Wingull [QC 0/3] Outline Completed

[OVERVIEW]
Pros
- Hits 19 speed, which puts Wingull in a great speed tier. Outspeeds all relevant unboosted Pokémon with the exceptions of Elekid and Diglett. Speed ties with Ponyta, Abra, and Staryu.
- Wingull can outspeed and 1HKO every fighting type in the tier with Hurricane, which is great considering how common Mienfoo, Timburr, and Scraggy are this generation.
- There are only two Pokémon in the tier that resist Water / Flying, and one of those is Helioptile. Wingull can be a very difficult Pokémon for certain teams to deal with.
- Can work in rain, but rain isn't viable whatsoever.

Cons
- Wingull has terrible 20/9/9 defenses uninvested. Has trouble taking any non-resisted hit.
- Stealth Rock weakness wears down Wingull quickly because of flying type and no room for recovery.
- Has difficulty getting past bulkier Pokémon with recovery such as Spritzee and Vullaby.
- Diglett can outspeed and 1HKO with Rock Slide.
- Chinchou can tank any hit and 1HKO.
- Staryu with Thunderbolt are an issue.
- Has a pretty useless ability.
- Rain is basically irrelevant in LC.

[SET]
name: Offensive
move 1: Hurricane / Air Slash
move 2: Scald
move 3: Knock Off / HP Ground
move 4: U-Turn
item: Life Orb / Flyinium Z
ability: Rain Dish
nature: Timid
evs: 36 Def / 236 SpA / 236 Spe
ivs: 0 HP

[SET COMMENTS]
Moves
========
- Hurricane is the main STAB. Accuracy goes from 70% to 100% under rain.
- Air Slash can be used instead if Wingull cannot be given rain support. Note that the lower damage output does hinder Wingull.
- Scald is the secondary STAB. Damage is boosted by 50% under rain.
- Knock Off is for hindering Pokémon on the switch - most notably potential scarfers.
- HP Ground can be used to deal with Chinchou, Magnemite, and other electric types on the switch.
- U-Turn is Wingull's way out. Use this on the switch into a Pokémon that can threaten Wingull or on the last turn of rain.
- If using Flyinium Z, Supersonic Strike reaches 185 base power + STAB. This can secure some 2HKOs on key Pokémon like Vullaby and Spritzee.

Set Details
========
- The EV spread gives Wingull the most speed and special attack possible.
- Timid nature is absolutely necessary. It allows Wingull to reach reach 19 speed and looses a lot of function without it.
- The set has 0 HP IVs to give Wingull 19 HP, which reduces the Life Orb recoil from 2 HP to 1.
- Flyinium Z can be used to take a huge chunk out of one opponent, but be aware that the rest of Wingull's attacks will be weaker without Life Orb.

Usage Tips
========
- First and foremost, Wingull is exponentially better with rain. If Wingull's team can provide rain support, do so (Hurricane goes from 70% accuracy to 100% and Scald gets a 50% damage boost).
- Try to not bring Wingull in on attacks. Send it in from by slow pivot or as a revenge killer.
- Wingull is prone to being worn down, which gives it a harder time functioning. Keep your side of the field free of hazards. Note that Life Orb recoil contributes to this as well without rain.
- Be weary of Diglett. Wingull can threaten it on the switch thanks to Scald, but once Diglett is in, Rock Slide is a definite 1HKO.
- Know what opposing Pokémon are scarfed. Any Pokémon that outspeeds Wingull is a threat. Use Knock Off and careful playing to scout out scarfed Pokémon.
- Strong priority moves are an issue. Play around them carefully.
- Do not bet on Hurricane's confusion change and Scald's burn chance if there are other options. 30% for a status infliction is generally not worth the risk.
- Wingull can act as a late game sweeper once strong priority users and scarfed Pokémon are removed.
- Use U-Turn when you predict the opponent to switch in a threatening Pokémon.
- If using Flyinium, be sure to not waste it. Be aware of switches.

Team Options
========
- Electric switch-ins: Electric types, ground types, and other Pokémon who resist electric moves are crucial to Wingull's success. Chinchou and Diglett get special mentions here; Chinchou has Volt Absorb and usually runs HP Ground, and Diglett is able to revenge kill any electric type.
- Hazard removers: Wingull is prone to being worn down. Having hazard removal increases its longevity and effectiveness. Drilbur, Staryu, Vullaby, Kabuto, and Anorith can all effectively do this.
- Hazard setters: Wingull appreciates Stealth Rocks up on the opposing side to help reel in additional kills. Focus Sash holding mons can be a pain. Onix and Drilbur are ideal for this role as they also provide an electric immunity to Wingull.
- Knock Off support: Opposing Choice Scarf Pokémon loosing their items to Knock Off is greatly appreciated by Wingull.
- Rain setters: Chinchou, Foongus, Mienfoo, and Mantyke can all have their sets altered to be able to fit Rain Dance.

[STRATEGY COMMENTS]
Other Options
=============
- A rain set with Hydration and Rest can be used, but Ducklett can do the same thing and has higher defenses. Ducklett does not have U-Turn or the offensive presence that Wingull has, though.
- Wingull can set its own rain, but low defenses make that frequently unsuccessful. This set would run Waterium Z for Hydro Vortex.
- A Choice Scarf set can be used to help Wingull surpass opposing scarfers, but Wingull greatly benefits from Life Orb and being able to switch between moves.
- Hydration can be used over Rain Dish if Wingull is given rain support and continuously gets statused, but rain is pretty bad in SM.

Checks and Counters
===================
- Chinchou: Chinchou can tank any of Wingull's hits and 1HKO it back. Scarfed variants are also threatening.
- Diglett: Diglett can be brought in as a revenge killer and 1HKO with Rock Slide. Wingull has no real option to deal with Diglett once it is switched in.
- Electric types: Elekid and scarfed electric types can outspeed and 1HKO Wingull while Chinchou and SturdyJuice Magnemite can tank any of Wingull's STAB hits and 1HKO with an electric attack.
- Bulky water types: Chinchou, Mantyke, and Slowpoke can all tank a Hurricane or two and dish back damage. Staryu can also beat Wingull if running Thunderbolt, so be prepared for those variations.
- Scarfed Pokémon: Wingull has no way of dealing with Scarfed mons on his own besides for predicting a switch and using Knock Off.
 
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amcheck
Overview
-It's OHKO not 1HKO
-Name the other Pokemon that resists both (Chinchou, especially Choice Scarf obliterates Wingull)
-There is no need to ever mention rain, as its atrociously bad
-Mention Wingull can make a good revenge killer as its so fast and strong
-Why do you mention Diglett being able to outspeed and OHKO but not Elekid? Insert ELekid and say it OHKOs easily
-Remove line on Chinchou as I told you to add it above
-Mention in Thunderbolt Staryu line that Ponyta if it wins the Speed tie can OHKO with Wild Charge
-Mention Wingull resists common priority moves, but also mention Sucker Punch is an issue

Set
Ok cool

Moves
-Stop mentioning rain >_>
-Specify Choice Scarfers
-Move Flynium Z line to Set Details

Set Details
pretty good

Usage Tips
-STOP MENTIONING RAIN, IT'S NOT GOOD
-Again its OHKO not 1HKO
-Say "Scout early to find out what Pokemon are weilding Choice Scarf" instead of "know which pokemon are scarfed"
-Mention specific important KOs Supersonic Skystrike scores
-Mention using Knock Off on predicted switches of threats to weaken them

Team Options
-You should know what I'm going to say
-Don't start off every line with "*insert good team option here*: why its a good team option"
-Menion slow U-turn and Volt Switch users letting Wingull get in easily
-Also mention that hazards break Magnemite Sturdy

Other Options
-This is the only place you should be mentioning rain and say it similar to "Wingull can abuse rain pretty well, but rain's lack of good abusers an settters makes it quite bad. Also Wingull is outclassed as an abuser and setter by Mantyke"
-Remove all other rain mentions here
-mention Roost

Checks and Counters
-format this correctly (Each one should look like this: **Insert check here**: why its a good check)
-add bulky mons in general are problems
-Staryu is a better example of a bulky Water-type than Mantyke
 

jake

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some stuff might be a little repeated from what drew said, take it as additional proof that it's right y/n. i also have not touched c&c in a very long time so my general knowledge of where to put certain comments is a little out of touch

--

- Stealth Rock weakness wears down Wingull quickly because of flying type and no room for recovery.
you can drive this point home by also mentioning that it doesn't have the bulk to make roost worthwhile too.

you should probably cut down on most diglett mentions. diglett does not always run slide nowadays, and it cannot trap wingull since wingull is a flying type. it does outspeed, but wingull can just switch out, and diglett is not so oppressive that wingull becomes a liability to the team because dig forces it out. also agree that you should remove most rain mentions. manual rain is not very good, and while wingull does benefit from it more than most, it should not be the focal point of the analysis.

i'd advise not mentioning air slash -- it's painfully weak in comparison to hurricane:

236 SpA Life Orb Wingull Air Slash vs. 124 HP / 160 SpD Eviolite Foongus: 18-23 (72 - 92%) -- guaranteed 2HKO
(18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 23)
236 SpA Life Orb Wingull Hurricane vs. 124 HP / 160 SpD Eviolite Foongus: 23-31 (92 - 124%) -- 81.3% chance to OHKO
(23, 23, 23, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 31)

if you must mention air slash, do so in OO. i would also unslash hp ground from knock because knock is universally better, and you can uturn out of stuff like chinchou after you knock. scald also does similar, though not exact, damage to most non-chinchou hp ground targets. just my preference there though

please make a mention that the primary use of flynium is to ensure that you don't miss. this is the biggest draw to use flynium over LO, not the one-time money shot. there are plenty of situations where it's more important to hit a single hurricane over having the more consistent power that LO produces (like, for example, if the opponent has to set up shellder to win lategame and his only shot is a hurricane miss). it might also be worth running full HP when you're not using LO, but i was under the impression that it was typically better to have an odd number of HP, so you'd be running the 36 evs in HP > def to reach 21 hp. wait until someone else with more competence than me rolls around before implementing that though

i know drilbur isn't the best spinner, but you should mention it in the bits about hazard removal because it has the best natural synergy with wingull. others share typing, weaknesses.

wingull works best on a strong offensive team, especially one with slow pivots that it can use to keep up pressure. slow mienfoo is a great one, since it can pressure most pokemon that come in on wingull, and many of its switch-ins are easy to pressure with wingull (other mienfoo, foongus, weakened snub, etc).

i think the "be wary of opposing scarfers" comment is good, but take care to word it in such a way that the analyses does not imply that you should always know what the opposing scarfer is. "every competent team has some way to handle fast pokemon, so keep potential scarf users in mind when playing" or something similar, and maybe list some common examples.

consider replacing "strong priority moves" with sucker punch / fake out. outside of the occasional quick attack from doduo or bunnelby, wingull resists the other common forms of priority (mach, vw, jet). sneak also exists but grimer will probably not be using it against wingull because it can tank it if need be and i'm like 90% sure that it doesn't 2hko wingull

in the hazard setters section, replace the focus sash comment for a mention of sturdy. focus sash users outside of abra do not exist (and abra is immune to SR, spikes), while sturdy is commonplace. sturdy onix can also force wingull out while sturdy is still active.

looses/loosing (becomes loose, as in a shoelace) -> loses/losing (ie lost, not won, etc)



is this your first analysis? i think it'll be pretty solid dude, don't fret over the number of changes. eventually seeing these small things will come more naturally to you. best of luck in your smogon journey
 
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