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[Final] Carracosta

Discussion in 'Gen 5 NU Analyses' started by The Real Elmo, Jun 7, 2013.

  1. The Real Elmo

    The Real Elmo Caterpie hungers...

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    On Wiki

    [​IMG]

    == General ==
    • The strongest physical Shell Smasher in NU
    • Amazing base 133 Defense
    • 3 amazing abilities, each with their own use.
    • Good physical and special movepools
    • Poor base 32 speed, which can be remedied by Shell Smash or Swift Swim


    == Turbo Turtle ==
    Carracosta (M) @ Life Orb / White Herb / Salac Berry
    Trait: Solid Rock / Sturdy
    EVs: 212 Atk / 56 SAtk / 240 Spd
    Naive Nature (+Spd, -Sdef) or Naughty Nature (+Atk, -Sdef)
    - Shell Smash
    - Stone Edge
    - Waterfall / Aqua Jet
    - Ice Beam / Hidden Power Grass

    • Shell Smash for victory!
    • Stone Edge and Waterfall are your STAB's of choice, but you can drop Waterfall for Aqua Jet if you want priority or if you choose a Naughty Nature, since you won't be outspeeding the same threats.
    • Ice Beam / HP Grass help with wallbreaking.
    • Solid Rock is the preferred ability if you use Life Orb, since Sturdy's usefulness is null'd by LO recoil.
    • 240 speed EV's let you hit 352 speed after a Shell Smash, which is enough to out speed positive natured base 110's like Archeops. 56 SpAtk guarantees a kill on a few choice walls who would otherwise stop your sweep, like Vileplume. The rest of the EV's are dumped into Attack.
    Calc's
    56 +2 SpAtk Life Orb Carracosta Ice Beam vs 252 HP/0 SpDef Eviolite Tangela: 132.34% - 155.69%
    56 +2 SpAtk Life Orb Carracosta Ice Beam vs 252 HP/0 SpDef Vileplume: 100% - 118.08%
    56 +2 SpAtk Life Orb Carracosta Hidden Power Grass vs 252 HP/4 SpDef Quagsire: 87.31% - 102.54%
    == Support ==
    Carracosta (M) @ Leftovers
    Trait: Solid Rock
    EVs: 252 HP / 252 Def / 4 SDef
    Impish Nature (+Def, -SAtk)
    - Stealth Rock
    - Stone Edge
    - Aqua Jet / Waterfall
    - Knock Off / Toxic

    • Carracosta can also function as a great physical wall in NU with his massive base defense.
    • Thanks to Solid Rock, Carracosta isn't one hit by even Super Effective hits (barring grass ones)
    • 252 Atk Choice Band Sawk (+Atk) Close Combat vs 252 HP/252 Def Carracosta (+Def) : 79.26% - 93.18%
    • Stealth Rock is your obligatory set up move.
    • STAB's for the same reason as the SS set
    • Knock Off or Toxic for support


    == Other Options ==
    • Choice Band
    • Rain Dance
    • Curse
    • Special Set
    • Earthquake / Superpower
    • Surf / Blizzard / Earth Power / Focus Blast / AncientPower


    == Checks and Counters ==
    • Bulky Grass and Waters. Tangela, Seismitoad.
    • Faster mons.
    • Priority (Gurdurr)
    • Status (scald Burns)
    • Trick
    [/hide]
     
    Last edited by a moderator: Jul 21, 2013
  2. Incon

    Incon I feel incapable of seeing the end.

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    Wow, I completely missed this. I think you covered just about everything. On tank set, I often like to run Aqua Jet in the fourth slot alongside Waterfall to nab some kills on weakened mons. It deserves a slash imo. Otherwise, I don't think there's much else to add.
     
  3. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Just one small nitpick is that Carra's base Speed is 32, not 33. It doesn't affect your speed points though.

    Is Substitute worth a mention anywhere? It can let him Sub up on a wall, and then Smash from behind it like Gorebyss does. I guess there's dat coverage problem, though...
     
  4. The Real Elmo

    The Real Elmo Caterpie hungers...

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    Ah, good catch Spoovo. *changes*

    I really don't see any point in adding a Sub mention, especially when you weigh the option of having move coverage.
    Since Carra is SO SLOW I can only see him getting up a Sub on a switch or on like Torkoal. Chances are the pokemon your opponent is switching in is going to be strong vs Carra and outspeed him, so chances are your sub is going to fall anyways as you SS and you'll be left with 25% less health than if you had just SS'd on the switch in the first place :/
     
  5. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Lol, fair enough. It was the only thing I could think of that might've been worth adding. :D
     
  6. Dzi

    Dzi So Nyuh Shi Dae

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    Approved.
     
  7. Incon

    Incon I feel incapable of seeing the end.

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  8. Alfalfa

    Alfalfa Underappreciated

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    Alfalfa
    Free bump
     
  9. Dzi

    Dzi So Nyuh Shi Dae

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    No need to bump a Skeleton that is not yet on the second page. :x
     
  10. Mylo Xyloto

    Mylo Xyloto if your world falls apart, i'd start a riot

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    I really think you should mention 252 Speed + Jolly since without it Serperior outspeeds Caracosta at +2. Serperior should probably also be added to C&C since it can revenge kill non-252+ Costa.
     
  11. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    updated

    {{Header}}
    {{Tier|BW2 NU}}

    {{Overview|With a great Water/Rock typing and access to Shell Smash, Carracosta acts as the tier's strongest physical user of the move. Huntail's lack of a movepool means it can't compete, and thus Carracosta has a fairly solid niche in NU. It's also a fairly solid pokemon for that matter, packing 74/133/65 defenses. It also sports a great offensive movepool on both sides of the spectrum, meaning the turtle can't so easily be walled.

    However, being pokemon, and there has to be a downside. Sadly, Carracosta's is its awful base 32 Speed, which is barely faster than the likes of Sunflora and Magcargo. This therefore makes things difficult for Carracosta when it comes to sweeping, because, even after a Shell Smash, it still isn't '''fast'''.

    However, when all is said and done, Carracosta is a prevalent threat in the NU metagame. Underestimate it at your peril.}}

    {{Set|Turbo Turtle|
    Carracosta @ Life Orb / White Herb / Salac Berry
    Trait: Solid Rock / Sturdy
    EVs: 212 Atk / 56 SAtk / 240 Spd
    Naive Nature (+Spd, -Sdef) / Naughty Nature (+Atk, -Sdef)
    - Shell Smash
    - Stone Edge
    - Waterfall / Aqua Jet
    - Ice Beam / Hidden Power Grass}}

    {{Comments|This is most likely what you'll see Carracosta doing in gen 5 NU. Shell Smash for victory!

    Stone Edge and Waterfall are the STAB moves of choice, however the latter can be dropped for Aqua Jet if you feel you need priority. Those who do can consider using a Naughty nature instead, as you'll pack more power overall, however you won't outspeed particular threats. With the given EVs and nature, Carracosta outruns Jolly Archeops and everything slower after a Shell Smash. The 56 Special Attack EVs help Carracosta break through would-be counters like Vileplume or Seismitoad after a Shell Smash, landing OHKOes on both with Ice Beam and Hidden Power Grass, respectively. Lastly, the remaining EVs are dumped into Attack for maximal sweeping power.

    The given hold items are a somewhat difficult choice. The Life Orb powers Carracosta up and helps it wall break, at the cost of only 10% HP per hit, and is the recommended choice, however only if you are using Solid Rock for the ability. Sturdy would be broken by Life Orb recoil, and thus is not a good idea. The White Herb cancels out Shell Smash's defensive drops after usage, giving Carracosta more bulk when needed. It functions best with Solid Rock, and gives Carracosta the chance to set up a second Shell Smash if it gets lucky. Lastly, the Salac Berry functions best with Sturdy, and can give Carracosta yet another Speed boost, reducing the need for a Naive nature and letting it outrun much more than it could previously. All three are perfectly viable, and all three are worth considering.}}

    {{Set|Support|
    Carracosta (M) @ Leftovers
    Trait: Solid Rock
    EVs: 252 HP / 252 Def / 4 SDef
    Impish Nature (+Def, -SAtk)
    - Stealth Rock
    - Stone Edge
    - Aqua Jet / Waterfall
    - Knock Off / Toxic}}

    {{Comments|Carracosta's amazing physical bulk can't be overlooked. Even Choice Band Sawk can't OHKO with its infamous Close Combat, to put things into perspective.

    Other than that, Carracosta is just a simple physical wall. It tanks hits, sets up Stealth Rock, and its obligatory STABs are there in slots 2 and 3. Aqua Jet is preferred over Waterfall this time, as this gives Carracosta some more utility in picking off weakened targets. Rock Slide can be used instead of Stone Edge if you're worried about not running a reliable STAB move however.

    Lastly, Knock Off and Toxic are in slot 4. Knock Off can strip opponents of their hold items, which is a godsend in the Eviolite and Leftovers infested tier of NU, while Toxic helps Carracosta break into opposing walls such as Alomomola or Tangela. Maximal physical defense is recommended to tank hits as well as possible, while the Leftovers are the listed hold item this time. The Rocky Helmet can be considered to help wear down physical threats, however.}}

    {{Options|Carracosta has a few other options available to it, with its movepool proving somewhat flexible. It makes a fairly efficient Choice Band user, thanks to its bulk, great Attack stat and access to priority in Aqua Jet. Superpower, Crunch and Earthquake are the most notable alternatives in its movepool, all of which can be considered for niche targets.

    The physically defensive set can use Scald if it can find room for it. If this seems like a good idea to you, simply go Relaxed instead of Impish.

    Curse is in Carracosta's movepool, and better adheres to its stat spread, however it doesn't improve Carracosta's sweeping chances any more than Shell Smash, making it a difficult option to recommend. The same practically applies to Rain Dance, because Carracosta has Swift Swim. It can use the two together, however it gets the same Speed boost from Shell Smash, yet with more power, and not just on its Water STABs either.

    Lastly, a fully special set can be considered. Carracosta has a respectable base 83 Special Attack, as well as access to Hydro Pump, Focus Blast, Earth Power, AncientPower, Ice Beam and various Hidden Powers. However, why use special Shell Smash Carracosta when you can simply use Gorebyss?}}

    {{Checks|The first answers to Carracosta would be physically bulky Grass-types, like Tangela and Leafeon. They can both tank a post Smash Stone Edge with impunity, and fire back a super effective Grass STAB for the KO. Carracosta may have Ice Beam to deal with them, but if it does, it therefore doesn't have Hidden Power Grass, meaning Quagsire and Seismitoad can walk over it. If it tries to handle both, it can't use both of its STABs, so it will always miss out on something important.

    Choice Scarfed Electric-, Fighting- and Grass-types like Rotom-S, Sawk and Sawsbuck can all outrun Carracosta after a Shell Smash, as can anything faster than a base 110, and fire back a super effective STAB for an easy kill. The likes of Zebstrika, Electrode and similar are faster than +2 Carracosta without even running a Choice Scarf, which is a bonus.

    Priority from bulky opponents like Gurdurr can shut Carracosta up. Gurdurr is about the only good example of this in the NU tier, as Mach Punch is the only priority that hits Carracosta for super effective damage, and there aren't really any bulky Sucker Punch users in NU. Gurdurr is a great answer to Carracosta sets though, even scaring the support set due to it welcoming a Toxic.

    Prankster pokemon like Volbeat can easily Encore Carracosta into repeatedly Shell Smashing, however Volbeat may find itself eating an Aqua Jet as punishment. If the opponent can Trick a Choice item or burn Carracosta with Will-o-Wisp or maybe Scald, Carracosta can consider itself crippled.}}

    {{footer}}