Growlithe (QC: 0/3) (GP: 0/2)

sam-testings

What a beautiful face, I have found in this place
[OVERVIEW]

Pros
* Access to the ability Intimidate which allows it to be a physical wall.
* Growlithe has 6 resistances which allows it to switch into many attacks.

Cons
* Susceptible to entry hazards, especially Stealth Rock which wears it down quickly.
* Outclassed by Ponyta and Darumaka as a physical attacker, and Houndour and Torchic as a special attacker.
* Intimidate can be a double edged sword as it gives Defiant users such as Pawniard, which is one of the most common Pokemon in the tier, +1 Attack instead of -1
* Prevalence of Knock Off means that Growlithe needs to be very careful when switching in, as it needs its Eviolite to be effective.

[SET]
name: Physically Defensive
move 1: Will-O-Wisp
move 2: Flare Blitz
move 3: Wild Charge
move 4: Morning Sun
item: Eviolite
ability: Intimidate
nature: Impish
evs: 236 HP / 156 Def / 116 SpD

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

* Will-O-Wisp allows Growlithe to cripple physical attackers on the switch in
*Will-O-Wisp provides a way to cripple opposing physical attackers, and also deals slow damage over time, making it essential for Growlithe to do its job.
*Roar provides a way to switch and wear out opposing pokemon that Growlithe doesn't want to deal with, especially if a switch is expected and Stealth Rocks are set. It also provides a way to shut down setup sweepers such as Torchic and Shellder that would otherwise easily annihilate it. Burn Up can also be used for a stronger attack, at the cost of losing its typing as soon as it attacks and leaving it vulnerable to trapping
*Morning Sun is a fairly reliable form of recovery, and allows Growlithe to avoid being worn down

Set Details
========

*Bold is the preferred nature, increasing Growlithe's Defense and better enabling it to shut down physical attackers
*Intimidate further compounds Growlithe's walling capabilities, dropping opponents' Attack when it switches in
*The given EVs allow Growlithe to hit 25 HP / 21 Def / 19 SpD after Eviolite, making it very bulky, especially after Indimidate lowers foes' Attack

Usage Tips
========

*Growlithe is best switched into a physical attacker to capitalize on Intimidate, especially if a move it resists is expected.
*Avoid switching in on strong special attackers, as Growlithe's Special Defense is lacking and special attackers are unaffected by Intimidate
*Never switch Growlithe on Pawniard and Inkay, as Pawniard's Defiant and Inkay's Contrary mean that both will get a boost in attack from Intimidate.
*It is best used after the removal of Water-types such as Chinchou and Staryu, as they can easily KO it.
*Growlithe is easily walled by other Fire-types, as they resist its STAB.
*Growlithe should never be switched in on a pokemon that commonly carries Knock Off, as it is next to useless without its Eviolite.

Team Options
========

*Chinchou and Magnemite both work well with Growlithe to check its Water weakness. Chinchou does this especially well, as it is able to Volt Switch back to Growlithe on a predicted switch to a Grass-type.

*Grass-types work well with Growlithe, as they are able to check Growlithe's Water, Rock and Ground weaknesses, In return, Growlithe can deal with the Bug, Ice and Steel-types that would otherwise easily take care of Grass-types.

*Rapid Spin or Defog support is absolutely necessary to avoid Growlithe being worn down by entry hazards. Vullaby's immunity to Ground is also useful, however it also shares a Rock weakness with Growlithe.

*Spritzee can pass Growlithe Wishes, keeping it healthy. In return, Growlithe can check Steel-types that cause issues for Spritzee.

Other Options
========
*Flash Fire can be used if your team absolutely needs a check to Fire-types, but it has far less general utility than Intimidate.
*Flame Charge can aid in a sweep, but Growlithe should be used as a defensive pokemon, not an offensive one.
*Growlithe can run an offensive set with Flare Blitz / Flame Charge / Wild Charge / Close Combat, but it is generally outclassed by Ponyta as an offensive Fire-type. However, Ponyta has no way to get around Rock-types.
*Growlithe can run a Life Orb to boost its attacking power, but Growlithe benefits more from a boost in Defense from Eviolite.
*Thief can be used to steal items if Growlithe loses its Eviolite, but this can mean it is stuck with a useless item if the opponent runs an unexpected set.

Checks and Counters
========

**Water-types**: Water-types resist Growlithe's STAB, making bulky water-types especially difficult to deal with. They also hit super effectively, with Staryu and Chinchou both able to 2HKO it while taking negligible damage in return.

**Entry hazards**: As mentioned, Growlithe loses 1/4 of its max HP every time it switches in if rocks are up. This makes it impossible to do its job, and as such Growlithe absolutely needs Rapid Spin support to be effective.

**Ground-types**: Most Ground-types are able to 2HKO Growlithe with their STAB moves, and many have Rock as their secondary typing. Diglett deserves special mention, as its ability, Arena Trap, traps Growlithe. However, Growlithe is able to 2HKO

**Weather**: Although not very common, weather effects besides Sun are a huge issue for Growlithe. All of them reduce the potency of Morning Sun, and Sandstorm and Hail both deal chip damage to Growlithe. Meanwhile, Rain cuts Growlithe's STAB moves' power in half.

**Timburr**: Thanks to Guts, Timburr can easily switch into Will-O-Wisp and force Growlithe out, although it does not do well with a hot from Intimidate.

**Defiant/Contrary users**: These get a boost in attack thanks to Intimidate, but that simply means that Growlithe needs to avoid switching into them.
 
Last edited:
In a fair amount of places there's some p bad plagiarism. As I understand it you took this over with those already in and that's not your fault, but it needs to be changed. Look over last gen's analysis and reword the necessary parts.

When you take over an analysis, particularly one without qc checks, you should read it over yourself and fix things you see wrong. There's a lot of errors that are pretty obvious.

Overview:
- Add access to reliable recovery and wisp to pros, very important parts of it being a wall
- Don't see a particular need to mention darumaka, houndour, and torchic. Ponyta is the only one that has the same role and outclasses it by far the most

Set: change impish to bold

Moves:
- No need for two points on wisp
- Why specifically mention on the switch?
- the damage over time is not very relevant, would delete. The last part of that sentence is filler
- wouldn't mention roar and burn up here.
- you have no descriptions for flare blitz and wild charge

Usage Tips:
- Don't mention Inkay.
- 4th tip isnt very helpful / obvious stuff. remove
- 5th tip is not a tip
- 6th tip isnt good. sometimes you have to and its not so bad.
- add being cautious about using its attacking moves as weak armor onix/kabuto will want to switch into growlithe

Team Options:
- Staryu in hazard removal. Growlithe takes care of grasses for it

Other Options:
- flame charge would not be for sweeping, it'd be for helping it wall stuff by outspeeding them so it can wisp/recovery first
- pony does have a way around rock types, but its one time use and prediction reliant, so reword. note that close combat kinda sucks against the most common rock onix
- remove life orb
- remove ", but this can mean it is stuck with a useless item if the opponent runs an unexpected set." mention something about knock off.

Checks and Counters:
- Chinchou is also immune to wild charge
- ground types don't like wisp which is notable
- remove entry hazards, weather, timburr, and defiant/contrary sections

implement this all and let me know when you've done so, then I'll come back for another read over and finish off the check. hmu on discord w/ any questions you have
 

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