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Thread: Community POTW #038

  1. #1
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    Default Community POTW #038

    Time for the next Pokémon of the Week, and week 2 in our celebration of Diancie and the Cocoon of Destruction.

    This week, we have a Kalos Pokémon



    It's Carbink, the Rock/Fairy-type Pokémon, somehow related to Diancie, who can do some serious stalling if properly set up.

    http://www.serebii.net/pokedex-xy/703.shtml

    Go nuts

    Note: We were going to do Diancie this week, but without enough time to properly test it, and with its Mega Evolution, we're delaying it until after ΩRαS

  2. #2
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    Doubles: Carbink @ Light Clay
    Calm nature
    Clear Body / Sturdy
    252 Hp / 252 SDef / 4 Def
    - Safeguard
    - Reflect
    - Light Screen
    - Moonblast

    Some support moves and Moonblast to not be Taunt bait. Beware of Scizor and you have a very bulky Dual Screener.
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    Carbink… Its bulky and can be annoying in Battle Maison Super Doubles/Multi but I don’t think highly of it.

    One Smogon article referred to Carbink as a cousin of Shuckle and I am inclined to agree. Poor HP, offenses and speed in exchange for great defenses; that’s Carbink and Shuckle in a nutshell. The problem is that Carbink’s defenses are not as impressive as Shuckles (though its other stats are “better”) and the fact that a quad weakness to Steel is painful with Scizor running around. That and Carbink gets worthless abilities.

    I’m not a Shuckle
    Carbink (Sturdy)
    Item: Light Clay/Leftovers/Rocky Helmet
    -Reflect
    -Light Screen
    -Stealth Rock/Trick Room
    -Moonblast/Toxic/Trick Room/Safeguard
    Nature: Bold (+DEF, -ATK) or Calm (+SDEF, -ATK)
    EVs: 252 HP/128 DEF/128 SDEF

    The one thing Carbink can do that Shuckle can’t is set up screens. And boy it does that well, considering its defenses and overall survivability. Stealth Rock is the king of entry hazards and is always deserves serious consideration. While Carbink may be on the fast side for Trick Room, with the right team this can be devastating. Final move is up for preference; Moonblast prevents Carbink from struggling with taunt, but any death by Carbink will be agonizingly slow. Toxic is another way Carbink can kill, while Safeguard rounds out the screen trifecta.

    Other Options

    -Substitute
    Many pokemon get it and it is a great move under the right circumstances

    -RestTalk
    Only viable form of healing outside of Leftovers Carbink has. Invoke the inner Shuckle

    -Guard Swap
    Boost your partner’s defenses in doubles… Yeah Reflect and Light Screen are better

    -Clear Body
    To block the occasional freak Screech or Fake Tears
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    Carbink. Well, I'm a little fenced to say the least. New Pokémon means new territory, but the stats scream Shuckle clone. It's less bulky and more offensive than Shuckle, but not by much.

    Stats:
    -HP - Mediocre - Base 50 HP is worrisome. Reaching 304 with full EV training is a problem.
    -Attack - Bad - Similarly grim, Attack is a letdown without Power Trick or Power Split. Which is a disappointment for a Rock Type.
    -Defense - Incredible - Base 150 Defense helps alleviate the low HP, but beware of Steel...
    -Sp.Atk - Bad - The grim part of being a Fairy Type is not having the stats to use Moonblast to best effect.
    -Sp.Def - Incredible - Base 150 Sp.Def also helps alleviate low HP, but Flash Cannon is, fortunately, less common than Physical Steel-Type Moves.
    -Speed - Borderline (Trick Room) - Base 50 Speed + Trick Room won't really help Carbink go offensive at all with low offenses.

    Abilities:
    -Clear Body - A great Ability for tank-y Pokémon, a Carbink with this Ability is immune to things that debuff Stats.
    -Sturdy (Hidden, Available [Horde Battle]) - Despite the high defenses, Carbink's low HP and a Quad-Weakness makes Sturdy a viable option.

    Overall, Carbink is not quite a Shuckle clone, but fights with similar tank-n-spank tactics. Sandstorm immunity, Toxic, Stealth Rock, double screens + Safeguard, Rest recovery, Swagger + Psych Up, Guard Split, and Skill Swap are typical things in the arsenal of a tank that Carbink has access to. Unfortunately, Steel wrecks Carbink and it has Weaknesses to Water, Grass, and Ground (2 of which are quite common Move-Types used in Battles).
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    Carbink is used in triples to set up the Sturdy Shedinja. Lead with Carbink and your Final Gambit users (like Accelgor, Staraptor, Lucario). Make sure Carbink is not the center. Turn 1 you use both Final Gambits, while Carbink sets up Trick Room. Bring in Shed (with Safety Goggles) at center and (say) Ferrothorn, because slower than Carbink and packs Worry Seed, at the wing. Turn 2 Ferro Worry Seeds to give Shed Insomnia, then Carbink Skill Swaps with Shed. Shed gets Sturdy while Carbink gets Insomnia. Turn 3 Ferro Thunder Waves Shed while Carbink goes Explosion. Replace Carbink with (say) Umbreon and go from there.

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    Last edited by pika250; 13th July 2014 at 5:44 PM.
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  6. #6
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    Staller

    Carbink @ Leftovers
    Calm
    Sturdy
    252 HP / 120 Def / 136 SDef
    - Moonblast
    - Toxic
    - Protect
    - Stealth Rock/Light Screen/Reflect
    Last edited by Del Mundo; 13th July 2014 at 5:42 PM. Reason: typo


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  7. #7
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    This Pokemon is mediocre at best, but it is good for a couple things-

    Set- Up With no Punch Line:
    -Light Screen
    -Reflect
    -Safeguard
    -Stealth Rock
    Item Atached: Light Clay
    Ability: Sturdy
    EVs and Nature:
    EVs: 252 Def 252 Sp.Def 4 HP
    Calm Nature/Bold Nature

    Other Options:
    Protect is good for stall, if partnered with Toxic.

    Keep Calm:
    -Calm Mind
    -Moonblast
    -Power Gem/Ancient Power
    -Rest/Psychic
    Item Attached: Chesto Berry/Leftovers
    Ability: Clear Body/Sturdy
    Evs and Nature:
    EVs: 252 Sp.Atk 252 Sp.Def 4 Def
    Calm Nature/Bold Nature

    Other Options:
    Hidden Power Fighting or Fire to scare away the mean Steel Types, to which Carbink is 4x weak to.
    Round is plausible for a Round-based team.
    Sleep Talk isn't terrible on it with Rest and Leftovers.
    Last edited by tmbocheeko; 14th July 2014 at 12:06 AM.
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    Stats
    Oh lord. Carbink's defenses are astronomical. 150 each? Hell yeah! However, that's it for useful stats. 50 HP/Atk/SpAtk/Spd isn't great, but at least it can abuse Gyro Ball.

    Movepool
    Setup-wise, there's Dual Screens, SR, Safeguard, Skill Swap and TR. Dammit, such a useful selection, and no Prankster. Specially, Moonblast, DGleam, Power Gem, Ancient Power and Psychic. OK, but it can't attack really. Physically, Gyro Ball, Rock Slide, Stone Edge and Explosion are the better(?) choices. Still, same issues as the special movepool. It's not got the stats to attack that well.

    Abilities
    Clear Body and Sturdy are the choices. Clear Body is a bit meh, and with those weaknesses, getting at least SR up is useful. So use Sturdy.

    Set
    Diamond in the rough.
    Carbink@Light Clay
    Sturdy
    Brave
    252 HP, 128 Def, 128 SpDef
    -Gyro Ball
    -Reflect
    -Light Screen
    -SR

    Simple lead set, open with SR and dual screening, then Gyro Ball to stop it Struggling under Taunt. Gyro Ball over other attacks because Gyro Ball relies on Carbink being slow, and that is kind of a given with Carbink.

    Counters
    Hit it on a weakness, Steel especially. It doesn't get Taunt, meaning Mega Scizor can SD all over it and OHKO with Bullet Punch at its leisure. It also only really has Rest for self-healing, so just keep hitting it and it will eventually keel over.

    Pros/Cons
    +Awesome defenses.
    +Good setup movepool.
    -All its other stats are poor.
    -Can't really attack too much.
    Last edited by Ironthunder1604; 13th July 2014 at 7:34 PM.
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    This pokemon is a good dual screener. If you try to use it differently then it won't work very well. Best as a support pokemon.

  10. #10

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    First off, if there is anything that needs to be established at all, its that Carbink NEEDS Sturdy over Clear Body. Clear Body's main use is shrugging off Sticky Web and Intimidate, neither of which Carbink cares about due to having poor offenses and crap speed to begin with. Sturdy guarantees it'll survive long enough to do something, and it also is the difference between it and Diancie.

    Of course in general you'll see it mostly in lower tiers.

    With that said, lets move on.

    Screen Settler
    Carbink @ Leftovers
    Natures: Bold/Calm
    EVs: 252 HP/252 Def/4 Sp.Def OR 252 HP/252 Sp.Def/4Def
    -Stealth Rock
    -Reflect
    -Light Screen
    -Moonblast/Power Gem/Toxic

    An Incredibly standard set for Carbink. Stealth Rock is a handy hazard that controls your opponent's switching, and it has the bulk to run both Screens to support your team. Moonblast is Carbink's most reliable way to hit anything, especially in lower tiers, and prevents it from becoming complete Taunt fodder. Power Gem is a nice alternative for hitting many wea

    Though Light Clay is a common option, the lack of reliable healing and the extra bulkiness from behind hazards makes Leftovers a much better tool if you need to set up Hazards or Screens again. Rocky Helmet also appears as an alternative but it lacks any form of recovery to continuously wall.

    Bold allows it to take any Neutral hits with ease, allowing it to wall as it sets up screens with little difficulty. Resistances to common physical Fire, Flying, Bug, Dark, and an immunity to Dragon allow it to endure plenty on the physical side. It also is able to take Non-STAB Earthquakes as well.

    Calm on the other hand has the benefit of allowing it to endure hits from Bulky waters that attempt to switch in to stop your set up and also allow it to switch in on powerful Fire type STAB from the likes of Eruption Tylphlosion.

    Team Options: Carbink benefits quite a bit from having Clerics for support. Due to its low Health, most common Wish Passers can buff it back up with ease, and heal bells deal with it being vulnerable to all forms of status. It also appreciates bulky waters to deal with some of its common weaknesses. A Scarfed attacker is a good way to shut down set up sweepers who come in on Carbink who lacks in the offensive presence to keep the likes of Feraligatr off of him.
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    Quote Originally Posted by pika250 View Post
    Carbink is used in triples to set up the Sturdy Shedinja. Lead with Carbink and your Final Gambit users (like Accelgor, Staraptor, Lucario). Make sure Carbink is not the center. Turn 1 you use both Final Gambits, while Carbink sets up Trick Room. Bring in Shed (with Safety Goggles) at center and (say) Ferrothorn, because slower than Carbink and packs Worry Seed, at the wing. Turn 2 Ferro Worry Seeds to give Shed Insomnia, then Carbink Skill Swaps with Shed. Shed gets Sturdy while Carbink gets Insomnia. Turn 3 Ferro Thunder Waves Shed while Carbink goes Explosion. Replace Carbink with (say) Umbreon and go from there.

    https://www.youtube.com/watch?v=ciuAcwbny6w
    I'm with this guy, this is funny lol I think the only way to kill it is leach seed otherwise it cannot be killed so yah lol carbinks just dies to scizor real fast
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  12. #12

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    Carbink@Light Clay/Leftovers
    Impish Nature
    Sturdy
    252 HP/252 Def/4 Sp.Def
    -Rock Tomb
    -Toxic
    -Stealth Rock/Rest
    -Reflect/Sleep Talk

    Carbink is one of the only Fairies with the most Def of them all, tied only with Diancie, her better looking and more popular sister in high school that everyone loves and wants to go out on a date with and have for just one night even though it'll probably be everything lesser than their expectations and then they'll go home and never get a return call and six years later you see her again on some soap opera that you had only just heard about and you decide to call her to meet up again but she never answers even though you left a lot of messages for her and you're like we danced at the high school prom the least you could do is acknowledge my existence you stuck up-

    Ahem.

    As such, this set aims to use Carbink to her fullest potential, having all of this Defense. Use Light Clay or Leftovers if you're using Reflect, to raise your defense even higher, or Rest and Sleep Talk, for longevity. Rock Tomb may seem useless, but given Carbink's poor movepool, having some support would be appreciated. Ideally, you'd want to switch into something you can tank, and then toss Rock Tombs to lower their speed for you or another pokemon to handle. Considering the Sticky Web wars, this can be advantageous. Toxic is a copy and paste move for stallers, but it's a good choice considering the pokemon Carbink can't poison are Steel and Poison types, which Carbink would prefer not to encounter in a dark alley. Impish is the nature of choice, in order to give her all the defense she can have, and the EV spread is optimized as such. Using Light Clay is prefered, as it can give the team a much needed Defense boost, and helps maintain momentum. And because of Carbink's low HP, it can benefit from just about any Wish partner imaginable. Speaking of momentum, Carbink gets Stealth Rock, and with a plan for longevity in mind, setting these up over and over again will be a cinch. Oh, and Sturdy is there because Carbink will be switching around, and any Steel type attack will destroy her, and a strong Wish can easily bring her back to full HP.

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    Quote Originally Posted by Ckeen View Post
    I'm with this guy, this is funny lol I think the only way to kill it is leach seed otherwise it cannot be killed so yah lol carbinks just dies to scizor real fast
    Actually, it gets killed by Poison, Leech Seed, Burn, (if switched in: Stealth Rocks, Spikes), (if not holding Safety Goggles: Sandstorm and Hail).
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    Quote Originally Posted by tmbocheeko View Post
    Actually, it gets killed by Poison, Leech Seed, Burn, (if switched in: Stealth Rocks, Spikes), (if not holding Safety Goggles: Sandstorm and Hail).
    Also anything with Mold Breaker or its equivalent. In addition, the strategy necessitates that Ferrothorn T-waves Shedinja, negating poison and burn. This still leaves Shedinja vulnerable to Confuse, Curse (ghost), Rocky Helmet, Rough Skin, and Iron Barbs.
    Last edited by Mestorn; 14th July 2014 at 1:46 PM. Reason: Forgot stuff...
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    Ah, its Carbink. A pokemon I used for the first week of XY and no longer, because frankly, its garbage. Outclassed by Deoxys-Speed and after the recent banning of it, outclassed by Azelf for everything it wants to do. Dual Screens+Hazards is done by Azelf plus much, much more. Azelf has taunt, offensive presence, and some nifty coverage that allows it to pick off some huge threats in the OU tier. but alas, this is the POTW for carbink, not Azelf. So while I mentioned it is pretty much outclassed in standard play, I will list the things it can do.

    Suicide Lead
    ~~~~~~~~~~
    Carbink @ Light Clay

    -Light Screen
    -Reflect
    -Stealth Rock
    -Explosion
    Trait- Sturdy
    EVs-252 HP, 252 SDef, 4 Def
    ~~~~~~~~~~~~~~~~~~~~
    This set, while wildly outclassed by Azelf, has some (hilariously) niche use in NU with the ability to set up screens, rocks, and subsequently die or explode for a free switch into a teammate. Unfortunately, due to the lack of taunt, this set is easily anti-lead, and it may not even set up rocks or a single screen. This makes Uxie the normally much better choice, who itself is an outclassed option because of the fact the Meowstics are in the tier. Only use Carbink if you really like it.

  16. #16
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    Even a normal diancie with similar stats and bigger movepool have the same problems.. it's shuckle V.2 except it's weaker defensively, has a better typing,terrible offenses but at least usable somehow (better than 20) still won't reccomend using attacking moves.
    Needlesly to say Diancie is better in all aspects not to mention she got a mega aswell.

    So:
    Mini Diancie (would be great if it would be 5th gen hyper offense but.. maybe still useable)
    @Light Clay
    Ability:Sturdy
    EVs: 252 HP (in 100% of sets) 252 defense (fairy with high defense so abuse it),4 sp.defense
    -Stealth Rocks/Trick Room
    -Reflect
    -Light Screen
    -Explotion

    If you are using this guy for offense you are using the wrong pokemon it's outclassed by so many pokemons.. his biggest niche is being the only physically bulky fairy type and having the combination of SR with screens making him a good supporter..
    Sadly he doesn't get access to volt switch or U-turn forcing it to run Explotion for gaining any glimpse of momentum lost..

    Not reccomended in OU even Diancie probably won't be OU (maybe cause of her mega)

    Trick room might be a nice surprise though you are slow so you can set up screens and then exploud in 2 turns then start to set up something (dat swords dance NU feraligatr)


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  17. #17
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    Carbink. What could've been a interesting wall ended up mediocre and overshadowed by tons of others. Namely, Shuckle, whose base stats are somewhat similar, although it has much better defenses. Sure, Carbink has higher Attack, Special Attack, and Speed, but those unfortunately don't do much for it as a wall. What Carbink does have over Shuckle, however, is dual screens, but in this case as well, there are plenty of better screen setters, such as Meowstic. Carbink's Fairy typing is another slight niche over Shuckle, but combined with Rock, it leaves it with a painful 4x weakness to Steel begging to be exploited. Well, at least it has Dragon type immunity, for what its worth.

    Abilities:
    Clear Body: Normally, this wouldn't be too bad an ability for plenty of Pokemon, but for something like Carbink, who is often only used to set up screens, then explode, opponents are more likely to raise their own stats than lower Carbink's.
    Sturdy: A decent ability for Carbink, as it prevents the OHKO from any Steel type attack.

    Dual Screens
    - Reflect
    - Light Screen
    - Stealth Rock/Trick Room/Safeguard
    - Explosion
    Item: Light Clay/Leftovers
    Ability: Sturdy
    Nature and EVs: Impish(+Def, -SpAtk), 252 HP/252 Def/4 SpDef

    Generally what you can expect to see on most Carbinks. Prepares the field with screens and rocks, then exits with Explosion to give a free switch in to your next Pokemon.

    Toxic Stall
    - Toxic
    - Rest
    - Sandstorm
    - Reflect/Gyro Ball/Explosion
    Item: Leftovers/Chesto Berry
    Ability: Sturdy
    Nature and EVs: Impish(+Def, -SpAtk), 252 HP/252 Def/4 SpDef

    It's nothing amazing, but Carbink runs a semi-decent toxic stall set in addition to a Sandstorm set up, boosting it's Special Defense and adding on some more damage at the end of the turn. Reflect can cover up the Physical side, although it can be replaced with an attacking move to prevent being completely shut down by Taunt.

    Alright, with all the boring, expected sets out of the way, time to show you some offensive sets that are most likely complete garbage and aren't likely to work in any situation.

    Even if you sharpen it, it's still only a pebble. It's not likely to hurt anything.
    - Sharpen/Substitute
    - Trick Room
    - Gyro Ball/Stone Edge
    - Explosion/Stone Edge
    Item: Leftovers/Normal Gem
    Ability: Clear Body/Sturdy
    Nature and EVs: Relaxed(+Def, -Spd) or Brave(+Atk, -Spd), 252 HP/128 Atk/128 Def

    Physically offensive Carbink, an unexpected "threat" for your opponent that might actually win you the game. Or maybe it will just have them laughing at the pathetic offensive Carbink set that gives them no trouble. Sharpen raises your Attack by 1 stage, which may not seem like much, but that's probably because it's not. Well, perhaps a Normal Gem boosted Explosion may pose some threat? ...Actually, forget this set. If you're going to be running an offensive Carbink, you might as well as run special.

    Keep Calm and Kill Dragons...or at least try to.
    - Calm Mind
    - Trick Room
    - Moonblast
    - Power Gem/Ancient Power/Explosion
    Item: Leftovers
    Ability: Clear Body/Sturdy
    Nature and EVs: Relaxed(+Def, -Spd) or Quiet(+SpAtk, -Spd), 252 HP/128 Def/128 SpAtk

    Ah, now this is a good offensive Carbink set. Well.. as good as it gets, really. Set up with Calm Mind and attempt to bring up your Special stats to the point where it may actually threaten something. Moonblast, at the very least, gives you a wonderful attacking type that is supereffective against the ever-common Fighting and Dragon types. Last move is filler, Power Gem is decent, you can pray for Ancient Power's all-stat boost, or you could just settle with Explosion's reliable power(although coming off of Carbink, it still isn't much).

    Other Options
    Carbink isn't exactly the most versatile of Pokemon. It's movepool is simply too limited to be able to bring much to the table.
    The Swagger/Psych Up combo is a way to increase Carbink's Attack more efficiently then Sharpen. But Sharpen isn't much of a standard to put things against...
    A ResTalk set may bring you some fortune, but poor offensive stats don't mesh well with the strategy.
    Rock Tomb lowers the opponent's Speed by one stage, which can set them up to be revenge killed or force switch outs.
    Nature Power (aka Tri Attack in PvP) can be used in special sets for a chance to burn/freeze/paralyze your foe, if you're feeling lucky.
    Rocky Helmet damages foes who come into contact. It's... not much, but worth a mention.

    Double and Triple Battle Options
    Carbink plays very similarly in Doubles/Triples as it does in Singles, usually just setting up screens. Out of the depths of its not so deep movepool, however, comes one gimmicky move that gives it this subpar alternate set...

    Pebble in the Rough
    - Reflect
    - Light Screen
    - Trick Room/Safeguard
    - Guard Split
    Item: Leftovers/Light Clay
    Ability: Sturdy
    Nature and EVs: Impish(+Def, -SpAtk) or Relaxed(+Def, -Spd), 4 HP/252 Def/252 SpDef or 128 HP/252 Def/128 SpDef

    What? A set without 252 in HP? Yes, it may be inefficient for Carbink's own survival, but Guard Split, which splits Carbink and another Pokemon's defensive stats, is used to bring bulk to a frail teammate who could use the boost.

    Other Double/Triple battle options include Explosion with Ghost type allies, Rock Slide, which may flinch multiple opponents in Trick Room, and Dazzling Gleam.

    Counters
    Carbink, not exactly being the most threatening thing around, isn't really something to counter as it is to take advantage of. Taunt shuts down all sets, including the offensive ones due to a reliance on stat boosting moves. Any Pokemon with a set up move can just begin to do so as soon as they see Carbink. Steel types are more or less untouchable by Carbink, as they are immune to Toxic and Sandstorm damage, resist Carbink's Gyro Ball, Power Gem, Moonblast, and Explosion, and then can hit back with a 4x effective Steel type move.

  18. #18

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    Overview:
    Carbink has very little use in the current OU metagame because it has very low Speed and offensive stats. Its typing does give it many useful resistances, but with Diancie now introduced, Carbink serves 0 use whatsoever, honestly. It does have gargantuan Defenses and a neat Fairy-typing that allow it to shine in lower tiers. Its Defenses in conjunction with Sturdy allow it to set Stealth Rock without worry against other leads, and it can also provide dual screens support for its teammates.

    Positives:
    - Very bulky
    - Cool typing
    - Great supporter in lower tiers

    Negatives:
    - Lack of offensive presence
    - Weak to Water- and Ground-type moves, which are both very common
    - Low Speed
    - Diancie completely outclasses it
    - Lack of good STAB moves bar Moonblast

    Abilities
    Clear Body: Not extremely helpful, really, but it does prevent its defenses from being lowered.
    Hidden Ability (Available):
    Sturdy: Allows for it to set Stealth Rock without fail and allows it to live practically any hit.

    Movesets:
    Dual Screens Support
    - Reflect
    - Light Screen
    - Moonblast
    - Stealth Rock / Trick Room
    Item Attached: Light Clay
    Ability: Sturdy
    EVs and Nature:
    EVs: 252 HP / 116 Def / 140 SpD
    Bold Nature

    [[Will write up about this later]]

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