Generation 6 Analysis Format

Seven Deadly Sins

~hallelujah~
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As most of you can probably tell, Smogon is going through a lot of changes for this new generation, and one of the biggest is a massive change to the SCMS. With this change comes a huge opportunity for us to move forward and refine our current analysis format, and starting with Generation 6's analyses, we'll be instituting a new format. Most of it is the same, but the main changes include a new layout and organization for each set, as well as a refreshed layout for Checks & Counters.

There are three elements to this analysis format update. For the most part, the analysis will be structured the same, but there are a few notable places where they differ.

1: Tabbed Viewing

One of the biggest issues with analyses is their monolithic nature. Often a huge analysis can be intimidating and hard to scan. To combat this, we're going to be implementing tabbed viewing, as a way to give each set a little more room to breathe. The three top-level sections (Overview, Other Options, and Checks & Counters) will still remain, and will have their own tabs. Their purposes will remain mostly the same, with a couple exceptions. Notably, Overview will have condensed versions of the sets, so that upon skimming the overview page you can get an idea of what the Pokemon does. The actual set text will be on their own tabs. Additionally, Checks & Counters is to be changed heavily, though that's more in-depth and will be covered in its own section.

2: Sectioned Sets

This is the meat and potatoes of the change. With sets getting their own tabs, it's easy to also give them their own subsections. By doing so, we can make it easier to find pertinent information, while still retaining the flow of the current analysis style. There will be three main subsections for each set:

- Moves

This is where all the information about the moves go, including moves that originally would have gone under the cut. Moves that aren't slashed onto the main set should be mentioned here. Note that Other Options still exists, so that's still an option. Generally this is equivalent to what would be considered Set Comments on the current format, though there's a lot less descriptive fluff used since this is specific to moves.

- Set Details

This is where EV spreads, nature selections, and items go. Obviously, you can reference the move choice here, in the common case of sets that may or may not be mixed. These are combined because stand-alone they probably wouldn't individually be enough content.

- Usage Tips

This is where the set's play will be detailed. Things like when the set can switch in, what stage of the game it's best in, when it can/should set up, what Pokemon cause it serious trouble, etc. It shouldn't cover every situation that could possibly arise, but just a general and concise idea of how the set works.

- Team Options

This is where information on good teammates, preferred field conditions, and other team-related help for the set goes. For the most part this is the same as what the last paragraph or two of most sets would contain.

Additionally, just like how custom top level sections can be used for the current system (see: zoroark, any set where damage calculations get their own section), custom set subheadings can be done. This will allow analysis writers to add an extra section for non-obvious set content, such as when to use certain setup moves or how to play a certain set (predictions, specific baits, etc). We don't want too many of them, so anyone looking to put in an extra set section will have to give some good hard reasoning for why it's necessary for the given set.


3: Checks & Counters

As it stands, Checks & Counters is hard to read at best and nigh useless at worst, and considering it's one of the most important parts of any analysis, this is a serious problem. To fix this, we're moving away from the current paragraph-based Checks & Counters, to a system that looks more like a threatlist. Pokemon (and field conditions, such as SR and Weather) will be listed under one of three categories: Hard Counters, Soft Counters / Checks, or Situational Counters / Checks. The severity level of a given counter will be mostly debatable for each Pokemon, and Pokemon will be vetted for metagame feasibility and ease of use on teams as well as effectiveness. We're going to try to avoid listing every Pokemon under the sun for most sets, and just list the most notable ones.


To illustrate how the new system will work, here is a sample analysis under the new format.

Overview
########
Smeargle is a Pokemon in a unique position. On one hand, it has access to literally every move in the game. On the other, its offensive and defensive stats are next to useless, and its speed is merely "okay", meaning that Smeargle's effectiveness is limited to purely utility purposes. While the irony of the Pokemon with access to every single move being one of the most limited Pokemon is apparent to anyone, Smeargle is still exceptionally good at what it does, and brings a unique utility to the tier.

Smeargle serves two main purposes: as a hazard lead, and as a Baton Pass user. Spore not only allows Smeargle to shut down an opposing Pokemon, but also gives it space to lay down hazards of all kinds. It also gives Smeargle the opening it needs to Baton Pass important moves moves, such as Shell Smash and Ingrain.

Hazard Lead
########
name: Entry Hazards Lead
move 1: Stealth Rock
move 2: Sticky Web / Spikes
move 3: Spore
move 4: Taunt / Memento / Endeavor
ability: Own Tempo
item: Focus Sash
evs: 80 HP / 96 Def / 80 SpD / 252 Spe
nature: Timid

Moves
========
Knowing every move in the game, Smeargle is given a plethora of options for its moveset. This set is based around stacking entry hazards before Smeargle is taken down by the opponent. Unlike other entry hazard leads, Smeargle is given both status inducing moves and Taunt. This lets Smeargle stop slower opposing hazard leads and also induce sleep on an opponent's Pokemon, essentially giving Smeargle an extra free turn to lay entry hazards. Sticky Web and Stealth Rock gain the best synergy together, but can be replaced by Spikes depending on the team Smeargle is supporting. Memento serves as a way to stop an opposing spinner from making contact, while also lowering their offensive stats to allow a teammate to set up the next turn.

Endeavor can also be used in the last slot, making use of Smeargle's Focus Sash, however it is important to note that this can leave Smeargle helpless against many common setup sweepers. If used, it is recommended to make Smeargle level one to minimize Smeargle's health and maximize damage to the opponent. Magic Coat can bounce back non-attacking moves such as Taunt, but it requires prediction on the users part, and is predicated on the opponent having a fast Taunt user in the first place.

Set Details
========
The listed EVs (along with a Timid nature) grant Smeargle the maximum amount of bulk it can get while still maximizing Speed. Focus Sash is used to maximize the amount of turns Smeargle is alive for, thus maximizing the amount of entry hazards it is able to set.

Usage Tips
========
Smeargle should typically be brought out as soon as possible to maximize the effects of its entry hazards. Knowing when to use either entry hazard is vital; if Smeargle is put into a situation where it can only use one of its entry hazards, the entry hazard that is used should be dependent on the opponent's team. For example, Smeargle should use Stealth Rock in cases where the opposing team has multiple Pokemon that are weak to Stealth Rock, and Sticky Web if your opponent has multiple fast Pokemon that are grounded. Your team should account for battles where Smeargle is useless from turn 1 (ie when dealing with a Magic Bounce). And battles such as this, it's possible to use Smeargle at a later point in the match, but be warned that there's a noticeably higher chance of entry hazards being set, which will nullify's focus sash, and significantly cut Smeargle's effectiveness as a result.

Team Options
========
Smeargle really appreciates Ghost-type Pokemon as teammates, as they are able to help preserve entry hazards through blocking Rapid Spin. Gengar and Aegislash do particularly well, as they are also able to utilize the entry hazards to weaken their individual walls. Smeargle also benefits offensive teams the most, meaning powerful threats such as Lucario, Dragonite, and Salamence greatly appreciate Smeargle's support and serve as excellent teammates.

SmashPass
########
name: Smashpass
move 1: Spore
move 2: Shell Smash
move 3: Baton Pass
move 4: Taunt / Ingrain
ability: Own Tempo
item: Focus Sash / White Herb
evs: 80 HP / 96 Def / 80 SpD / 252 Spe
nature: Timid

Moves
========
This set makes use of one of the best boosting moves in the game, Shell Smash. Spore gives Smeargle the free turn it needs to set up, and also can incapacitate an opponent's key Pokemon. Ingrain has use in preventing Smeargle and any recipients from being phazed out, however it is important to note that Taunt can do this for a limited amount of time while also stopping the opponent from setting entry hazards.

Set Details
========

The listed EVs (along with a Timid nature) grant Smeargle the maximum amount of bulk it can get while still maximizing Speed. Focus Sash allows Smeargle to take a hit when needed, as Smeargle's defensive stats are nearly nonexistent and Shell Smash. White Herb can also be used to offset the stat drops of Shell Smash, but Smeargle still risks being OHKOed by many of the offensive Pokemon in the metagame. Still, White Herb makes it easier for the recipient to sweep in case the opponent has a Pokemon capable of sponging an attack.

Usage Tips
========

i cba to write these, pretend something is here

Team Options
========

Sweepers similar to Mega Kangaskhan, Mega Heracross, and Mega Lucario all serve as excellent recipients. The key is the wide range of coverage each has, making sure that no one Pokemon counters the set. A Power Herb Geomancy set is recommended on a team with more specially based sweepers, as it lacks the defense drops of Shell Smash while also bolstering the Special Defense of said sweepers. A dual screens user is also appreciated, allowing the incoming Pokemon to better tank attacks, while also possibly aiding Smeargle in its setup.


Other Options
########

i cba to write these, pretend something is here


Checks & Counters
########

**Magic Bounce**: Pokemon with Magic Bounce hard counter hazard-laying Smeargle. Due to its complete lack of offensive capability, Smeargle is unable to do anything to Magic Bounce users. However, note that they may be unable to stop a Baton Pass user in a heads-up match since Shell Smash will make Smeargle faster than other

**Hazard Removal**: Since Smeargle is typically KOed early in the match, Rapid Spin and Defog can eliminate entry hazards place by Smeargle at a later time and completely undermine it's efforts. (Defog is guaranteed to remove hazards)

**Taunt**: Faster Pokemon with access to Taunt are the best answers to Smeargle. They're capable of preventing Smeargle from doing anything of note (though they should be wary of Magic Coat), and can often force Smeargle to switch out or Struggle.

**Grass-types**: Grass-type Pokemon hold the distinction of being immuneto Spore, and as such, cannot be set up on. This makes them capable of limiting Smeargle's hazard laying, preventing it from inflicting Sleep, and forcing it to use its Focus Sash early in the match. However, as always, Smeargle can still Baton Pass at least one boost, so more defensive Grass-types may not be effective.


For a template you can use to fill in the blanks, here you go:

Overview
########

OVERVIEW GOES HERE
YOU CAN DO IT PROS & CONS STYLE BUT THIS WILL LIKELY NOT BE THE FINAL FORM OF THE OVERVIEW SO MAYBE CONSIDER WRITING ONE


SET NAME
########
name: SET NAME
move 1:
move 2:
move 3:
move 4:
ability:
item:
evs:
nature:

Moves
========

INFO ABOUT MOVES GOES HERE

Set Details
========

EVS / ITEM / NATURE INFORMATION GOES HERE

Usage Tips
========

USAGE TIPS GO HERE

Team Options
========

TEAM OPTIONS GO HERE


SET NAME
########
name: SET NAME
move 1:
move 2:
move 3:
move 4:
ability:
item:
evs:
nature:

Moves
========

INFO ABOUT MOVES GOES HERE

Set Details
========

EVS / ITEM / NATURE INFORMATION GOES HERE

Usage Tips
========

USAGE TIPS GO HERE

Team Options
========

TEAM OPTIONS GO HERE


Other Options
########

OTHER OPTIONS GOES HERE. STUFF LIKE ALTERNATE MOVES, ALTERNATE SETS, NICHE STUFF THAT DOESN'T GET A MAIN SET MENTION


Checks & Counters
########

CHECKS & COUNTERS GO HERE
NOTE THAT THIS WILL BE MORE THREATLISTY SO MENTION POKEMON / OTHER EFFECTS ONE AT A TIME


If you have any questions, feel free to post them in this thread. I'll try and answer as many as possible.
 
Last edited:
I have a question. In the sets uploaded to the site, will the Mega sets just be under different tabs? Because if the sets are by priority of which is more powerful, Megas will be in the first tabs and the viewer may think there is no regular non-mega analysis / think that the only viable set is the mega one and be discouraged from using it due to their own mega or the far less likely personal hate of using megas. it also seems untidy having some analyses with megas listed first because they are more beneficial to a team (such as lucario) and some analyses having them listed last because they are outclassed by their non-mega (manectric, houndoom, one could make a case for alakazam) therefore I think there should be some way around this so that they have some sort of equal and tidy way of being viewed
 
sample analysis (first hide tag) in the op has the tags in the following order -

ability: Own Tempo
item: Focus Sash
evs: 80 HP / 96 Def / 80 SpD / 252 Spe
nature: Timid


copypastable new format template (second hide tag) has it in this order instead -

ability:
item:
nature:
evs:


can we standardize it? to the latter imo b/c chances are everyone already has it like that, but yeah.
Seven Deadly Sins Oglemi
 

Seven Deadly Sins

~hallelujah~
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It's actually the former. I screwed up the template. It's fixed now.

(the template was done from memory, the analysis example was from on-site, and I not only prefer the on-site order but also prefer having a standard that crosses generations)
 
I have a question.

Do we need to fill all those blank sets, or do we add as many as it can efficiently run? For example, if a Pokemon can only run one set we just put that set, or is there a standard of two sets per Pokemon?
 
On sets where IVs are mentioned (so really just Trick Room), where do they go? I'm thinking that they would go between the EVs and nature, but I'm not too sure.
 
Does it matter whether there's a line break between a header tag and the things under the header. For instance, would:
Moves
========
Knowing every move in the game, Smeargle is given a plethora of options for its moveset.
look different from:
Moves
========

Knowing every move in the game, Smeargle is given a plethora of options for its moveset.
or are they both going to look the same on-site.
 
I've been seeing a ridiculous amount of people messing this up and idk where else to post but the EVs lables and order are as follows and should be in this order:

HP / Atk / Def / SpA / SpD / Spe

If you have this mistake on your analysis please fix it.
 

Jukain

!_!
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Seven Deadly Sins can unreleased sections be added to this? There are a couple instances of unreleased abilities (such as Rock Head Tyrantrum) that should be addressed in the analyses IMO.
 
Seven Deadly Sins can unreleased sections be added to this? There are a couple instances of unreleased abilities (such as Rock Head Tyrantrum) that should be addressed in the analyses IMO.
I might be wrong, but if I'm understanding the new format right, adding:

Unreleased
########

Words words blah blah blah Sheer Force Feraligatr = my hero
at the bottom of the analysis should add a tab with the header Unreleased and whatever text you wanted for it. I'm pretty sure the new format basically allows you to put tabs for whatever you want.
 
i know it hasn't been an issue yet but before it does - what about lists of damage calcs?
(while we're on this, i've also forgotten the format (both formats, offensive and defensive) and can't find it in the past gens section either (might just be me though) so - could we get that written down somewhere?)
 

Seven Deadly Sins

~hallelujah~
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
I don't like damage calcs, but if you MUST have them, they are a subsection, like Moves or Set Details. Just do:

Damage Calculations
========
 

Jukain

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sirndpt the old format was like this iirc (added a part that I've seen a lot of):

Offensive: [boost if applicable] [Pokemon's attack] vs. [HP EVs]/[relevant defensive stat EVs with + or - indicating nature if applicable] [item/ability if relevant] [opposing Pokemon]: [beginning of damage range] - [end of damage range]%

(space)—(space) can be appended followed by things like 'guaranteed OHKO', guaranteed 2HKO', '[x] chance to OHKO/2HKO [after Stealth Rock if relevant to the calc]'

Ex: Stone Edge vs. 252/232+ Skarmory: 47.6 - 55.9% — 25.8% chance to 2HKO after Leftovers recovery

---

Defensive: [relevant offensive stat EVs followed by + or - indicating nature if applicable] [item/ability if relevant] [attacker] [Pokemon's attack] vs. [HP EVs]/[relevant defensive stat EVs with + or - indicating nature if applicable] [defender]: [beginning of damage range] - [end of damage range]%

(space)—(space) can be appended similar to above

Ex: 252+ Choice Band Tyranitar Stone Edge vs. 252/232+ Skarmory: 47.6 - 55.9% — 25.8% chance to 2HKO after Leftovers recovery
 
For unslashed moves, I've been going off of the part of the OP where it says

- Moves

This is where all the information about the moves go, including moves that originally would have gone under the cut. Moves that aren't slashed onto the main set should be mentioned here. Note that Other Options still exists, so that's still an option. Generally this is equivalent to what would be considered Set Comments on the current format, though there's a lot less descriptive fluff used since this is specific to moves.
However, in the XY Smeargle example there's stuff like

Set Details
========
Focus Sash is used to maximize the amount of turns Smeargle is alive for, thus maximizing the amount of entry hazards it is able to set. Endeavor can also be used in the last slot, making use of Smeargle's Focus Sash, however it is important to note that this can leave Smeargle helpless against many common setup sweepers. If used, it is recommended to make Smeargle level one to minimize Smeargle's health and maximize damage to the opponent. Magic Coat can bounce back non-attacking moves such as Taunt, but it requires prediction on the users part, and is predicated on the opponent having a fast Taunt user in the first place.

where moves that aren't slashed, or even some that are in the case of Endeavor, are in Set Details instead. Does this mean that there are times when certain moves should be going in set details instead?
 

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