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[Final] Throh

Discussion in 'Gen 5 NU Analyses' started by Spoovo The Pirate, Jun 20, 2013.

  1. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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

    {{Overview|The bulkiest Fighting-type in the game (aside from Fist Plate Arceus) has, against all competitive logic, found itself lost in the bottom competitive tier.

    While this doesn't make sense, what does make sense is that Throh is a solid defensive roadblock, acting as a complete full stop for... almost everything NU has to offer. So why is it so rarely used, you ask? Well, that's because between Hariyama and Gurdurr, Throh is pretty much outclassed. It may be REALLY bulky, but that's literally all it is.

    However, don't disregard the sumo just yet! It may be outclassed by Hariyama and Gurdurr, but if it works hard enough, it can succeed as a combination of the two - Guryama, if you will. It also has Mold Breaker, something neither of them have. Sawk does too, but it lacks Throh's insane bulk, meaning if you add these qualities together, and you have a bulky Fighting-type that hits surprisingly hard, and is near impossible to actually kill.}}

    {{Set|Up Chuck|
    Throh @ Leftovers / Chesto Berry
    Trait: Guts
    EVs: 252 HP / 4 Def / 252 SDef
    Careful nature (+SDef, -SAtk)
    - Bulk Up
    - Circle Throw / Storm Throw
    - Sleep Talk / Payback
    - Rest}}

    {{Comments|As sets go, this is about as hybridised as you'll ever get. It combines the Bulk Up + status absorbing ability of Gurdurr, with the immediate bulk + status absorbing ability of Hariyama, and some moves unique to it so that it actually sticks out.

    With max special bulk, almost no special attack will break Throh here, giving it plenty of time to set up Bulk Ups against whatever's trying to damage it. Once it's set up enough Bulk Ups, it can simply go to sleep with Rest, and 'throh' all their hard work out the window. That being said, it's pretty obvious that Bulk Up is the staple move on this set. Changing out for something else would just be silly.

    Circle Throw and Storm Throw are Throh's STAB options for this set. The former effectively lets him phaze out whatever switches in - whilst at the same time attacking - helping immensely to soften up the opponent's team, especially in tandem with entry hazards. Storm Throw on the other hand is a great move to use in Bulk Up battles. Seeing as it always deals a critical hit (unless the opponent has an ability that prevents it, such as Battle Armor), it will override the opponent's defense boosts and hit them for serious damage, thus almost guaranteeing that Throh will win the Bulk Up war. Being a move that's almost exclusive to Throh, it's very worthy of its listing.

    Sleep Talk in slot 3 allows Throh to be somewhat useful while it sleeps,and also lets it absorb sleep without little consequence, not to mention activating Guts at the same time and boosting its power. However, if Ghost-types like Misdreavus are around, having only a Fighting STAB would not be a recommended option due to ghosts being immune to them. It is therefore a good idea to give Payback a try if your team can't reliably remove Misdreavus, Haunter and friends via other means.

    Finally, Rest is another highly important move for Throh, being both its recovery option and Guts activation at the same time. When combined with Sleep Talk, it can actually be relied on for the 66% chance it'll have of picking a useful move. However, when Sleep Talk isn't present, you can instead use the Chesto Berry to wake our sumo friend up instantly and let him continue fighting. He won't make use of Guts like that, but it comes with the boon of greatly increasing his sweeping chances.

    The two hold item choices are the Leftovers and the Chesto Berry. As previously mentioned, the Chesto Berry should be used when Throh lacks Sleep Talk. It therefore stands to reason that the Leftovers would be the more recommended item choice when Throh HAS Sleep Talk. That steady recovery will make it a lot easier for him to restloop, as well as reducing the need to use it in the first place.}}

    {{Set|Super Duper Sumo|
    Throh @ Choice Band / Fist Plate / Leftovers
    Trait: Mold Breaker / Guts
    EVs: 208 HP / 252 Atk / 48 Spd
    Adamant nature (+Atk, -SAtk)
    - Superpower / Storm Throw
    - Earthquake
    - Payback
    - Ice Punch / Stone Edge}}

    {{Comments|Offensive Throh may seem a little unexpected, but it's a small niche that's available, being a bulky Mold Breaker user. The other three notable pokemon in the tier with Mold Breaker - Rampardos, Pinsir and rival Sawk - are all fairly frail, and thus Throh can act on this, by using Mold Breaker whilst also being able to take a hit here and there.

    This time Throh goes Adamant and maxes out his Attack, as that optimises his killing potential, with 48 Speed EVs letting him outrun Regirock, Piloswine and other base 50s, and the remains going into HP for bulk. The Choice Band offers superb - and surprising - power at the cost of locking Throh into one move. However, this isn't a huge problem, as Mold Breaker makes him a lot harder to wall. As long as you don't mindlessly spam Superpower, you should be fine. The Fist Plate is useful in the Choice Band's place for bluffing said Choice Band, and can always be considered, while the Leftovers are useful on something with as much bulk as Throh, and again always worthy of consideration.

    Superpower in slot 1 is the main STAB this time, hitting for amazing power when bolstered by a Choice Band, 2HKOing offensive tank Regirock and seriously hurting just about everything else in the tier. Storm Throw is listed after it because it doesn't lower Throh's stats after usage, hits for a solid 80 base power (taking the guaranteed crit into account), and also bypasses any Defense boosts that may be lurking, meaning it can efficiently revenge kill the likes of Bulk Up Gurdurr.

    Earthquake may seem odd being listed on the same set as a Fighting-type STAB, due to the two moves boasting very similar neutral coverage, but Mold Breaker makes this move usable as it overrides Levitate and lets Throh hit threats like Haunter and Eelektross with a painful Earthquake. Payback is listed in slot 3 as it has perfect neutral coverage alongside the Fighting STAB in NU (aside from the rare Croagunk, who's mauled by Earthquake). Seeing as Throh is nice and slow, he'll often move second, and thus Payback will have double power.

    Finally, Ice Punch and Stone Edge are the moves available in slot 4. Ice Punch is used mostly for threats such as Altaria and Torterra, scoring a clean OHKO on any Altaria and almost any Torterra (assuming Choice Band), as well as hitting random things like Roselia harder than anything else Throh has access to, while Stone Edge has slightly better utility on average, hitting the Flying-types that Throh hates for super effective damage. Its horrible accuracy is a big drawback, and perhaps the main reason it's listed AFTER Ice Punch, but the coverage it provides is exceptional.

    Mold Breaker may be the primary ability, but Guts also gets a listing here too, as Guts Throh can inflict some serious damage when burned. If he's holding a Choice Band at the same time, it's effectively a 225% power boost, or the equivalent of 738 Attack, which is higher than Choice Band Rampardos.}}

    {{Options|Throh has a few other moves available to him, such as Fire and ThunderPunch, Low Kick, Poison Jab and Body Slam, but there are very few reasons to use one of these moves over the ones listed.

    With his sheer bulk, Throh can also act in more of a supporting role if your team really needs it. He has access to Sunny Day, Rain Dance, Knock Off, a slow Taunt, and also Circle Throw for phazing. This is generally considered a waste of his potential, though. Throh is too slow to attempt anything that requires Speed, such as a Choice Scarf set or Endure + Reversal, and it also gets Pain Split for some reason. However, that will almost always backfire due to Throh's ridiculous base 120 HP stat.}}

    {{Checks|Among NU pokemon, Throh is considered one of those that just doesn't die, along with Alomomola and Tangela. Because of this, finding something that directly threatens it is not easy.

    Choice Specs Exeggutor is a decent example of something that does, being faster than either set, unthreatened by an unboosted Payback (although it will still hurt) and able to 2HKO the defensive set with Psychic. The offensive set is also easily OHKOed, meaning it likely won't get a chance to use Payback without prediction. Other bulky Psychic-types like Musharna do well, seeing as Musharna is slow enough to not be threatened by Payback (unless it switches into it), and it can set up Calm Mind in Throh's face if it lacks Circle Throw, then annihilate it with Psychic or Psyshock. Frailer Psychic-types such as Gardevoir are also decent choices, providing they can actually switch in safely.

    Swellow has trouble switching in, but will seriously harm Throh with its absurdly powerful STAB Brave Bird. After a Guts boost as well, Throh will have trouble taking the hit even after a Bulk Up boost.

    While defensive Misdreavus is somewhat threatened by both sets, it can shut both down with the right moves. Taunt practically stops defensive Throh in its tracks due to at least 50% of its moveset relying on not being Taunted, and then wear it down with constant Pain Split and Shadow Ball abuse. However, Misdreavus can't risk burnin defensive Throh because of Guts, and Throh's Paybacks will begin to hurt over time if Throh has it and not Sleep Talk. Against offensive Throh, as long as Misdreavus doesn't switch into a Choice Band Payback, it can ruin Throh by simply burning it with Will-o-Wisp.

    SubDisable Haunter is in a similar boat to Misdreavus in spite of its extreme frailty. As long as it can switch into defensive Throh safely, it can Disable its Payback and wall it from there. If Throh has Sleep Talk, it doesn't have Payback, and thus Haunter walls it anyway under those circumstances.

    Prankster Whimsicott and Volbeat can take complete advantage of Throh by Encoring it into Bulk Up, Rest or Sleep Talk and abusing the situation by either bringing in a set up sweeper of their own, whittling Throh's HP away from it (in Whimsicott's case), or Baton Passing a Tail Glow to a sweeper (in Volbeat's case).}}

    {{footer}}
     
    Last edited: May 24, 2015
  2. Sakuya Izayoi

    Sakuya Izayoi love to hate

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    Might also want to list down that Guts boosts Throh's Attack when it is asleep, so should Sleep Talk choose Circle Throw, it will definitely hurt. Plus, should Throh be faster than the opponent, he will throw off the opponent before he even moves.
     
  3. The Real Elmo

    The Real Elmo Caterpie hungers...

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    Guts needs be slashed or mentioned for CB Throh. I used the set in NEU for a while and it is absolutely amazing how many bulky waters you can switch into and get a free burn. CB + Guts Burn = ridiculous levels of damage (2.25 total multiplier I believe) ^_^
     
  4. Epikhairz

    Epikhairz Delta Stream

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    Looks good - C&C is just missing a few things. Swellow needs to be added, as a STAB Guts Brave Bird is going to hurt. A lot. Also, Gardevoir is also worth a mention as its able to hit with STAB Psychic and fears only Payback.
     
  5. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Man, how'd I mistake it for Sawk? xD

    I'll get those changes made after this random work thing I gotta do. :3

    EDIT: OK, updated. :D
     
    Last edited: Jun 21, 2013
  6. Dzi

    Dzi So Nyuh Shi Dae

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    Trick cripples Throh really bad.

    Approved
     
  7. The Real Elmo

    The Real Elmo Caterpie hungers...

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  8. Incon

    Incon I feel incapable of seeing the end.

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