we'd like you to add an offensive lead spikes set

 
Last edited:

MZ

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DBW I know qc has left this alone for a long time but we've been debating on how to handle this and come to the conclusion that it needs to be reassigned. The analysis was already really low quality and mostly left alone despite Hitmonchan because it already had a check, but Qwilfish has also changed significantly since this was started and nothing here reflects how different it's become in the last few months. I'd still be amenable to you taking a different analysis, but not something Qwilfish levels of important.
 
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