Magearna [QC 0/3]

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Caasi

Banned deucer.

[OVERVIEW]

*Magearna is one of the most solid answers to xerneas, as its presense in teams completely prevents Power Herb and the rare Z-Geomancy Xerneas from setting up, as it risks having its boosts stolen and potentially can result in magearna reverse sweeping. Furthermore, it makes it much more difficult for Xerneas to try and sweep again, as it has to take two turns in order to do so.

* Magearna checks offensive threats like Yveltal, Deoxys-forms, Mewtwo lacking fire blast and Tapu Lele among many.

*Magearna can act as a solid answer to Arceus Dark, Water, and Fairy as well if lacking Earth Power or Fire Blast as coverage moves.

* It's main niche is being one of the few reliable steel checks to (Geomancy) Xerneas and Calm Mind Arceus forms like Dark and Fairy. Not only does magearna take them on it most notably steals their boost with heart swap wich can turn itself into a heavy hitter.

*Magearna is one of the few defensive Xerneas and Yveltal checks that doesn't get trapped by the likes of Mega-Gengar and Gothitelle thanks to Volt Switch.

*All of this doesnt come with flaws as Magearna struggles against Primal-Groudon the best and most used mon in the tier. Not only does Primal-Groudon block Volt Switch wich can shift momentum it also uses magearna as setup fodder. All magearna can really do is fleur cannon for neglible damage as it doesnt have acces to toxic to wear down Primal-Groudon. Spoken of wearing down magearna lacks acces to reliable recovery wich can make it prone to being overwhelmed.

* Magearna only really has one viable set due to the amount of viable Pokemon that naturally check it anyway, preventing it from running more offensive options such as shift gear, calm mind or OTR. Therefore it is not able to utilise its ability Soul Heart.

[SET]
name: Specially Defensive
move 1: Fleur Cannon
move 2: Volt Switch/ Flash Cannon
move 3: Heart Swap
move 4: Pain Split
item: Leftovers
ability: Soul Heart
nature: Relaxed/Sassy
evs: 252 HP / 4 Def / 252 SpD
ivs:0Spe

[SET COMMENTS]
Moves
========
*Fleur Cannon is a powerful STAB attack that hits Dark- and Dragon-types for significant damage. It also hurts Marshadow and has good neutral coverage vs a large portion of the metagame. It causes a sharp drop in Special Attack, but since Magearna is so easy to scare out, this is usually insignificant since it will be forced out alot and Fleur Cannon isn't spammable due to the move having a low amount of PP.
*Volt Switch allows Magearna to provide safe opportunities to switch in for its teammates, which works well with its low Speed.
*Heart Swap is the defining move of the set, making it impossible for prominent special sweepers such as Xerneas and Arceus-Dark to set up unpunished.
*Pain Split is Magearna's only form of recovery and makes for an effective option to punish its checks such as Primal Groudon and Ho-Oh.
*As an alternative to Volt Switch, Flash Cannon can be used as a way to hit foes without being forced out by a stat drop and can inflict substantial damage on Fairy-types such as Xerneas.
*Though this does mean Gothitelle and Mega-Gengar can trap you.


Set Details
========
*The only use Magearna has is to pivot into special attackers, so full investment in HP and Special Defense helps it perform this role.
*Leftovers further contributes to Magearna's ability to take special attacks throughout the match by providing a steady means of recovery.
*Soul-Heart provides Magearna with a Special Attack boost whenever it lands a KO, but this is largely useless since Magearna still poses no threat whatsoever to its counters at +1.
*Having 0IVs in speed grants you as slow Volt Switch against the likes of opposing Magearna, Celesteela and Mega-Scizor. These also make it so that Gyro Ball does less damage.
*Note that when running Normalium Z Magearna will be able to take on things like Knock Off Yveltal more reliably.

Usage Tips
========
*Switch Magearna in on the special attackers from the opposing team you need it to check.
*Try to keep up momentum by Volt Switching or making a double switch on your opponents predicted switchin (Primal-Groudon, Ho-Oh and Ferrothorn among few).
*Try to keep magearna healthy at all times by going for Pain Split to regain health.
*Coverage moves are probably the most notable thing to mention here as they can decide how well Magearna checks a certain threat.
*These should be scouted for examples are Earth Power on Arceus formes and Heat Wave on Yveltal.
*Getting up a Toxic Spike or Spike with a teammate or landing a Toxic on opposing Groudon will limit the amount of times it switches in. Your opponent will also be less likely to keep switching it in and will prefer to go to their steel type or wall. This makes it so you can Volt Switch more freely. Even if you click Volt Switch when your opponent goes Groudon they still will be taking chip damage from poison wich leaves you in a favourable position if you have solid Groudon checks in the back.

Team Options
========
*Magearna is not a Pokemon to build a team around, but rather it is one that can cover several weaknesses for a mostly complete team.
*It also fits better in defensive teams, since it is a significant momentum drain.
*Key partners are Zygarde, Giratina, Mega-Sableye since Magearna deals with Fairy and Dark types that threaten these mons.
*In return the former two deal with ground and fire types that Magearna struggles with and the latter deals with passive mons like Ferrothorn that like to switchin.
*Frail attackers like Marshadow, Deoxys and Mewtwo like Magearna's ability to deal with the two most common scarfers in the tier. It can also bring them in freel by Volt Switching.
*Dark-types like Yveltal and Arceus-Dark greatly appreciate Magearna's ability to check Xerneas and Arceus-Fairy reliably.
*Pokemon carrying toxic that can potentially lure groudon make for nice partners since once you land a toxic on groudon, it makes it hard to justify primal groudon switching directly into magearna and taking loads of chip every time. Examples are Primal-Kyogre, Toxapex wich can also setup Toxic Spikes and your own Primal-Groudon.
*Primal-Kyogre is a fantastic partner being able to check Groudon taking any hit or being doubled in on a predicted Groudon switch. Kyogre also appreciates Magearna's ability to chip away at Primal-Groudon. This also means Groudon is less likely to come in on Magearna as your opponent will likely want it healthy for Kyogre. Kyogre also threatens the other Ground-types namely Arceus-ground and Zygarde greatly.

Other Options
=============
*Magearna truly has one viable set in ubers due to the powercreep Magearna doesnt find many set up opportunities with a Shift Gear set. Even when it sets up it will never be able to get off a sweep because Primal-Groudon and other bulky mons Magearna struggles to break through.
*Thunder Wave is a move Magearna gets access to but should never make it on to any Magearna set. Magearna's switchins are all imune to the status moves so running it would be wasting one of Magearna's valuable moveslots.
*Normalium Z Heal Bell can fully restore Magearna's health recovering it and it's allies from status ailments in the process. This also means Magearna will take less damage from Yveltal's Knock Off.


Checks and Counters
===================
**Fire-types**: Ho-Oh and Primal-Groudon threaten Magearna massively with their strong super effective stabmoves.
**Ground-types**: Ground-Types can heavily threaten Magearna with their stabmoves although most don’t like taking a Fleur Cannon to the face they outspeed Magearna and scare it out. Arceus-Ground, Excadrill and Dugtrio are prime examples.
**Coverage Moves**: Magearna will take serious damage from Yveltal's Heat Wave, Xerneas's Hidden Power Ground, and Calm Mind Arceus's Earth Power, so play carefully if the opponent seems willing to stay in with a Pokemon checked by Magearna.
**Physical Attackers**: Magearna is intended to check special attackers, so strong physical attackers such as Mega Lucario, Mega Salamence with Earthquake, physical Arceus, Pheromosa, and Solgaleo can easily pick it off with only a little prior damage.
**Spikes**: Magearna resists Stealth Rock and Toxic Spikes, but as a grounded defensive pivot with no reliable recovery it is very easy to wear down with Spikes. This is not helped by the fact that it can do nothing to common Spikes users such as Ferrothorn.
 
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one thread only please. also pay attention to the skeleton format and use bullet points only - i dont plan to babysit the formatting so read the index OP and see what other skeletons are doing for a rough idea.
 
You forgot an "Other Options" section after Team Options. There, you could mention that Magearna gets access to Heal Bell now, and can use Normalium Z alongside it to give Magearna a one-time full recovery option that also heals any status conditions that its teammates might have. Also reduces Yveltal's Knock Off damage against it.
 
overview:
i'd like to see mention of how magearna is one of the few steels that reliably checks all xerneas sets while also not being trapped by gothitelle or mega gengar, since you have access to volt switch.

set:
relaxed nature with 0 spe IV's is preferred because it allows you to slow volt vs opposing celes, magearna, scizor. it also weakens gyro's power vs magearna.

moves:
i'd ideally like to see normalium Z heal bell here as it isn't good enough to be slashed, but it isn't unviable which is what OO is for.

set details:
after you implement the set change, explain the reason for running less speed here.

usage tips:
keep track of factors that may prevent their ground types from switching in, specifically primal groudon. if you can set tspikes/spikes up or land a toxic on their ground types with a different pokemon, it allows you to click volt switch more freely as they are more likely to switch to a passive wall, such as a blob or their steel type. if primal groudon is toxiced or hazards are on their side of the field, even if they switch pdon into your volt switch, they are taking chip so its still a decent position if you have strong primal groudon answers in the back!

team options:
frail and hard hitting pokemon such as marshadow, deoxys attack, mewtwo, mgar, ray etc like magearna's ability to consistently take on the 2 most common scarfers in the tier (Yveltal and Xern), as well as benefit from magearna's ability to pivot with volt switch.

all teams have stealth rock but magearna specifically appreciates toxic spikes and spikes as it punishes groudon much harder for coming in on volt switch. if you can get toxic spikes down, magearna is in a really good position when it comes in because you'll be able to click volt switch vs everything except ground types which will be forced to take poisoning from toxic spikes.

kyogre is a nice partner as it can come in on primal groudon as it sets stealth rock or with a double switch, since magearna lures primal groudon in. on a less aggressive note, if kept full health, it can check offensive mixed primal groudon and appreciates magearna's ability to chip primal groudon. it potentially frees up your ability to click volt switch as the primal groudon user may not want to take chip damage so they can deal with kyogre more effeciently. kyogre can also capitalize off the other 2 main ground types of the tier, zygarde and support arceus ground.

pokemon carrying toxic that can potentially lure groudon make for nice partners since once you land a toxic on groudon, it makes it hard to justify primal groudon switching directly into magearna and taking loads of chip every time!

you can use dark types more freely without having to worry about xerneas abusing them. pokemon such as arceus-dark or yveltal appreciate magearna's ability to handle xerneas.

other options:
i'd rather see mention of why twave and offensive sets are unviable here, rather than heal bell which is actually viable. maybe bring up shift gear, trick room, thunder wave, and calm mind here.

theres a lot for you to cover still, so i'll wait for you to implement and then i'll stamp
 

Stoward

Ah, you're finally awake
Hi, AM QC check here. Despite the fact that this is already QC rejected 1/3, I feel like having some input here - mostly, as many of the errors here are quite simple - and had you implemented everything that The Trap God and Nayrz had said before, I don't believe that you would be at QC rejected 1/3.

Before I go into giving my thoughts on the actual content here, the first thing that still needs addressing is the formatting here. There are very strict rules with formatting in C&C. By not following these formatting rules, you end up potentially making it harder for QC to check your work, you end up making it harder for C&C staff to upload your analysis as they have to end up fixing your work before they're able to upload it, and it also gives more work for the GP crew, who are there essentially to double-check your grammar and aren't meant to be spending time looking at your formatting. I've provided an importable but I really suggest that you read this before posting any further analyses. As for Grammar, it's not QC's job to look at your grammar, but if you are to continue this analysis (honestly, although I'm dropping a wall of text here, these changes are pretty simple and not exactly that time consuming, so please don't feel too overwhelmed by it).

[OVERVIEW]

Generalize what the Pokemon does in the metagame and as a whole and why you should or shouldn't consider using it on your teams. See this thread for more tips.

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

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

Describe what the moves on the set do.

Set Details
========

Describe the other aspects of the set such as what the EVs do and nature/item.

Usage Tips
========

Describe how to use the Pokemon in question.

Team Options
========

Describe some teammates that would be a good idea to pair with this Pokemon.

[STRATEGY COMMENTS]
Other Options
=============

List some options for the Pokemon user that are plausible but not always recommended due to either being not consistent enough or too outclassed by other Pokemon in the metagame.

Checks and Counters
===================

**Insert Threat Here**: Describe why the Pokemon is a threat.

**Insert Threat Here**: Describe why the Pokemon is a threat.


Right, now moving on to the actual analysis:

[OVERVIEW]
*Magearna has alot going for it having arguably the best typing in the game wich grants it lots of key resistances to offensive typings like dark, flying and psychic. Backed by solid base stats in both defenses and special defense. Its slow speed stat altough a liability at times grants it a slow volt switch.
* Magearna checks offensive threats like Yveltal, Deoxys-forms, Mewtwo lacking fire blast, Tapu Lele and Arceus-Water among many.
* It's main niche is being one of the few reliable steel checks to (Geomancy) Xerneas and Calm Mind Arceus forms like Dark and Fairy. Not only does magearna take them on it most notably steals their boost with heart swap wich can turn itself into a heavy hitter.
*Magearna one of the few defensive Xerneas and Yveltal checks that doesn't get trapped by the likes of Mega-Gengar and Gothitelle thanks to Volt Switch.
*All of this doesnt come with flaws as Magearna struggles against Primal-Groudon the best and most used mon in the tier. Not only does Primal-Groudon block Volt Switch wich can shift momentum it also uses magearna as setup fodder. All magearna can really do is fleur cannon for neglible damage as it doesnt have acces to toxic to wear down Primal-Groudon. Spoken of wearing down magearna lacks acces to reliable recovery wich can make it prone to being overwhelmed.
* Having one viable set in the ubers metagame means it is perdictable and generally easy to prepare for.
  • While Steel/Fairy typing is rather neat, I disagree with the statement that it's "arguably the best typing in the game". Especially in the ubers tier, where Primal Groudon dominates the metagame, Earthquake is a standard move on Necrozma-DM, Arceus-Ground is one of the most common Arceus formes in the tier, and Ho-Oh is still a very relevant threat in the Ubers tier. I believe that the first point should be something along the lines of what The Trap God was saying about how Magearna is one of the most solid answers to xerneas, as its presense in teams completely prevents Power Herb and the rare Z-Geomancy Xerneas from setting up, as it risks having its boosts stolen and potentially can result in magearna reverse sweeping. Furthermore, it makes it much more difficult for Xerneas to try and sweep again, as it has to take two turns in order to do so.
  • I feel like it's better to mention that Magearna can act as a solid answer to Arceus Dark, Water, and Fairy, rather than saying that it is able to check Calm Mind Arceus Formes, as Magearna certainly can't check Calm Mind Arceus Ground, it also has to be careful about Earth Power or Fire Blast on Arceus Fairy, as a +1 Fire Blast 2HKOs and so does Earth Power if Magearna has taken any damage previously.
  • It's probably worth mentioning that Magearna is essentially forced to run Volt switch in order to prevent it from being trapped by Gothitelle. However, Volt Switch is also useful for gaining momentum.
  • I'm not really a fan of this "one viable set in the ubers metagame means it is predictable and generally easy to prepare for" comment, while it is true. Magearna is essentially prepared for simply by the fact that your team is running a Primal Groudon, which is nigh mandatory on an ubers squad anyway. I feel like it would be better to say that Magearna only really has one viable set due to the amount of viable Pokemon that naturally check it anyway, preventing it from running more offensive options such as shift gear, calm mind or OTR. It could also be mentioned somewhere here about due to the amount of Pokemon that commonly resist/are immune to magearna's attacks, it isn't really able to effectively utilise it's otherwise dangerous ability, Soul Heart.
[SET]
name: Specially Defensive
move 1: Fleur Cannon
move 2: Volt Switch
move 3: Heart Swap
move 4: Pain Split/Heal Bell
item: Leftovers/Normalium Z
ability: Soul Heart
nature: Calm
evs: 252 HP / 4 Def / 252 SpD
ivs:0Spe
  • Implement what TTG said about a Relaxed Nature. That being said though, I'm not entirely sure what Magearna has to gain from running a Relaxed nature over a Sassy. If there's some sort of 2HKO that you avoid or something like that, then that's cool. But for the most part, I can't see any substantial gains or losses from running relaxed over calm or vice/versa. It might be worthwhile just slashing Relaxed and Sassy. Probably discuss this with QC.


[SET COMMENTS]
Moves
========
*Fleur Cannon is a powerful STAB attack that hits Dark- and Dragon-types for significant damage. It causes a sharp drop in Special Attack, but since Magearna is so easy to scare out, this is usually insignificant.
*Volt Switch allows Magearna to provide safe opportunities to switch in for its teammates, which works well with its low Speed.
*Heart Swap is the defining move of the set, making it impossible for prominent special sweepers such as Xerneas and Arceus-Dark to set up unpunished.
*Pain Split is Magearna's only form of recovery and makes for an effective option to punish its checks such as Primal Groudon and Ho-Oh.
*As an alternative to Volt Switch, Flash Cannon can be used as a way to hit foes without being forced out by a stat drop and can inflict substantial damage on Fairy-types such as Xerneas.
*Normalium Z Heal Bell can fully restore Magearna's health recovering it and it's allies from status ailments in the process.
  • Mention in the Flash Cannon point that by running Flash Cannon, you're susceptible to being trapped by Gothitelle.
  • Fleur Cannon also hits Fighting-types such as Marshadow. It also hits a lot of the tier for neutral damage. It's probably worth mentioning though that not only does it cause a sharp drop in its Special Attack, but its low PP also makes it less spammable.
  • I feel the pain split point should be reworded, you want to use this against threats such as Primal Groudon on the switch. The way that you've worded it kinda implies that you'd want to be trying to 1v1 Primal Groudon and Ho-Oh, which is simply untrue. Also Ho-Oh can just roost off any of Magearna's attacks and also recover with regen. I'd like to see this point reworded.

Set Details
========
*The only use Magearna has is to pivot into special attackers, so full investment in HP and Special Defense helps it perform this role.
*Leftovers further contributes to Magearna's ability to take special attacks throughout the match by providing a steady means of recovery.
*Soul-Heart provides Magearna with a Special Attack boost whenever it lands a KO, but this is largely useless since Magearna still poses no threat whatsoever to its counters at +1.
*Having 0IVs in speed grants you as slow Volt Switch against the likes of opposing Magearna, Celesteela and Mega-Scizor. These also make it so that Gyro Ball does less damage.
*Note that when running Normalium Z Magearna will be able to take on things like Knock Off Yveltal more reliably.
  • Not entirely sure about the Gyro Ball comment. Literally the only Gyro Ball user that Magearna takes damage worth noting is Stakataka, which really isn't viable in the Ubers Tier, and by running 0 speed and a Sassy/relaxed nature, you avoid a 4HKO. Asides from that, the only real benefits you get from a - Speed Nature and 0 ivs is a really slow volt switch, meaning that your partners don't have to take any damage.
  • The Knock Off Yveltal comment is simply untrue, as Magearna takes 0 damage worth noting from Knock Off Yveltal anyway.
Usage Tips
========
*Switch Magearna in on the special attackers from the opposing team you need it to check.
*Try to keep up momentum by Volt Switching or making a double switch on your opponents predicted switchin (Primal-Groudon, Ho-Oh and Ferrothorn among few).
*Try to keep magearna healthy at all times by going for Pain Split to regain health.
*Coverage moves are probably the most notable thing to mention here as they can decide how well Magearna checks a certain threat.
*These should be scouted for examples are Earth Power on Arceus formes and Heat Wave on Yveltal.
*Getting up a Toxic Spike or Spike with a teammate or landing a Toxic on opposing Groudon will limit the amount of times it switches in. Your opponent will also be less likely to keep switching it in and will prefer to go to their steel type or wall. This makes it so you can Volt Switch more freely. Even if you click Volt Switch when your opponent goes Groudon they still will be taking chip damage from poison wich leaves you in a favourable position if you have solid Groudon checks in the back.
  • Most of this isn't really too bad. I can see that you've made a reasonable attempt at implementing The Trap God's checks here. I feel like the coverage moves point should be re-worded. It really isn't clear what you're trying to say here, but yes. Magearna does need to be careful not to take super-effective coverage moves such as Heat Wave from Yveltal, A V-Create from Rayquaza or an Earthquake from Mega Salamence. I feel like the last point should be made a little clearer. What The Trap God was trying to say is that it's important to try and wear down Magearna's many checks, which can be done quite effectively when Entry Hazards are on the foes side of the field and by they're also quite easily worn down by Toxic.
Team Options
========
*Magearna is not a Pokemon to build a team around, but rather it is one that can cover several weaknesses for a mostly complete team.
*It also fits better in defensive teams, since it is a significant momentum drain.
*Key partners are Zygarde, Giratina, Mega-Sableye since Magearna deals with Fairy and Dark types that threaten these mons.
*In return the former two deal with ground and fire types that Magearna struggles with and the latter deals with passive mons like Ferrothorn that like to switchin.
*Frail attackers like Marshadow, Deoxys and Mewtwo like Magearna's ability to deal with the two most common scarfers in the tier. It can also bring them in freel by Volt Switching.
*Dark-types like Yveltal and Arceus-Dark greatly appreciate Magearna's ability to check Xerneas and Arceus-Fairy reliably.
*Pokemon carrying toxic that can potentially lure groudon make for nice partners since once you land a toxic on groudon, it makes it hard to justify primal groudon switching directly into magearna and taking loads of chip every time. Examples are Primal-Kyogre, Toxapex wich can also setup Toxic Spikes and your own Primal-Groudon.
*Primal-Kyogre is a fantastic partner being able to check Groudon taking any hit or being doubled in on a predicted Groudon switch. Kyogre also appreciates Magearna's ability to chip away at Primal-Groudon. This also means Groudon is less likely to come in on Magearna as your opponent will likely want it healthy for Kyogre. Kyogre also threatens the other Ground-types namely Arceus-ground and Zygarde greatly.
Just a couple of things I'd like to see added here:
  • Marshadow + Magearna make good partners for each other, as pairing the two of them together can make your opponents less keen on setting up.
  • Primal Groudon also makes a nice partner, as it can threaten the Steel-types such as DM Necrozma and Ferrothorn, and also appreciates Magearna's presence on the team as a Xerneas check, so therefore it can afford to run a more offensive set.
Checks and Counters
===================
**Fire-types**: Ho-Oh and Primal-Groudon threaten Magearna massively with their strong super effective stabmoves.
**Ground-types**: Ground-Types can heavily threaten Magearna with their stabmoves although most don’t like taking a Fleur Cannon to the face they outspeed Magearna and scare it out. Arceus-Ground, Excadrill and Dugtrio are prime examples.
**Coverage Moves**: Magearna will take serious damage from Yveltal's Heat Wave, Xerneas's Hidden Power Ground, and Calm Mind Arceus's Earth Power, so play carefully if the opponent seems willing to stay in with a Pokemon checked by Magearna.
**Physical Attackers**: Magearna is intended to check special attackers, so strong physical attackers such as Mega Lucario, Mega Salamence with Earthquake, physical Arceus, Pheromosa, and Solgaleo can easily pick it off with only a little prior damage.
**Spikes**: Magearna resists Stealth Rock and Toxic Spikes, but as a grounded defensive pivot with no reliable recovery it is very easy to wear down with Spikes. This is not helped by the fact that it can do nothing to common Spikes users such as Ferrothorn.
  • I feel like the Checks and Counters section can be a lot more extensive. I recommend you look through the Viability Ranking Thread and look at the Damage Calculator see which Pokemon give Magearna a hard time. Pokemon such as Primal Kyogre have seen no mention even though 2HKOs with Origin Pulse and takes minimal damage from Volt Switch or Fleur Cannon, and I would also kinda like to see Gothitelle in this list, as it essentially forces Magearna to run Volt Switch. Honestly I'd try and make this list as long as possible, rather than try and generalise by going **Fire-types**, **Ground-types** etc. This analysis is meant to provide users with an in-depth analysis about Magearna, what it does in a tier and what it's weak to. You can never have too much detail.

Other Options
=============
*Magearna truly has one viable set in ubers due to the powercreep Magearna doesnt find many set up opportunities with a Shift Gear set. Even when it sets up it will never be able to get off a sweep because Primal-Groudon and other bulky mons Magearna struggles to break through.
*Thunder Wave is a move Magearna gets access to but should never make it on to any Magearna set. Magearna's switchins are all imune to the status moveso running it would be wasting one of Magearna's valuable moveslots.
There are plenty of other options that Magearna can potentially could run. To quote the Read Before Posting thread "Most of the things that you will list here are moves that are meant for a certain Pokemon (such as Hidden Power Grass used just to hit Rotom-W) but are otherwise weak or not useful or different sets that are basically gimmicks, such as the classic Cosmic Power Sigilyph set. If you do not have much experience with other sets than the one listed, one option that you might want to consider would be to look up the Pokemon's moveset and single out options that can potentially be used". Therefore this list can be huge, considering how impressive Magearna's movepool can be. It's just important to elaborate why these sets don't get to shine in the Ubers tier. Let me just list some examples:
  • Calm Mind
  • Heal Bell
  • Dual Screens
  • Bolt/Beam Coverage
  • Shift Gear
  • Trick Room
Just make sure to include why these moves are also unusable in the ubers tier. One of the ways to look at moves in OO is a way from deterring newer builders from using moves that can seem good on paper to a newer user who isn't familiar to the meta. There is never anything wrong with too much information in an analysis.


Anyway, just some closing notes. If you have any sort of trouble with these analyses, please reach out to QC and other Ubers Staff. The analysis chat is designed to help people with their analyses so that if QC don't have to put in as much work with their checks, or better still QC don't have to reject analyses and reassign them. Please make sure to test the Pokemon that you're doing the analyses for, it tends to help you have a solid understanding of how to use them and what they do in the metagame, also take advantage of the damagecalc and the viability ranks, it prevents you from making innacurate statements and makes everyone's job easier. I'm really not sure if most QC would put in the work that I did here, I'm only really doing it because of future QC aspirations. Honestly, if I were actually QC, I too would've probably rejected this, because it would take less work to write an analysis myself than it would take to do this QC check. Personally though, if you implement the checks that The Trap God has suggested, as well as this AM check and fix up the formatting, I can see this being quite a solid Magearna analysis. Anyway, please don't be afraid to ask us questions, we're here to help and I wish you the best of luck with future C&C work.
 
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While there is clearly some sort of effort put in, the majority of it just isn't done properly. The many posts here have further shown that there is a lack of carefulness when properly implementing QC/am QC advice. I'd rather not have to go through every line and posting tiny nitpicks, while also checking the above posts to make sure that was done properly because at a glance it doesn't appear to have been.

At this rate I'd rather give it to someone with reliablity as Magearna is somewhat important to the tier to cover properly.

QC Rejected 2/3
 

ckw

Tired
is a Top Tutor Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
Too much work. User is unable to properly implement QC check (and am check). Not possible for this to go on any longer since Magearna is a pretty important mon in the meta right now and I'd rather have someone else write this.

Sorry but QC Rejected 3/3
 
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