PU Carracosta

Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
uploaded -zard

[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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Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
look at me, finishing the rough draft within a month! thats 400% faster than my previous attempt! Improvement.

anyway, this draft is rougher than I wanted but it is good enough to get more input on so QC ready
 

TJ

Banned deucer.
is the Smogon Tour Season 34 Championis a Past SPL Championis a Two-Time Past SCL Champion
am check

[OVERVIEW]

  • Carracosta is a huge threat that can be either an offensive sweeper with Shell Smash or a Defensive Wall.
  • Respectable attacking stats and a good physical and special movepool means that Carracosta can be a versatile attacker that attacks from both sides of the spectrum
  • A large Defense stat along with good defensive typing of Rock and Water gives Carracosta plenty of opportunities to set up against a large number of potential threats such as Kangaskhan, Absol, and Type: Null. It does not setup on Kangaskhan pretty sure EQ into Sucker OHKOS. and even if it doesnt, its not the best example
  • Low Speed, low Special Defense, and a large number of weaknesses, most notably a 4x Grass weakness, means that Carracosta can be easily exploited and taken down.

[SET]
name: Shell Smash
move 1: Shell Smash
move 2: Stone Edge
move 3: Aqua Jet
move 4: Hydro Pump / Zen Headbutt / Ice Beam
item: White Herb / Life Orb
ability: Solid Rock
nature: Adamant/Naughty
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

  • Shell Smash is the main focus of the set that patches up Carracosta's middling speed and makes its Attack even better.
  • Stone Edge is Carracosta's strongest STAB option and has great coverage.
  • Aqua Jet is a STAB priority option that is used to KO mons that outspeed Carracosta even after a Shell Smash list examples of mons that outspeed carracosta imo
  • Last slot is versatile. Hydro Pump is for hitting physical walls on the special side for more damage, Zen Headbutt rounds out coverage by hitting Fightings (Poliwrath in particular) and Qwilfish, and Ice Beam is for beating bulky Grass-types For Hydro, I would mention it hits things like Weezing harder. zen also hits gurdurr harder and list examples of what beam hits

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 kill attempts, but Life Orb is also a good choice for ensuring OHKOs and doing more damage overall
  • Max Attack and Speed EVs are chosen to hit as hard as possible and outspeed base 98 after a Shell Smash
  • Adamant is chosen as the nature to give extra power and there are not any notable threats base 99 speed and above that are not easily KOed by Aqua Jet lategame. Naughty is an alternate option to not lose power on Hydro Pump or Ice Beam
  • Solid Rock is the ability chosen over Sturdy as it can help set up against threats like an Earthquake from Kangaskhan and help pad damage from Mach Punches, while Sturdy would only help with the unlikely chance of being OHKOed on the setup turn

Usage Tips
========

  • Bring in Carracosta against mons like Flying, Fire, and Normal types that cannot OHKO Carracosta, thus giving it a turn to set up Shell Smash List examples of the mons imo. cuz by that logic i can bring in carra on mons like zangoose and not worry about anything
  • It is best to wait later in the game to set up, as Carracosta prefers having walls weakened for a sweep even with +2 Attack since some like Gourgeist-XL can survive a +2 Stone Edge

Team Options
========

  • Mons that can take on bulky Grass types, like Gourgeist-XL and Lilligant, make good partners for Carracosta to help weaken them for a later sweep
  • Carracosta does not like Fighting types, even with Zen Headbutt, so a mon like Mesprit or Musharna can help deal with them
  • Memento from mons like "Skuntank" or Healing Wish from Mesprit can also give Carracosta plenty of opportunities to set up and sweep
  • Healing Wish
  • I would mention hazard users since hazards can make it easier for costa to sweep

[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 amount of switchouts it causes
  • Scald, while not strong, is chosen to fish for burns against potential switchins
  • Knock Off is a relatively safe move that can get chip damage on switchins while taking away their item
  • Toxic is a strong option for the 4th slot, as you can use it in the same way you use Stealth Rock on switches but can hit bulky switchins for chip damage. Protect is also an option for another turn of Leftovers recovery and scouting help

Set Details
========

  • Leftovers is the item of choice as Carracosta needs all the healing it can get with this set
  • Solid Rock is chosen as the ability because few physical mons actually have the ability to OHKO Carracosta anyway, so it is better to help pad for coverage
  • Relaxed is chosen as the nature to boost Defense as high as possible while only giving up an inconsequential amount of Carracosta's already slow Speed
  • Special Defense EVs are to survive a Life Orb Hidden Power Grass from Pyroar at full, with the rest thrown into HP and Defense

Usage Tips
========

  • Defensive Carracosta does not have much solid recovery except from Leftovers, so playing it carefully without taking needless risks is important to improve longevity
  • mention what to bring it in on ex fire-types etc

Team Options
========

  • Carracosta still has that pesky Grass weakness, so pair with mons like Magmortar or Bouffalant to help mitigate the weakness and provide switchins to the large amount of Grass switchins Carracosta causes
  • Is weak to status like burn and poison, so pairing with Audino or Musharna with Heal Bell can help keep Carracosta healthy
  • Carracosta also adores Wish support, so pairing again with mons like Audino is a huge help.
  • Additionally, Carracosta can be setup fodder or at least forced out by Fighting Types, so having a mon like Musharna or Mesprit to help with them is also a good idea

[STRATEGY COMMENTS]
Other Options
=============

  • Rockium Z AoA wallbreaker set is possible and can also incorporate Shell Smash, but Shell Smash usually wants another item and Carracosta's lack of speed is a huge issue as many walls outspeed it even with Speed investment.
  • Weakness Policy is also an option to get an additional attack boost along with a Shell Smash, but is unreliable and the utility of the other items is generally more valuable.
  • Assault Vest is also a possibility to make a set similar to the Defensive Wall set if you have another Stealth Rock setter, however the lack of recovery means Carracosta can be worn down easier.
  • A special shell smash set with HP Grass for things like gastro

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

**Grass Types**: Defensive Grass Types such as Gourgeist-XL and Torterra only fear the rare Toxic and Ice Beam from Carracosta. Without either of those options, defensive Grass Types can freely switch in against Carracosta. Offensive Grass Types such as Lilligant and Leafeon also outspeed Carracosta, resist Aqua Jet, and threaten to OHKO with STAB even though they usually do not like switching in on Carracosta and may have trouble after a Shell Smash.

**Fighting Types**: Fighting Types such as Gurdurr and Poliwrath can freely switch in on all but Zen Headbutt and KO Carracosta with priority Mach Punch and Vacuum Wave, respectively. Other Fighting Types such as Hitmonchan and Choice Scarf Primeape can also check Carracosta with even though they do not like switching in.

**Gastrodon**: Gastrodon resists Carracosta's Rock STAB and is immune to the Water STAB while Gastrodon can KO back with an Earth Power.

**Faster Threats**: Fast offensive attackers from the opponent that do not get KOed by a +2 Aqua Jet can potentially revenge kill Carracosta even after the Shell Smash boost.

**Priority** Mach Punch Sucker Vaccum Wave
 

yogi

I did not succumb...
is a Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
I know that TJ gave an AM check but I'd also like to give one

  • Carracosta is a huge threat that can be either an offensive sweeper with Shell Smash or a Defensive Wall.
  • Respectable attacking stats and a good physical and special movepool means that Carracosta can be a versatile attacker that attacks from both sides of the spectrum - Say that this sets it apart from other sweepers
  • A large Defense stat along with good defensive typing of Rock and Water gives Carracosta plenty of opportunities to set up against a large number of potential threats such as Absol and Type: Null. - 100% remove Absol from this, as it takes around 76% plus from a Life Orb Absol's Superpower and 60% from Knock Off. Re-add Kanga as it can actually set up on this because Earthquake does around 47% on a max roll
  • Low Speed, low Special Defense, and a large number of weaknesses, most notably a 4x Grass weakness, means that Carracosta can be easily exploited and taken down. - By what, list examples

[SET]
name: Shell Smash
move 1: Shell Smash
move 2: Stone Edge
move 3: Aqua Jet
move 4: Hydro Pump / Zen Headbutt / Ice Beam - I'd remove Zen Headbutt, because it's only target is Poliwrath making it a rather niche move; things like Hydro and Ice Beam are able to hit things like Weezing and Gourgeist, which seem more relevant
item: White Herb / Life Orb
ability: Solid Rock
nature: Adamant/Naughty
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

  • Shell Smash is the main focus of the set that patches up Carracosta's middling speed and makes its Attack even better.
  • Stone Edge is Carracosta's strongest STAB option and has great coverage.
  • Aqua Jet is a STAB priority option that is used to KO mons that outspeed Carracosta even after a Shell Smash - Like? Give examples such as Scarf Primeape
  • Last slot is versatile. Hydro Pump is for hitting physical walls on the special side for more damage, Zen Headbutt rounds out coverage by hitting Fightings (Poliwrath in particular) and Qwilfish, and Ice Beam is for beating bulky Grass-types - Like mentioned earlier, remove Zen from this (Edge only has 10 less Base Power versus Qwilfish anyways)

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 kill attempts, but Life Orb is also a good choice for ensuring OHKOs and doing more damage overall - What ohkos?
  • Max Attack and Speed EVs are chosen to hit as hard as possible and outspeed base 99 after a Shell Smash
  • Adamant is chosen as the nature to give extra power and there are not any notable threats base 99 speed and above that are not easily KOed by Aqua Jet lategame. Naughty is an alternate option to not lose power on Hydro Pump or Ice Beam - I strongly advise adding or at least mentioning a +speed nature, as it outspeeds things such as Scarf Abomasnow and Floatzel
  • Solid Rock is the ability chosen over Sturdy as it can help set up against threats like an Earthquake from Kangaskhan and help pad damage from Mach Punches, while Sturdy would only help with the unlikely chance of being OHKOed on the setup turn

Usage Tips
========

  • Bring in Carracosta against mons like Flying, Fire, and Normal types that cannot OHKO Carracosta, thus giving it a turn to set up Shell Smash - I'm not so sure about saying Fire-types here, because most have coverage for Water-types and are also special, maybe mention Choice locked ones?
  • It is best to wait later in the game to set up, as Carracosta prefers having walls weakened for a sweep even with +2 Attack since some like Gourgeist-XL can survive a +2 Stone Edge - Mention specific checks like Gastrodon and Poliwrath need to be weakened or KO'd before Carracosta should even think of setting up too

Team Options
========

  • Mons that can take on bulky Grass types, like Gourgeist-XL and Lilligant, make good partners for Carracosta to help weaken them for a later sweep - Examples (Abomasnow, Magmortar, etc.)? Also worth noting that Stone Edge beats Lilligant and Ice Beam beats Gourgeist-XL
  • Carracosta does not like Fighting types especially because they often carry priority, so Psychic-types like Mesprit or Musharna can help deal with them
  • Memento from mons like "Skuntank" or Healing Wish from Mesprit can also give Carracosta plenty of opportunities to set up and sweep
  • Carracosta appreciates being as healthy as possible when attempting to sweep, so hazard removers like Hitmonchan and Skuntank are good teammates are they remove entry hazards; Skuntank is especially notable because it's able to absorb Toxic Spikes

[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 amount of switches it causes
  • Scald, while not strong, is chosen to fish for burns against potential switchins - Mention it's able to cripple things like most common Fighting-types, bar Gurdurr and Poliwrath
  • Knock Off is a relatively safe move that can get chip damage on switchins while taking away their item - Maybe give examples of things it hits, like Ferroseed?
  • Toxic is a strong option for the 4th slot, as you can use it in the same way you use Stealth Rock on switches but can hit bulky switchins for chip damage. Protect is also an option for another turn of Leftovers recovery and scouting help - I'd specifically mention Water-types here, because things like Poliwrath and Gastrodon are crippled by Toxic

Set Details
========

  • Leftovers is the item of choice as Carracosta has no access to reliable recovery, meaning it has to rely on the passive recovery Leftovers offers
  • Solid Rock is chosen as the ability because few physical mons actually have the ability to OHKO Carracosta anyway, so it is better to help pad for coverage
  • Relaxed is chosen as the nature to boost Defense as high as possible while only giving up an inconsequential amount of Carracosta's already slow Speed
  • Special Defense EVs are to survive a Life Orb Hidden Power Grass from Pyroar at full, with the rest thrown into HP and Defense

Usage Tips
========

  • Defensive Carracosta does not have much solid recovery except from Leftovers, so playing it carefully without taking needless risks is important to improve longevity
  • Defensive Carracosta should be used as your primary Normal and Flying-type resist due to its typing, meaning it can switch in to things like Kangaskhan and Archeops

Team Options
========

  • Carracosta still has that pesky Grass weakness, so pair with mons like Magmortar or Miltank (or even Skuntank, because Bouff seems pretty redundant in this meta) to help mitigate the weakness and provide switchins to the large amount of Grass switchins Carracosta causes
  • Is weak to status like burn and poison, so pairing with Audino or Musharna with Heal Bell can help keep Carracosta healthy - I'd personally rather mention Miltank over Musharna for Heal Bell support
  • Carracosta also adores Wish support, so pairing again with mons like Audino is a huge help. - Potentially mention Healing Wish support from things like Mesprit
  • Additionally, Carracosta can be setup fodder or at least forced out by Fighting Types, so having a mon like Musharna or Mesprit to help with them is also a good idea
  • Again, appreciates hazard control due to it being a wall, so things like Skuntank and such help

[STRATEGY COMMENTS]
Other Options
=============

  • Rockium Z AoA wallbreaker set is possible and can also incorporate Shell Smash, but Shell Smash usually wants another item and Carracosta's lack of speed is a huge issue as many walls outspeed it even with Speed investment.
  • Weakness Policy is also an option to get an additional attack boost along with a Shell Smash, but is unreliable and the utility of the other items is generally more valuable. - Mention Sturdy here as the preferred ability for this set, allowing it to always activate Weaknesses Policy if hit from full
  • Assault Vest is also a possibility to make a set similar to the Defensive Wall set if you have another Stealth Rock setter, however the lack of recovery means Carracosta can be worn down easier. - And the lack of support moves like Toxic means that more things are able to switch in freely against it
  • Hidden Power Grass is another potential option of the offensive set, as it hits both Poliwrath and Gastrodon

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

**Grass Types**: Defensive Grass Types such as Gourgeist-XL and Torterra only fear the rare Toxic and Ice Beam from Carracosta (eh, Hydro does a lot to Torterra, especially with Life Orb, so maybe state that). Without either of those options, defensive Grass Types can freely switch in against Carracosta. Offensive Grass Types such as Lilligant and Leafeon also outspeed Carracosta, resist Aqua Jet, and threaten to OHKO with STAB even though they usually do not like switching in on Carracosta and may have trouble after a Shell Smash. - Both Leafeon and Lilligant lose to Carracosta after a Shell Smash and rocks up specifically for Leafeon

**Fighting Types**: Fighting Types such as Gurdurr and Poliwrath can freely switch in on all but Zen Headbutt and KO Carracosta with priority Mach Punch and Vacuum Wave, respectively. Other Fighting Types such as Hitmonchan and Choice Scarf Primeape can also check Carracosta with even though they do not like switching in. - You already said that Mach doesn't kill the offensive sets? Also worth mentioning that with a small amount of prior chip Carracosta is able to KO Gurdurr with the Life Orb set, and the White Herb set can 1v1 it with any prior chip due to Drain Punch only doing around 54% max

**Gastrodon**: Gastrodon resists Carracosta's Rock STAB and is immune to the Water STAB while Gastrodon can KO back with an Earth Power.

**Faster Threats**: Fast offensive attackers from the opponent that do not get KOed by a +2 Aqua Jet can potentially revenge kill Carracosta even after the Shell Smash boost. - Mention scarfers here, like Abomasnow and Lilligant
 
I'm not QC but IMO the Shell Smash set should be:

Carracosta @ Rockium Z / Splash Plate
Ability: Solid Rock
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shell Smash
- Stone Edge
- Aqua Jet
- Liquidation

Liquidation gives you a reliable STAB to use, as Aqua Jet's weak and Hydro Pump and Stone Edge both have shaky accuracy. It also lets you OHKO Ass Vest Hitmonchan and Hariyama at +2 (Zen Headbutt's kind of situational). White Herb honestly doesn't help that much - with Solid Rock it can still survive most priority moves from full. Life Orb cuts into its bulk, making it easier to revenge kill. Rockium Z gives you an insanely strong Continental Crush that OHKOes Weezing most of the time, as well as Gourgeist and offensive Tangela after Stealth Rock. I prefer Jolly nature to Adamant, as you can outrun Raichu-A and Manectric, both of whom could survive a +2 Aqua Jet, and OHKO them with Liquidiation. With Sticky Web down, you can outrun everything on the ground. Without full investment, Carracosta's Special Attack is quite low.

+2 252+ Atk Carracosta Aqua Jet vs. 0 HP / 0 Def Manectric: 192-226 (68.3 - 80.4%) -- guaranteed 2HKO
+2 252+ Atk Carracosta Aqua Jet vs. 0 HP / 0 Def Raichu-Alola: 219-258 (83.9 - 98.8%) -- guaranteed 2HKO
+2 4 SpA Carracosta Hydro Pump vs. 248 HP / 8 SpD Weezing: 270-318 (81 - 95.4%) -- guaranteed 2HKO after Black Sludge recovery
+2 252 Atk Carracosta Continental Crush (180 BP) vs. 248 HP / 252+ Def Weezing: 328-387 (98.4 - 116.2%) -- 87.5% chance to OHKO
 

MZ

And now for something completely different
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No QC already agreed on that set, there's a ton of customization to be had w/costa and that needs to be emphasized that u could realistically see 20 totally different sets that're fine, but the current is how it's gonna stand for now. Also +Speed is rly unnecessary, raichu is the one super relevant thing that ur getting and a +2 +atk jet KOs after rocks if non LO so yeah
[OVERVIEW]

  • Carracosta is a huge threat that can be either an offensive sweeper with Shell Smash or a Defensive Wall.
  • Respectable attacking stats and a good physical and special movepool means that Carracosta can be a versatile attacker that attacks from both sides of the spectrum
  • A large Defense stat along with good defensive typing of Rock and Water gives Carracosta plenty of opportunities to set up against a large number of potential threats such as Type: Null.
  • The combination of high natural Defense, Shell Smash, and offensive prowess on both sides of the spectrum gives Carracosta a niche as a reliable setup mixed sweeper.
  • Low Speed, low Special Defense, and a large number of weaknesses, most notably a 4x Grass weakness, means that Carracosta can be easily exploited and taken down by a number of threats like Manectric and Gourgeist-XL.
this whole thing feels very repetitive (although this could get fixed in writeup, it'd be nice if u had every point out now), it doesn't really go into how good defensive is at all either

[SET]
name: Shell Smash
move 1: Shell Smash
move 2: Stone Edge
move 3: Aqua Jet
move 4: Hydro Pump / Ice Beam / Hidden Power Grass
item: White Herb / Life Orb
ability: Solid Rock
nature: Adamant/Naughty spacing
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

  • Shell Smash is the main focus of the set that patches up Carracosta's middling speed and makes its Attack even better.
  • Stone Edge is Carracosta's strongest STAB option and has great coverage.
  • Aqua Jet is a STAB priority option that is used to KO mons that outspeed Carracosta even after a Shell Smash, such as any mon above base 99 Speed like Raichu-Alola or Choice Scarf Primeape
  • Last slot is versatile. Hydro Pump is for hitting physical walls on the special side for more damage such as Weezing, Ice Beam is for beating bulky Grass-types such as Gourgeist-XL, and Hidden Power Grass is for Gastrodon

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 kill attempts, but Life Orb is also a good choice for ensuring OHKOs and doing more damage overall
  • Max Attack and Speed EVs are chosen to hit as hard as possible and outspeed base 98 after a Shell Smash
  • Adamant is chosen as the nature to give extra power and there are not any notable threats base 99 speed and above that are not easily KOed by Aqua Jet lategame. Naughty is an alternate option to not lose power on Hydro Pump, Ice Beam, or Hidden Power Grass
  • Solid Rock is the ability chosen over Sturdy as it can help set up against threats like an Earthquake from Kangaskhan and help pad damage from Mach Punches, while Sturdy would only help with the unlikely chance of being OHKOed on the setup turn sturdy only needs to be mentioned in other options, not here

Usage Tips
========

  • Bring in Carracosta against mons like Flying, Fire, and Normal types such as Miltank or Choice-Locked Pyroar that cannot OHKO Carracosta, thus giving it a turn to set up Shell Smash
  • It is best to wait later in the game to set up, as Carracosta prefers having walls weakened for a sweep even with +2 Attack since some like Gourgeist-XL can survive a +2 Stone Edge
u could also mention hitmonchan as a mon u want to chip first. also costa can totally be used as a breaker earlier in the game, which is worth mentioning. overall this feels short but i cant think of anything else either so yeah

Team Options
========

  • Mons that can take on bulky Grass types, like Gourgeist-XL, make good partners for Carracosta to help weaken them for a later sweep such as Magmortar or Abomasnow
  • Carracosta does not like Fighting types as many can potentially take a hit and attack back for an OHKO or just Mach Punch, so a mon like Mesprit or Musharna can help deal with them
  • Memento from mons like "Skuntank" or Healing Wish from Mesprit can also give Carracosta plenty of opportunities to set up and sweep
  • As hazards ease Carracosta's sweep, hazard setters such as Qwilfish or Torterra that also add defensive synergy are also appreciated especially spikes, all its best checks are susceptible to those
  • Additionally, hazard removal is also appreciated as Carracosta enjoys using its bulk to set up. As such, preserving that bulk with removal options from partners like Skuntank are appreciated

[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 amount of switchouts it causes
  • Scald, while not strong, is chosen to fish for burns against potential switchins
  • Knock Off is a relatively safe move that can get chip damage on switchins while taking away their item
  • Toxic is a strong option for the 4th slot, as you can use it in the same way you use Stealth Rock on switches but can hit bulky switchins for chip damage. Protect is also an option for another turn of Leftovers recovery and scouting help

Set Details
========

  • Leftovers is the item of choice as Carracosta needs all the healing it can get with this set, as it has no other options outside of the time-consuming Rest
  • Solid Rock is chosen as the ability because few physical mons actually have the ability to OHKO Carracosta anyway, so it is better to help pad for coverage
  • Relaxed is chosen as the nature to boost Defense as high as possible while only giving up an inconsequential amount of Carracosta's already slow Speed
  • Special Defense EVs are to survive a Life Orb Hidden Power Grass from Pyroar at full, with the rest thrown into HP and Defense

Usage Tips
========

  • Defensive Carracosta does not have much solid recovery except from Leftovers, so playing it carefully without taking needless risks is important to improve longevity
  • Bring in Defensive Carracosta against threats such as Kangaskhan or Choice-locked Oricorio/Pyroar...
this one is definitely too short, off the top of my head i can think about talking about toxic vs protect, when to preserve this, when to rock, what to do if they've got a strong special breaker that loves coming in on costa like alolan eggy... yeah beef this up pls

Team Options
========

  • Carracosta still has that pesky Grass weakness, so pair with mons like Magmortar or Miltank to help mitigate the weakness and provide switchins to the large amount of Grass switchins Carracosta causes
  • Is weak to status like burn and poison, so pairing with Audino, Miltank, or Musharna with Heal Bell can help keep Carracosta healthy
  • Carracosta also adores Wish support, so pairing again with mons like Audino is a huge help.
  • Additionally, Carracosta can be setup fodder or at least forced out by Fighting Types, so having a mon like Musharna or Mesprit to help with them is also a good idea
  • Hazards are also a notable problem for this set as it struggles to remain healthy, so hazard removers such as Skuntank or Hitmonchan make for good partners
u have mons that costa appreciates, but nothing about the mons that appreciate its defensive presence

[STRATEGY COMMENTS]
Other Options
=============

  • Rockium Z AoA wallbreaker set is possible and can also incorporate Shell Smash, but Shell Smash usually wants another item and Carracosta's lack of speed is a huge issue as many walls outspeed it even with Speed investment.
  • Liquidation is also an option on the Shell Smash set over Aqua Jet, with a +Speed nature over a +Attack one, to ease matchups against mons in the 99-110 speed bracket and making Carracosta into a more effective wallbreaker. However, the loss of ability to deal with anything faster than base 113 is crippling in terms of a sweep
  • Weakness Policy is also an option to get an additional attack boost along with a Shell Smash, but is unreliable and the utility of the other items is generally more valuable. If you do run this, run Sturdy
  • Assault Vest is also a possibility to make a set similar to the Defensive Wall set if you have another Stealth Rock setter, however the lack of recovery means Carracosta can be worn down easier. no don't even bother mentioning this, some things are just too shitty
mention sturdy overall here since it's too bad to belong above imo, also zen headbutt for poliwrath and full special smash and fightinium z for ferroseed

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

**Grass Types**: Defensive Grass Types such as Gourgeist-XL only fear the rare Toxic and Ice Beam from Carracosta. Without either of those options, defensive Grass Types can freely switch in against Carracosta. Offensive Grass Types such as Lilligant also outspeed Carracosta, resist Aqua Jet, and threaten to OHKO with STAB even though they usually do not like switching in on Carracosta and have trouble after a Shell Smash. also scarf lilligant is super reliable way to stop after a smash and abomasnow and specs alolan eggy are super ez switchins on defensive to wallbreak the shit outta u

**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 priority 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 STAB and is immune to the Water STAB while Gastrodon can KO back with an Earth Power. Gastrodon does fear Hidden Power Grass however.

**Faster Threats**: Fast offensive attackers from the opponent that do not get KOed by a +2 Aqua Jet can potentially revenge kill Carracosta even after the Shell Smash boost such as Abomasnow.

**Priority**: Mach Punch, Vacuum Wave, and other priority from threats like Hitmonchan can cripple Carracosta even after a Shell Smash by ignoring Carracosta's Speed boosts

id do a strong special attackers one here, defensive costa gets pressured v hard by stuff like drampa and even magmortar in my experience and most of these checks are more geared towards the offensive one not the defensive one
qcstamp.gif
1/3
 

Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
the bulk of these suggested changes are in the form of "Akir you were too brief, beef this part up" so i will take it as a compliment for whatever meat is there

also, the reason the Carracosta is Adamant with Aqua Jet rather than Jolly with Liquidation is simple: while Jolly does give Carracosta a better matchup with the 99-112 base speed crowd, using Liquidation leaves it helpless against anything faster. There also is not a lot of super-relevant stuff in that crowd either that isn't bopped lategame by Aqua Jet anyway, so overall Aqua Jet and Adamant is more consistent. Also White Herb Shell Smash is incredible lategame, so because that is the main purpose of the Shell Smash set I went with White Herb as the primary option

and also everything is implemented so 1/3 done
 

ManOfMany

I can make anything real
is a Tiering Contributor
(this is just discussing OO)

I think you have a bit of a misconception that you have to use Liquidation over Aqua Jet. There's no reason you can't use Liquidation and Aqua Jet on the same set with a set of Shell Smash/Stone Edge/Liquidation/Aqua Jet. Rock + Water is already good coverage (which is why Hydro is the primary slash in the first place), and it only misses out on Gastrodon and Ferroseed. The reason for this is to sweep teams in late-game without having to worry about 80% accuracy moves letting you down, to take on pokemon like Mesprit, AV Chan, Piloswine, Kangaskhan as ChrystalFalchion said. Likewise, Rockium Z is also a good item to bust past stuff like Qwilfish/Weezing/weakened Ferroseed without taking recoil, but there's no reason you have to forego Aqua Jet to run it.
 

Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
its more of, the main thing about it is that neither set are as consistent as the one suggested. i have actually tried both, and hydro pump is really important for getting around mons like weezing. so in order to break those walls without your special attack, you can run the rockium but then you lose out of the white herb or Life Orb and after a few weeks of testing i am pretty confident that i would recommend either of those over rockium. i put them in the OO though, but ill go into more detail on both
 
Last edited:

yogi

I did not succumb...
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[OVERVIEW]

  • Carracosta is a huge threat that can be either an offensive sweeper with Shell Smash or a Defensive Wall. (I think it's worth saying that the offensive set is the one that's the huge threat, not the defensive wall)
  • Respectable attacking stats and a good physical and special movepool means that Carracosta can be a versatile attacker that attacks from both sides of the spectrum
  • A large Defense stat along with good defensive typing of Rock and Water gives Carracosta plenty of opportunities to set up against a large number of potential threats such as Type: Null.
  • Carracosta's natural bulk, subjectively good defensive typing, and plenty of support options also gives Carracosta the ability to run an effective defensive wall set. (what does the defensive wall resist, and mention solid rock?) (i'd remove subjective, rock water is a good defensive typing versus physical attackers and fire types)
  • Low Speed, low Special Defense, and a large number of weaknesses, most notably a 4x Grass weakness, means that Carracosta can be easily exploited and taken down by a number of threats like Manectric 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 / Hidden Power Grass
item: White Herb / Life Orb
ability: Solid Rock
nature: Adamant / Naughty
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

  • Shell Smash is the main focus of the set that patches up Carracosta's middling speed and makes its Attack even better. (special attack too!)
  • Stone Edge is Carracosta's strongest STAB option and has great coverage.
  • Aqua Jet is a STAB priority option that is used to KO mons that outspeed Carracosta even after a Shell Smash, such as any mon above base 99 Speed like Raichu-Alola or Choice Scarf Primeape
  • Last slot is versatile. Hydro Pump is for hitting physical walls on the special side for more damage such as Weezing, Ice Beam is for beating bulky Grass-types such as Gourgeist-XL, and Hidden Power Grass is for Gastrodon (and poliwrath)

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 kill attempts, but Life Orb is also a good choice for ensuring OHKOs and doing more damage overall
  • Max Attack and Speed EVs are chosen to hit as hard as possible and outspeed base 98 after a Shell Smash
  • Adamant is chosen as the nature to give extra power and there are not any notable threats base 99 speed and above that are not easily KOed by Aqua Jet lategame. Naughty is an alternate option to not lose power on Hydro Pump, Ice Beam, or Hidden Power Grass
  • Solid Rock is the ability chosen to give Carracosta more ability to set up by taking less damage from potential coverage moves and help pad damage from Mach Punches (mhm)

Usage Tips
========

  • Bring in Carracosta against mons like Flying, Fire, and Normal types such as Miltank or Choice-Locked Pyroar that cannot OHKO Carracosta, thus giving it a turn to set up Shell Smash (remove miltank, it'll either toxic or para you, put type:null or kanga; maybe even mention flying type examples?)
  • It is best to wait later in the game to set up, as Carracosta prefers having walls weakened for a sweep even with +2 Attack since some like Gourgeist-XL can survive a +2 Stone Edge (tho ice beam beats it)
  • Attackers that can outspeed or Carracosta but survive an Aqua Jet also need to be weakened before an attempted sweep to prevent the possible revenge kill (mention specifically a +2 aqua jet)
  • Additionally, Carracosta can be utilized as a wallbreaker in the early or middle game with a Shell Smash, as the extra power against walls is still respectable even when you aren't going for a sweep. (what walls)

Team Options
========

  • Mons that can take on bulky Grass types, like Gourgeist-XL, make good partners for Carracosta to help weaken them for a later sweep such as Magmortar or Abomasnow
  • Carracosta does not like Fighting types as many can potentially take a hit and attack back for an OHKO or just Mach Punch, so a mon like Mesprit or Musharna can help deal with them
  • Memento from mons like "Skuntank" or Healing Wish from Mesprit can also give Carracosta plenty of opportunities to set up and sweep
  • As hazards ease Carracosta's sweep, hazard setters such as Qwilfish or Torterra that also add defensive synergy are also appreciated. Spikes in particular are appreciated as many of Carracosta's more solid counters are more susceptible to Spikes damage
  • Additionally, hazard removal is also appreciated as Carracosta enjoys using its bulk to set up. As such, preserving that bulk with removal options from partners like Skuntank are appreciated (skunk absorbs tspikes automatically)
  • Mention weezing 100%
  • Slow volturn support can bring it in for free, like eel

[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 amount of switchouts it causes
  • Scald, while not strong, is chosen to fish for burns against potential switchins
  • Knock Off is a relatively safe move that can get chip damage on switchins while taking away their item
  • Toxic is a strong option for the 4th slot, as you can use it in the same way you use Stealth Rock on switches but can hit bulky switchins for chip damage. Protect is also an option for another turn of Leftovers recovery and scouting help (i'd mention protect is good on spike stack ig)

Set Details
========

  • Leftovers is the item of choice as Carracosta needs all the healing it can get with this set, as it has no other options outside of the time-consuming Rest
  • Solid Rock is chosen as the ability because few physical mons actually have the ability to OHKO Carracosta anyway, so it is better to help pad for coverage
  • Relaxed is chosen as the nature to boost Defense as high as possible while only giving up an inconsequential amount of Carracosta's already slow Speed
  • Special Defense EVs are to survive a Life Orb Hidden Power Grass from Pyroar at full, with the rest thrown into HP and Defense (does the defence do anything, I feel like it does?)

Usage Tips
========

  • Defensive Carracosta does not have much solid recovery except from Leftovers, so playing it carefully without taking needless risks is important to improve longevity (protect helps here)
  • Bring in Defensive Carracosta against threats such as Kangaskhan or Choice-locked Oricorio/Pyroar
  • It is recommended that you use Stealth Rock early in the game to maximize entry hazard chip damage against the opponent, and whenever it needs to be re-applied as Stealth Rock is very valuable to all kinds of teams.
  • The issue of Toxic vs Protect comes down to what you value more in your team: more damage to the opponent or a more consistent wall. Toxic adds an alternative to Scald that can be used freely on switches to poison whatever comes in and slowly wear them down, and Protect can help by seeing what your opponent is planning to do and buy Carracosta another turn of Leftovers recovery. (protect on spike stack)
  • Do not expect Defensive Carracosta to stay in for long periods of time. Realistically, Carracosta will soak a hit, do 1 move, then have to switch out again. Keeping that in mind lets you utilize the one move you are usually allotted more efficiently and will keep your Carracosta healthier for longer.

Team Options
========

  • Carracosta still has that pesky Grass weakness, so pair with mons like Magmortar or Miltank to help mitigate the weakness and provide switchins to the large amount of Grass switchins Carracosta causes
  • Is weak to status like burn and poison, so pairing with Audino, Miltank, or Musharna with Heal Bell can help keep Carracosta healthy
  • Carracosta also adores Wish support, so pairing again with mons like Audino is a huge help.
  • Additionally, Carracosta can be setup fodder or at least forced out by Fighting Types, so having a mon like Musharna or Mesprit to help with them is also a good idea
  • Hazards are also a notable problem for this set as it struggles to remain healthy, so hazard removers such as Skuntank or Hitmonchan make for good partners
  • Ironically Grass Types such as Lilligant or Gourgeist-XL appreciate the defensive synergy that Carracosta offers, as Carracosta is adept at taking the Fire and Flying attacks that are aimed at said Grass Types. The Grass Types can also help by absorbing any Grass or Ground attack aimed at Carracosta.
  • Weezing again, covers almost all its weaknesses and offers tspikes

[STRATEGY COMMENTS]
Other Options
=============

  • Rockium Z AoA wallbreaker set is possible and can also incorporate Shell Smash, but Shell Smash usually wants another item and Carracosta's lack of speed is a huge issue as many walls outspeed it even with Speed investment.
  • Liquidation is also an option on the Shell Smash set over Aqua Jet or Hydro Pump, but the loss of either Aqua Jet or Hydro Pump leaves you weaker to either faster threats or Physical Walls.
  • Jolly is also an option on the Shell Smash set,to better deal with threats with base Speed of 99-112, but most of these threats are KOed by Aqua Jet regardless so the loss of power is not worth the gain in Speed
  • Rockium Z is a third item option for the Shell Smash set to create an extremely strong Rock STAB that doesn't miss, however White Herb's ability to make Carracosta harder to revenge kill or Life Orb's overall boost in power are generally more effective in practice
  • Zen Headbutt is also an option on either set to hit Poliwrath specifically, but in other cases is usually outclassed by Hydro Pump damage-wise against the same targets like Weezing or Gurdurr
  • Weakness Policy is also an option to get an additional attack boost along with a Shell Smash, but is unreliable and the utility of the other items is generally more valuable. If you do run this, run Sturdy
  • 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. (mhm)

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

**Grass Types**: Defensive Grass Types such as Gourgeist-XL only fear the rare Toxic and Ice Beam from Carracosta. Without either of those options, defensive Grass Types can freely switch in against Carracosta. Offensive Grass Types such as Choice Scarf Lilligant also outspeed Carracosta, resist Aqua Jet, and threaten to OHKO with STAB even though they usually do not like switching in on Carracosta and have trouble after a Shell Smash. Many Grass Types can also switch in easily against the Defensive Wall set, such as Exeggutor-Alola, and threaten both Carracosta and the rest of the team.

**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 priority 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 STAB and is immune to the Water STAB while Gastrodon can KO back with an 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 or Mesprit can cripple Carracosta due to Carracosta's low natural Special Defense. (but lose to it after a smash usually)

**Faster Threats**: Fast offensive attackers from the opponent that do not get KOed by a +2 Aqua Jet can potentially revenge kill Carracosta even after the Shell Smash boost such as Abomasnow. (specifically scarf aboma)

**Priority**: Mach Punch, Vacuum Wave, and other priority from threats like Hitmonchan can cripple Carracosta even after a Shell Smash by ignoring Carracosta's Speed boosts (really, it's only super weak to fighting priority and sucker punch, the rest it's able to take even at -1)
Gjob bud! QC 2/3
 
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Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
2/3 done, finally. i have a lot more time atm for smogon, so hopefully we can roll this out quick
 

TONE

I don't have to take this. I'm going for a walk.
is a Community Contributoris a Top Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
[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 physical and special movepool means that Carracosta can be a versatile attacker that attacks from both sides of the spectrum. A large Defense stat along with good defensive typing of Rock and Water gives Carracosta plenty of opportunities to set up against a large number of potential threats such as Type: Null. Additionally, Carracosta's natural bulk, good defensive typing, and plenty of support options also gives Carracosta the ability to run an effective defensive wall set to absorb Fire, Flying, and Normal attacks. However, low Speed, low Special Defense, and a large number of weaknesses - most notably a 4x Grass weakness - means that Carracosta can be easily exploited and taken down by a number of threats like Raichu-Alola 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 / Hidden Power Grass
item: White Herb / Life Orb
ability: Solid Rock
nature: Adamant / Naughty 4th move slot doesn't have any physical moves, so I'd just switch the order of natures and maybe mention Liquidation in Moves instead of OO to make this sound right.
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Shell Smash is the main focus of the set that patches up Carracosta's middling speed and makes its Attack and Special Attack even stronger. Stone Edge is Carracosta's strongest STAB option and has great coverage. Aqua Jet is a STAB priority option that is used to KO mons that outspeed Carracosta even after a Shell Smash, such as any mon above base 99 Speed like Raichu-Alola or Choice Scarf Primeape. Last slot is versatile: Hydro Pump is for hitting physical walls on the special side for more damage such as Weezing, Ice Beam is for beating bulky Grass-types such as Gourgeist-XL, and Hidden Power Grass is for Gastrodon and other Water Types.

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 kill attempts, but Life Orb is also a good choice for ensuring OHKOs and doing more damage overall. Max Attack and Speed EVs are chosen to hit as hard as possible and outspeed base 98 after a Shell Smash. Adamant is chosen as the nature to give extra power and there are few if any notable threats base 99 speed and above that are not easily KOed by Aqua Jet lategame. Naughty is an alternate option to not lose power on Hydro Pump, Ice Beam, or Hidden Power Grass. Solid Rock is the ability chosen to give Carracosta more ability and opportunities to set up by taking less damage from potential coverage moves and help pad damage from Mach Punches.

Usage Tips
========

Bring in Carracosta against mons like Flying, Fire, and Normal types such as Type: Null or Choice-Locked Pyroar that cannot OHKO Carracosta, thus giving it a turn to set up Shell Smash. It is best to wait later in the game to set up, as Carracosta prefers having walls weakened for a sweep even with +2 Attack since some like Gourgeist-XL can survive a +2 Stone Edge and you may not be carrying the correct coverage move in the last slot. Attackers that can outspeed or Carracosta but survive a +2 Aqua Jet also need to be weakened before an attempted sweep to prevent the possible revenge kill. Additionally, Carracosta can be utilized as a wallbreaker in the early or middle game with a Shell Smash, as the extra power is still respectable even when you aren't going for a sweep.

Team Options
========

Mons that can take on bulky Grass types, like Gourgeist-XL, make good partners for Carracosta to help weaken them for a later sweep such as Magmortar or Abomasnow
Carracosta does not like Fighting types as many can potentially take a hit and attack back for an OHKO or just Mach Punch, so a mon like Mesprit or Musharna can help deal with them. Memento from mons like "Skuntank" (what's with the quotations) or Healing Wish from Mesprit can also give Carracosta plenty of opportunities to set up and sweep. As hazards ease Carracosta's sweep, hazard setters such as Qwilfish, Weezing, or Torterra that also add defensive synergy are also appreciated. Spikes in particular are appreciated as many of Carracosta's more solid counters are more susceptible to Spikes damage, such as Gastrodon. Additionally, hazard removal is also appreciated as Carracosta enjoys using its bulk to set up. As such, preserving that bulk with removal options from partners like Skuntank are appreciated, with Skuntank taking special mention for also absorbing Toxic Spikes on switch-in.

[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 amount of switchouts it causes. Scald, while not strong, is chosen to fish for burns against potential switchins. Knock Off is a relatively safe move that can get chip damage on switchins while taking away their item. Toxic is a strong option for the 4th slot, as you can use it in the same way you use Stealth Rock on switches but can hit bulky switchins for chip damage. Protect is also an option for another turn of Leftovers recovery and scouting help

Set Details
========

Leftovers is the item of choice as Carracosta needs all the healing it can get with this set, as it has no other options outside of the time-consuming Rest. Solid Rock is chosen as the ability because few physical mons actually have the ability to OHKO Carracosta anyway, so it is better to help pad for coverage. Relaxed is chosen as the nature to boost Defense as high as possible while only giving up an inconsequential amount of Carracosta's already slow Speed. Special Defense EVs are to survive a Life Orb Hidden Power Grass from Pyroar at full, with the rest thrown into HP and Defense. The remaining EVs are dumped into Defense to make Carracosta as physically bulky as possible.

Usage Tips
========

Defensive Carracosta does not have much solid recovery except from Leftovers, so playing it carefully without taking needless risks is important to improve longevity, hence Protect as an option. Bring in Defensive Carracosta against threats such as Kangaskhan or Choice-locked Oricorio/Pyroar. It is recommended that you use Stealth Rock early in the game to maximize entry hazard chip damage against the opponent, and whenever it needs to be re-applied as Stealth Rock is very valuable to all kinds of teams. The issue of Toxic vs Protect comes down to what you value more in your team: more damage to the opponent or a more consistent wall. Toxic adds an alternative to Scald that can be used freely on switches to poison whatever comes in and slowly wear them down, and Protect can help by seeing what your opponent is planning to do and buy Carracosta another turn of Leftovers recovery. Do not expect Defensive Carracosta to stay in for long periods of time. Realistically, Carracosta will soak a hit, do 1 move, then have to switch out again. Keeping that in mind lets you utilize the one move you are usually allotted more efficiently and will keep your Carracosta healthier for longer.

Team Options
========

Carracosta still has that pesky Grass weakness, so pair with mons like Magmortar or Miltank to help mitigate the weakness and provide switchins to the large amount of Grass switchins Carracosta causes. Is weak to status like burn and poison, so pairing with Audino, Miltank, or Musharna with Heal Bell can help keep Carracosta healthy. Carracosta also adores Wish support, so pairing again with mons like Audino is a huge help. Additionally, Carracosta can be setup fodder or at least forced out by Fighting Types, so having a mon like Musharna or Mesprit to help with them is also a good idea. Hazards are also a notable problem for this set as it struggles to remain healthy, so hazard removers such as Skuntank or Hitmonchan make for good partners. Ironically Grass Types such as Lilligant or Gourgeist-XL appreciate the defensive synergy that Carracosta offers, as Carracosta is adept at taking the Fire and Flying attacks that are aimed at said Grass Types. (Ferroseed can lay down Spikes and form a dual hazard setting core).The Grass Types can also help by absorbing any Grass or Ground attack aimed at Carracosta. As a last option, Weezing works with Carracosta well to absorb Ground and Grass attacks directed at Carracosta while also providing Toxic Spikes.

[STRATEGY COMMENTS]
Other Options
=============

Liquidation is also an option on the Shell Smash set over Aqua Jet or Hydro Pump, but the loss of either Aqua Jet or Hydro Pump leaves you weaker to either faster threats or Physical Walls. Jolly is also an option on the Shell Smash set,to better deal with threats with base Speed of 99-112, but most of these threats are KOed by Aqua Jet regardless so the loss of power is not worth the gain in Speed. (The first sentence is more for a mention in Moves so I'd put it there. The second sentence is more for Set Details, again put that there as well).Rockium Z is a third item option for the Shell Smash set to create an extremely strong Rock STAB that doesn't miss, however White Herb's ability to make Carracosta harder to revenge kill or Life Orb's overall boost in power are generally more effective in practice. Zen Headbutt is also an option on either set to hit Poliwrath specifically, but in other cases is usually outclassed by Hydro Pump damage-wise against the same targets like Weezing or Gurdurr. Weakness Policy is also an option to get an additional attack boost along with a Shell Smash, but is unreliable and the utility of the other items is generally more valuable. If you do run this, run Sturdy. 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.

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

**Grass Types**: Defensive Grass Types such as Gourgeist-XL only fear the rare Toxic and Ice Beam from Carracosta. Without either of those options, defensive Grass Types can freely switch in against Carracosta. Offensive Grass Types such as Choice Scarf Lilligant also outspeed Carracosta, resist Aqua Jet, and threaten to OHKO with STAB even though they usually do not like switching in on Carracosta and have trouble after a Shell Smash. Many Grass Types can also switch in easily against the Defensive Wall set, such as Exeggutor-Alola, and threaten both Carracosta and the rest of the team. (Mention Abomasnow too as hail removes defensive Carracosta's 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 priority 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 STAB and is immune to the Water STAB while Gastrodon can KO back with an 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 or Mesprit can cripple Carracosta due to Carracosta's low natural Special Defense, but can potentially lose anyway after a Shell Smash.

**Faster Threats**: Fast offensive attackers from the opponent that do not get KOed by a +2 Aqua Jet can potentially revenge kill Carracosta even after the Shell Smash boost such as Choice Scarf Abomasnow or Zebstrika. (Scarf Jynx is an option just cause it is immune to Aqua Jet, butup to you to add this).

**Priority**: Mach Punch, Vacuum Wave, Sucker Punch, and other priority from threats like Hitmonchan can cripple Carracosta even after a Shell Smash by ignoring Carracosta's Speed boosts and forcing Carracosta to use a weaker Aqua Jet to potentially avoid the damage or take a crippling amount.
3/3.

 

A Cake Wearing A Hat

moist and crusty
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Community Leader
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add/change remove comments

[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 physical and special movepool means that Carracosta can be a versatile mixed attacker that attacks from both sides of the spectrum. A large Defense stat along with good defensive typing of Rock and Water Water / Rock typing gives Carracosta plenty of opportunities to set up against a large number of potential threats such as Type: Null. Additionally, Carracosta's natural bulk, good defensive typing, and plenty myriad of support options also gives Carracosta the ability to run an effective defensive wall set to absorb Fire-, Flying-, and Normal-type (added hyphens) attacks. However, low Speed, low Special Defense, and a large number of weaknesses - most notably a 4x Grass weakness - means that Carracosta can be easily exploited and taken down by a number of threats like Raichu-Alola 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 / Hidden Power Grass / Liquidation
item: White Herb / Life Orb
ability: Solid Rock
nature: Naughty / Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Shell Smash is the main focus of the set that which patches up Carracosta's middling speed and makes boosts its Attack and Special Attack even stronger. Stone Edge is Carracosta's strongest STAB option and has great coverage. Aqua Jet is a STAB priority option that is used to KO mons Pokemon that outspeed Carracosta even after a Shell Smash, such as any mon above base 99 Speed like Raichu-Alola Alolan Raichu or Choice Scarf Primeape. The last slot is versatile: Hydro Pump is for hitting physical walls on the special side for more damage (fluff) such as Weezing, Ice Beam is for beating bulky Grass-types such as Gourgeist-XL, and Hidden Power Grass is for Gastrodon and other Water Types Water-types. Liquidation is also an option for the fourth move, but the loss of a special attacking option leaves you weaker to physical walls, (RC) such as Weezing or Gourgeist-XL, (RC) that the coverage would normally help with.

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 attempts methods, but Life Orb is also a good choice option (repetitiveness) for ensuring OHKOs and doing more damage overall. Maximum Attack and Speed EVs are chosen to hit as hard as possible and to outspeed Pokemon with base 98 Speed 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 if any notable threats with base 99 Speed and or above that are not easily KOed by Aqua Jet late-game (AH). Adamant is also an option if you want your Carracosta's fourth move to be physical, such as Liquidation. Solid Rock is the ability chosen to give Carracosta more ability and opportunities to set up by virtue of taking less damage from potential coverage moves and helping to pad damage from Mach Punches. A Jolly nature is also an option to better deal with threats with base Speed of 99-112, but most of these threats are KOed by Aqua Jet regardless, (AC) so the loss of power is not worth the gain in Speed.

Usage Tips
========

Bring in Carracosta against mons like Flying-, Fire-, and Normal-types, (AH, AC) such as Type: Null or Choice-locked Pyroar, (AC) 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 Carracosta prefers having walls weakened for a sweep even with +2 Attack since some like Gourgeist-XL can survive a +2 Stone Edge and you may not be carrying the correct coverage move in the last slot even at +2 Carracosta cannot OHKO certain walls such as Gourgeist-XL if it lacks the appropriate coverage move (fixing a run-on). Attackers that can outspeed or Carracosta but survive a +2 Aqua Jet also need to be weakened before an attempted sweep to prevent Carracosta from being revenge killed the possible revenge kill. Additionally, Carracosta can be utilized as a wallbreaker in the early- (AH) or middle mid-game with a Shell Smash, as the extra power is still respectable even when you aren't going for a sweep.

Team Options
========

Mons Pokemon such as Magmortar or Abomasnow that can take on bulky Grass-types (AH), (RC) like Gourgeist-XL, (RC) make good partners for Carracosta to help weaken them for a later sweep such as Magmortar or Abomasnow. (Add period, remove line break) Carracosta does not like Fighting-types (AH) as many can potentially take a hit and attack back for an OHKO or just survive an attack from it or use Mach Punch, so a mon Pokemon like Mesprit or Musharna can help deal with them. Memento from mons Pokemon like Skuntank or Healing Wish from Mesprit can also 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, or and Torterra that also add defensive synergy are also appreciated. Spikes in particular are appreciated as many of Carracosta's more solid counters are more susceptible to Spikes damage, such as Gastrodon. Additionally, hazard removal is also appreciated as because Carracosta enjoys using its bulk to set up. As such, preserving that bulk with removal options from partners like Skuntank are appreciated, with Skuntank taking special mention for also absorbing Toxic Spikes on switch-in. 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 amount of switchouts switches it causes. Scald, while not strong, is chosen to fish for burns against potential switch-ins (AH). Knock Off is a relatively safe move that can get chip damage on switch-ins (AH) while taking away removing their item. Toxic is a strong option for the 4th fourth slot, as you can use it in the same way you use Stealth Rock on switches, (AC) but can hit bulky switch-ins (AH) for chip damage. Protect is also an option for another turn of additional Leftovers recovery and scouting help for scouting purposes. (AP)

Set Details
========

Leftovers is the item of choice as because Carracosta needs all the healing it can get with this set, as it has no other options outside of the time-consuming Rest lacks reliable recovery. Solid Rock is chosen as the ability because few physical mons attackers actually have the ability to OHKO Carracosta anyway, so it is better to help pad for coverage. Relaxed is chosen as the nature to boost Defense as high as possible while only giving up an inconsequential amount of Carracosta's already slow low Speed. Maximum HP EVs and 64 Special Defense EVs are allow Carracosta to survive a Life Orb Hidden Power Grass from Pyroar at from full, with the rest thrown into HP to max it out, with the remainder put into Defense.

Usage Tips
========

Defensive Carracosta does not have much solid any recovery except from outside of Leftovers, so playing it carefully without taking needless risks is important to improve longevity, hence Protect as an option. Bring in Defensive Carracosta against threats such as Kangaskhan or and Choice-locked Oricorio/ and Pyroar. It is recommended that you to use Stealth Rock early in the game and whenever it needs to be re-applied to maximize entry hazard chip damage against the opponent, and whenever it needs to be re-applied as Stealth Rock is very valuable to all kinds of teams. The issue of Toxic vs versus Protect comes down to what you value more in your team: more damage to the opponent opposing team or a more consistent wall. 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 Defensive Carracosta to stay in for long periods of time. Realistically, Carracosta will soak a hit, do 1 one move, then have be forced to switch out again. Keeping that this in mind lets you utilize the one move you are usually allotted more efficiently, (AC) and it will keep your Carracosta healthier healthy for longer.

Team Options
========

Carracosta still has that pesky Grass weakness, so pair with mons Pokemon like Magmortar or and Miltank to help mitigate the weakness and provide switch-ins (AH) to the large amount of Grass-type switch-ins (AH) Carracosta causes. Carracosta is weak to statuses like burn and poison, so pairing it with a Heal Bell user like Audino, Miltank, or Musharna with Heal Bell can help keep Carracosta healthy. Carracosta also adores Wish support, so pairing again with mons Pokemon like Audino is a huge help. Additionally, Carracosta can be setup fodder for or at least forced out by Fighting Types Fighting-types, so having a mon Pokemon like Musharna or Mesprit to help with them is also a good idea. Hazards are also a notable problem for this set as Carracosta because it struggles to remain healthy, so hazard removers such as Skuntank or and Hitmonchan make for good partners. Ironically (Fluff) Grass Types Grass-types such as Lilligant, Ferroseed, or and Gourgeist-XL appreciate the defensive synergy that Carracosta offers, as Carracosta is adept at taking the Fire- (AH) and Flying-type attacks that are aimed at said Grass Types Grass-types. The Grass Types Grass-types can also help by absorbing any Grass- (AH) or Ground-type attack aimed at Carracosta. As a last option, Weezing works with Carracosta well to absorb Ground- (AH) and Grass-type attacks directed at Carracosta 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, however but White Herb's ability to make Carracosta harder to revenge kill or Life Orb's overall boost in power are is generally more effective in practice. Zen Headbutt is also an option on either set to hit Poliwrath specifically, but in other cases is usually outclassed by Hydro Pump damage-wise against the same targets like Weezing or Gurdurr. Weakness Policy is also an option to get an additional attack boost along with a Shell Smash, but it is unreliable and the utility of the other items is generally more valuable. If you do run this, run Sturdy. 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.

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

**Grass Types Grass-types**: Defensive Grass Types Grass-types such as Gourgeist-XL only fear the rare Toxic and Ice Beam from Carracosta. Without either of those options, defensive Grass Types Grass-types can freely switch in against Carracosta. Offensive Grass Types Grass-types such as Choice Scarf Lilligant also outspeed Carracosta, resist Aqua Jet, and threaten to OHKO with their STAB attacks, (AC) even though but they usually do not like switching in on Carracosta and have trouble (trouble doing what?) after a Shell Smash. Many Grass Types Grass-types can also switch in easily against the defensive wall set, such as Exeggutor-Alola 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 Fighting-types**: Poliwrath can freely switch in, and other Fighting Types Fighting-types such as Gurdurr can come in on the resisted Stone Edge and and KO Carracosta with priority Mach Punch. Other Fighting Types 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 the its Water-type STAB, (AC) while and Gastrodon can KO back with an Earth Power. Gastrodon does fear Hidden Power Grass, (AC) however.

**Strong Special Attackers**: Even if the attack is not super effective, special attackers such as Musharna or and Mesprit can cripple Carracosta due to Carracosta's its low natural Special Defense, but theycan potentially lose anyway after a Shell Smash.

**Faster Threats**: Fast offensive attackers from the opponent 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 such as Choice Scarf Abomasnow, Choice Scarf Jynx, or Zebstrika.

**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 Carracosta's Speed boosts and forcing Carracosta to use a weaker Aqua Jet to potentially avoid the damage or take a crippling amount.
 
Last edited:

autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
GP 1/2
A Cake Wearing A Hat add/change remove comments
me add remove comments

[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 physical and special movepool (redundant) means that Carracosta can be a versatile mixed attacker that attacks from both sides of the spectrum. A large Defense stat along with good defensive typing of Rock and Water Water / Rock typing gives Carracosta plenty of opportunities to set up against a large number of potential threats such as Type: Null. Additionally, Carracosta's natural bulk, good defensive typing, and plenty myriad of support options also gives Carracosta it the ability to run an effective defensive wall set to absorb Fire-, Flying-, and Normal-type (added hyphens) attacks. However, low Speed, low Special Defense, and a large number of weaknesses - most notably a 4x Grass weakness - means that Carracosta can be easily exploited and taken down by a number of threats like Raichu-Alola 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 / Hidden Power Grass / Liquidation
item: White Herb / Life Orb
ability: Solid Rock
nature: Naughty / Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Shell Smash is the main focus of the set that (fluff) patches up Carracosta's middling Speed and makes boosts its Attack and Special Attack even stronger. Stone Edge is Carracosta's strongest STAB option and has great coverage. Aqua Jet is a STAB priority option that is used to KO mons Pokemon that outspeed Carracosta even after a Shell Smash, such as any mon above base 99 Speed like Raichu-Alola Alolan Raichu or and Choice Scarf Primeape. The last slot is versatile: Hydro Pump is for hitting physical walls on the special side for more damage (fluff) such as Weezing, Ice Beam is for beating bulky Grass-types such as Gourgeist-XL, and Hidden Power Grass is for Gastrodon and other Water Types Water-types. Liquidation is also an option for the fourth move, but the loss of a special attacking option leaves you weaker to physical walls, (RC) such as Weezing or and Gourgeist-XL, (RC) that the coverage would normally help with.

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 attempts methods, but Life Orb is also a good choice option (repetitiveness) for ensuring OHKOs and doing more damage overall. Maximum Attack and Speed EVs are chosen to hit as hard as possible and to outspeed Pokemon with base 98 Speed 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 if any notable threats with base 99 Speed and or above that are not easily KOed by Aqua Jet late-game (AH). Adamant is also an option if you want your Carracosta's fourth move to be physical, such as Liquidation. Solid Rock is the ability chosen to give Carracosta more ability and opportunities to set up by virtue of taking less damage from potential coverage moves and helping to pad damage from Mach Punches. A Jolly nature is also an option to better deal with threats with base Speed of 99-112, but most of these threats are KOed by Aqua Jet regardless, (AC) so the loss of power is not worth the gain in Speed. (move this with the comments about adamant)

Usage Tips
========

Bring in Carracosta against mons like Flying-, Fire-, and Normal-types, (AH, AC) such as Type: Null or and Choice-locked Pyroar, (AC) 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 Carracosta prefers having walls weakened for a sweep even with +2 Attack since some like Gourgeist-XL can survive a +2 Stone Edge and you may not be carrying the correct coverage move in the last slot even at +2 Carracosta cannot OHKO certain walls such as Gourgeist-XL if it lacks the appropriate coverage move (fixing a run-on). Attackers that can outspeed or Carracosta but survive a +2 Aqua Jet also need to be weakened before an attempted sweep to prevent Carracosta from being revenge killed the possible revenge kill. Additionally, Carracosta can be utilized as a wallbreaker in the early- (AH) or middle mid-game with a Shell Smash, as the extra power is still respectable even when you aren't going for a sweep.

Team Options
========

Mons Pokemon such as Magmortar or and Abomasnow that can take on bulky Grass-types (AH), (RC) like Gourgeist-XL, (RC) make good partners for Carracosta to help weaken them for a later sweep such as Magmortar or Abomasnow. (Add period, remove line break) Carracosta does not like Fighting-types, (AC) (AH) as many can potentially take a hit and attack back for an OHKO or just survive an attack from it or use Mach Punch, so a mon Pokemon like Mesprit or Musharna can help deal with them. Memento from mons Pokemon like Skuntank or and Healing Wish from Mesprit can also 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, or and Torterra that also add defensive synergy are also appreciated. Spikes in particular are appreciated, (AC) as many of Carracosta's more solid counters are more susceptible to Spikes damage, such as Gastrodon. Additionally, Hazard removal is also appreciated as because Carracosta enjoys using its bulk to set up. As such, preserving that bulk with removal options from partners like Skuntank are appreciated, with Skuntank taking special mention for also absorbing Toxic Spikes on switch-in. 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 amount of switchouts switches it causes. Scald, while not strong, is chosen to fish for burns against potential switch-ins (AH). Knock Off is a relatively safe move that can get chip damage on switch-ins (AH) while taking away removing their item. Toxic is a strong option for the 4th fourth slot, as you Carracosta can use it in the same way you it uses Stealth Rock on switches, (AC) (don't) but can hit bulky switch-ins (AH) for chip damage. Protect is also an option for another turn of additional Leftovers recovery and scouting help for scouting purposes. (AP)

Set Details
========

Leftovers is the item of choice as because Carracosta needs all the healing it can get with this set, as it has no other options outside of the time-consuming Rest lacks reliable recovery. Solid Rock is chosen as the ability because few physical mons attackers actually have the ability to OHKO Carracosta anyway, so it is better to help pad for coverage. Relaxed is chosen as the nature to boost its Defense as high as possible while only giving up an inconsequential amount of Carracosta's already slow low Speed. Maximum 252 (keeping with numbers) HP EVs and 64 Special Defense EVs are allow Carracosta to survive a Life Orb-boosted Hidden Power Grass from Pyroar at from full health, with the rest thrown into HP to max it out, with the remainder put into Defense.

Usage Tips
========

Defensive Carracosta does not have much solid any recovery except from outside of Leftovers, so playing it carefully without taking needless risks is important to improve longevity, hence Protect is as an option. Bring in Defensive Carracosta against threats such as Kangaskhan or and Choice-locked Oricorio/ (which one?) and Pyroar. It is recommended that you to use Stealth Rock early-game in the game and whenever it needs to be re-applied to maximize entry hazard chip damage against the opponent foe, and whenever it needs to be re-applied as Stealth Rock is very valuable to all kinds of teams. The issue of Toxic vs versus Protect comes down to what you value more in your team: more damage to the opponent opposing team or a more consistent wall. 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 Defensive Carracosta to stay in for long periods of time. Realistically, Carracosta will soak a hit, do 1 one move, then have be forced to switch out again. Keeping that this in mind lets you utilize the one move you are usually allotted more efficiently, (AC) and it will keep your Carracosta healthier healthy for longer.

Team Options
========

Carracosta still has that pesky Grass weakness, so pair it with mons Pokemon like Magmortar or and Miltank to help mitigate the weakness and provide switch-ins (AH) to the large amount of Grass-types switch-ins (AH) Carracosta causes to switch in. Carracosta is weak to statuses (keep status or change to status conditions/effects) like burn and poison, so pairing it with a Heal Bell user like Audino, Miltank, or Musharna with Heal Bell can help keep Carracosta healthy. Carracosta also adores Wish support, so pairing it again with mons Pokemon like Audino is a huge help. Additionally, Carracosta can be setup fodder for or at least forced out by Fighting Types Fighting-types, so having a mon Pokemon like Musharna or Mesprit to help with them is also a good idea. Entry hazards are also a notable problem for this set as Carracosta because it struggles to remain healthy, so entry hazard removers such as Skuntank or and Hitmonchan make for good partners. Ironically (Fluff) Grass Types Grass-types such as Lilligant, Ferroseed, or and Gourgeist-XL appreciate the defensive synergy that Carracosta offers, as Carracosta is adept at taking the Fire- (AH) and Flying-type attacks that are aimed at said Grass Types Grass-types. The Grass Types Grass-types can also help by absorbing any Grass- (AH) or Ground-type attack aimed at Carracosta. As a last option, Weezing works with Carracosta well to absorb Ground- (AH) and Grass-type attacks directed at Carracosta 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, however but White Herb's ability to make Carracosta harder to revenge kill or Life Orb's overall boost in power are 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 the same targets like Weezing or and Gurdurr. Weakness Policy is also an option to get an additional Attack boost along with a Shell Smash, but it is unreliable and the utility of the other items is generally more valuable. If you do run this, run Sturdy. 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.

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

**Grass Types Grass-types**: Defensive Grass Types Grass-types such as Gourgeist-XL only fear the rare Toxic and Ice Beam from Carracosta. Without either of those options, defensive Grass Types Grass-types can freely switch in against Carracosta. Offensive Grass Types Grass-types such as Choice Scarf Lilligant also outspeed Carracosta, resist Aqua Jet, and threaten to OHKO with their STAB attacks, (AC) even though but they usually do not like switching in on Carracosta and have trouble (trouble doing what?) after a Shell Smash. Many Grass Types Grass-types can also switch in easily against the defensive wall set, such as Exeggutor-Alola 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 Fighting-types**: Poliwrath can freely switch in, and other Fighting Types Fighting-types such as Gurdurr can come in on the resisted Stone Edge and and KO Carracosta with priority Mach Punch. Other Fighting Types 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 the its Water-type STAB, (AC) while and Gastrodon can KO back with an Earth Power. Gastrodon does fear Hidden Power Grass, (AC) however.

**Strong Special Attackers**: Even if the attack is not super effective, special attackers such as Musharna or and Mesprit can cripple Carracosta due to Carracosta's its low natural Special Defense, but they can potentially lose anyway after a Shell Smash.

**Faster Threats**: Fast offensive attackers from the opponent 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 such as Choice Scarf Abomasnow, Choice Scarf Jynx, or Zebstrika.

**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 Carracosta's its Speed boosts and forcing Carracosta to use a weaker Aqua Jet to potentially avoid the damage or take a crippling amount of damage.
 

P Squared

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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 means that make Carracosta can be a versatile mixed attacker. A, 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. Additionally, Meanwhile, the defensive wall set effectively utilizes Carracosta's natural bulk, good defensive typing, and myriad of support options also give it the ability to run an effective defensive wall set 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-Alola 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 you Carracosta weaker to physical walls, (remove comma) such as Weezing 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 of 99-112, 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 Pyroar, (remove comma) 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 orand 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 amount of switches-ins 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 you can use it in the same way you use Stealth Rock on switches but 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 is chosen as the nature to 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 re-applied to maximize valuable entry hazard chip damage against the opposing team. foe, as Stealth Rock is very valuable to all kinds of teams. The issue of Toxic versus Protect comes down to what you value more in your team: more damage to the opposing team or a more consistent wall. 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 do 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, (remove comma) and will keep your Carracosta healthy for longer.

Team Options
========
(lots of repetitive sentence structure here; 4 sentences in a row follow the "Carracosta ___, so ___" pattern)
Carracosta still has that pesky Grass weakness, so pair it with Pokemon like Magmortar and Miltank are good teammates to help mitigate the Carracosta's pesky Grass weakness and provide switch-ins to the large number amount of Grass-types switch-ins Carracosta lures in causes to switch 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 also adores Wish support, so pairing it with Pokemon like Audino is a huge help. 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 hazards are also a notable problem for Carracosta because it struggles to remain healthy, so 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. As a last option, Weezing works with Carracosta well to absorb Ground- and Grass-type attacks directed at it Carracosta 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 the same 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 luring surprising Gastrodon. 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. 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 Without either of those options, defensive Grass-types can freely switch in against it Carracosta. 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, or 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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