Bughouse
Like ships in the night, you're passing me by
QC: 1/3 - PttP
GP: 0/2
I've copied the script format from the Malaconda analysis PttP did, to save some time later. Hopefully by spacing it out a bit, it's still readable for QC purposes.
<h2>Overview</h2>
<p>
Pros:
Great speed tier
Quite powerful after BD
Flying/Fighting great coverage + STAB priority
Drain Punch even heals
Unprepared teams more or less flat out lose
To some degree can pick and choose its threats with its ability
Cons:
Can be tricky to set up
Frail on the special side
Even on physical side, still kinda frail because BD sacrifices 50%
Often can be deadweight until late game
</p>
<script type="text/javascript">
var set = new CAPSet();
set.name = "Fast Sweeper";
set.move[1] = "Belly Drum";
set.move[2] = ["Acrobatics", "Drill Peck"];
set.move[3] = "Drain Punch";
set.move[4] = "Bullet Punch";
set.item = ["Flying Gem", "Sitrus Berry"];
set.ability = ["Volt Absorb", "Intimidate"];
set.nature = "Jolly";
set.evs.HP = 4;
set.evs.Atk = 252;
set.evs.Spe = 252;
document.write(composeSet(set));
</script>
[SET COMMENTS]
<p>
By far most common sweeper set
Flying Gem is preferred because it keeps Cawmodore from being handicapped until its item is used
So it can be used more freely early on in the game, as opposed to solely late game
It also makes it somewhat useable even without a Belly Drum
AcroGem may be able to pick off a kill on something that didn't want to allow you to set up for free, such as a Conkeldurr
Sitrus Berry is a more cautious option, better if you're not providing Cawmodore with lots of support as the sweeping centerpiece of the team, since it supports itself somewhat
If using Sitrus Berry, consider Drill Peck over Acrobatics so that Cawmodore isn't totally useless prior to consuming its item.
Volt Absorb is considerably better than Intimidate on this set, since it is very useful in guarding against Scarfed electric attacks or Thunder Wave
No investment in bulk means Intimidate just doesn't benefit this Cawmodore set as much
Teammates: Terrakion, CB Tyranitar, Wobbufett/Gothitelle, Memento, Screens</p>
<script type="text/javascript">
var set = new CAPSet();
set.name = "Sub Salac";
set.move[1] = "Belly Drum";
set.move[2] = "Substitute";
set.move[3] = ["Acrobatics", "Drill Peck"];
set.move[4] = "Drain Punch";
set.item = "Salac Berry";
set.ability = ["Intimidate", "Volt Absorb"];
set.nature = "Jolly";
set.evs.HP = 12;
set.evs.Atk = 252;
set.evs.SpD = 12;
set.evs.Spe = 232;
document.write(composeSet(set));
</script>
[SET COMMENTS]
<p>
232 Speed EVs outspeed Choice Scarf Starmie after getting Salac
12 HP EVs gives the necessary HP total that is divisible by 4, for easy Salac activiation, remaining 12 in SpD for most marginal benefit
Rather than BD immediately, Sub on the predicted switch to their Scarfer
Then BD, activate Salac, KO next turn
If possible to KO with Drain Punch, you will heal up a lot of the 75% you sacrificed
Sub is also very useful so you can set up on things like Ferrothorn
You can use Intimidate and lure Ferrothorn into using T-Wave, which you instead block with a free sub
Then BD and have +6 Atk, +1 Speed and a Sub up still, since Ferro can't break it
(-1 4 Atk Ferrothorn Gyro Ball (150 BP) vs. 12 HP / 0 Def Cawmodore: 41-48 (16.8 - 19.6%)
Notably, Volt Absorb Cawmodore's sub is broken by Ferrothorn, so Intimidate really does provide an easier set up opportunity in this case.
However, the lack of Bullet Punch is very noticeable at times, making sweeping harder
Once it is weakened first, this set is revengeable by priority
And it's not always easy to accurately predict your opponent's damage output so you can get Salac boost safely
Teammates: Terrakion, Wobbufett/Gothitelle</p>
<h2>Other Options</h2>
<p>
Lum/Chesto Rest
Quick Attack
Tailwind?
There's really not much...
</p>
<h2>Checks and Counters</h2>
<p>
Unaware Quagsire
Physically Defensive Skarmory because Whirlwind
If Cawmodore is using Drill Peck rather than Acrobatics, Hippowdown because Whirlwind too
Phys Def Zapdos
Checking Cawmodore offensively will be easier
Choice Scarf users that don't mind Bullet Punch
Keldeo, Politoed, Rotom-W, Starmie, and Heatran (watch out for Rain!)
Choice Scarf users need to fear SubSalac Cawmodore
Don't let it set up freely in the first place
Choice Scarf Garchomp's Earthquake or a Choice Scarf Latios at -2 after a Draco Meteor are liabilities
Some bulky things like Ferrothorn, need to be prepared to deal with Cawmodore as it tries to set up
More offensive teams in general will make it harder for Cawmodore to set up and sweep
</p>
GP: 0/2
I've copied the script format from the Malaconda analysis PttP did, to save some time later. Hopefully by spacing it out a bit, it's still readable for QC purposes.
<h2>Overview</h2>
<p>
Pros:
Great speed tier
Quite powerful after BD
Flying/Fighting great coverage + STAB priority
Drain Punch even heals
Unprepared teams more or less flat out lose
To some degree can pick and choose its threats with its ability
Cons:
Can be tricky to set up
Frail on the special side
Even on physical side, still kinda frail because BD sacrifices 50%
Often can be deadweight until late game
</p>
<script type="text/javascript">
var set = new CAPSet();
set.name = "Fast Sweeper";
set.move[1] = "Belly Drum";
set.move[2] = ["Acrobatics", "Drill Peck"];
set.move[3] = "Drain Punch";
set.move[4] = "Bullet Punch";
set.item = ["Flying Gem", "Sitrus Berry"];
set.ability = ["Volt Absorb", "Intimidate"];
set.nature = "Jolly";
set.evs.HP = 4;
set.evs.Atk = 252;
set.evs.Spe = 252;
document.write(composeSet(set));
</script>
[SET COMMENTS]
<p>
By far most common sweeper set
Flying Gem is preferred because it keeps Cawmodore from being handicapped until its item is used
So it can be used more freely early on in the game, as opposed to solely late game
It also makes it somewhat useable even without a Belly Drum
AcroGem may be able to pick off a kill on something that didn't want to allow you to set up for free, such as a Conkeldurr
Sitrus Berry is a more cautious option, better if you're not providing Cawmodore with lots of support as the sweeping centerpiece of the team, since it supports itself somewhat
If using Sitrus Berry, consider Drill Peck over Acrobatics so that Cawmodore isn't totally useless prior to consuming its item.
Volt Absorb is considerably better than Intimidate on this set, since it is very useful in guarding against Scarfed electric attacks or Thunder Wave
No investment in bulk means Intimidate just doesn't benefit this Cawmodore set as much
Teammates: Terrakion, CB Tyranitar, Wobbufett/Gothitelle, Memento, Screens</p>
<script type="text/javascript">
var set = new CAPSet();
set.name = "Sub Salac";
set.move[1] = "Belly Drum";
set.move[2] = "Substitute";
set.move[3] = ["Acrobatics", "Drill Peck"];
set.move[4] = "Drain Punch";
set.item = "Salac Berry";
set.ability = ["Intimidate", "Volt Absorb"];
set.nature = "Jolly";
set.evs.HP = 12;
set.evs.Atk = 252;
set.evs.SpD = 12;
set.evs.Spe = 232;
document.write(composeSet(set));
</script>
[SET COMMENTS]
<p>
232 Speed EVs outspeed Choice Scarf Starmie after getting Salac
12 HP EVs gives the necessary HP total that is divisible by 4, for easy Salac activiation, remaining 12 in SpD for most marginal benefit
Rather than BD immediately, Sub on the predicted switch to their Scarfer
Then BD, activate Salac, KO next turn
If possible to KO with Drain Punch, you will heal up a lot of the 75% you sacrificed
Sub is also very useful so you can set up on things like Ferrothorn
You can use Intimidate and lure Ferrothorn into using T-Wave, which you instead block with a free sub
Then BD and have +6 Atk, +1 Speed and a Sub up still, since Ferro can't break it
(-1 4 Atk Ferrothorn Gyro Ball (150 BP) vs. 12 HP / 0 Def Cawmodore: 41-48 (16.8 - 19.6%)
Notably, Volt Absorb Cawmodore's sub is broken by Ferrothorn, so Intimidate really does provide an easier set up opportunity in this case.
However, the lack of Bullet Punch is very noticeable at times, making sweeping harder
Once it is weakened first, this set is revengeable by priority
And it's not always easy to accurately predict your opponent's damage output so you can get Salac boost safely
Teammates: Terrakion, Wobbufett/Gothitelle</p>
<h2>Other Options</h2>
<p>
Lum/Chesto Rest
Quick Attack
Tailwind?
There's really not much...
</p>
<h2>Checks and Counters</h2>
<p>
Unaware Quagsire
Physically Defensive Skarmory because Whirlwind
If Cawmodore is using Drill Peck rather than Acrobatics, Hippowdown because Whirlwind too
Phys Def Zapdos
Checking Cawmodore offensively will be easier
Choice Scarf users that don't mind Bullet Punch
Keldeo, Politoed, Rotom-W, Starmie, and Heatran (watch out for Rain!)
Choice Scarf users need to fear SubSalac Cawmodore
Don't let it set up freely in the first place
Choice Scarf Garchomp's Earthquake or a Choice Scarf Latios at -2 after a Draco Meteor are liabilities
Some bulky things like Ferrothorn, need to be prepared to deal with Cawmodore as it tries to set up
More offensive teams in general will make it harder for Cawmodore to set up and sweep
</p>
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