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What's CursePert's niche over the other standard Swampert sets? The smogon dex entry only lists it as a footnote but I've seen it pop up a few times in competition and was wondering what teams benefit from it.
There are basically two cursepert sets you're likely to see. The first is offensive -- three attacks and curse as the last move with substantial specially offensive investment. In that case, the pert uses curse to exert pressure on mons it wouldn't be able to otherwise -- namely, Blissey and defensive Starmie. The later would normally be able to spin on Pert for free but it can't spin for free if it enters on Curse. It gives Pert a way to go toe to toe with Snorlax, too. The Swampert often ends up luring Skarmory attempting to Phaze it, which it can chunk with pump -- the same is true of defensive Zapdos. You'd probably pair this with a second rock resist.

The second is defensive. This one has rest, usually rest IB curse EQ, but sometimes they have slide instead of beam. This set would only be used on teams featuring Magneton, and it would only be used on slow variants of those teams, probably with their own Spikes. In this case, the pert has all the defensive utility of a regular pert -- checking DDers, Aerodactyl, and Metagross -- but it also gives an auxilary win condition against certain slow builds. For example, Skarm + Dol + Milo + Bliss + Dug has no way to disrupt cursepert once Skarmory goes down. Forretress + Tyranitar + Blissey + Pert is forced to trade their own Pert to take defensive cursepert out, which is a trade that Pert's teammates might be able to exploit. It can force certain variants of Snorlax and Metagross to blow up to take it out, too. And it does all this while being a Swampert meaning that the team its on will be far safer against some of the most dangerous threats in the game should the matchup be offensive. This set is usually paired with Wish or Aromatherapy.
 
There are basically two cursepert sets you're likely to see. The first is offensive -- three attacks and curse as the last move with substantial specially offensive investment. In that case, the pert uses curse to exert pressure on mons it wouldn't be able to otherwise -- namely, Blissey and defensive Starmie. The later would normally be able to spin on Pert for free but it can't spin for free if it enters on Curse. It gives Pert a way to go toe to toe with Snorlax, too. The Swampert often ends up luring Skarmory attempting to Phaze it, which it can chunk with pump -- the same is true of defensive Zapdos. You'd probably pair this with a second rock resist.

The second is defensive. This one has rest, usually rest IB curse EQ, but sometimes they have slide instead of beam. This set would only be used on teams featuring Magneton, and it would only be used on slow variants of those teams, probably with their own Spikes. In this case, the pert has all the defensive utility of a regular pert -- checking DDers, Aerodactyl, and Metagross -- but it also gives an auxilary win condition against certain slow builds. For example, Skarm + Dol + Milo + Bliss + Dug has no way to disrupt cursepert once Skarmory goes down. Forretress + Tyranitar + Blissey + Pert is forced to trade their own Pert to take defensive cursepert out, which is a trade that Pert's teammates might be able to exploit. It can force certain variants of Snorlax and Metagross to blow up to take it out, too. And it does all this while being a Swampert meaning that the team its on will be far safer against some of the most dangerous threats in the game should the matchup be offensive. This set is usually paired with Wish or Aromatherapy.
Thanks, great explanation!
 
Hey guys, I've started ADV a month ago and I've been playing Star’s MixMence TSS since then but I keep losing to special offense, especially the ones with Suicune. Any advice to play that match-up ? For now, my gameplan against suicune is to bring forretress on suicune and try to boom on it, which is really not ideal, especially against sub variants, or chipping it down with blissey to force it to rest, so I can roar it with mence.
 
Why does magneton run 40 spd EVs on the SD Pass by z0mog sample team? I checked ever special attacker that I could think of, and it doesn't seem to make a huge difference in the calcs? Sure it survives mixed metagross
hp-fire after spikes, but that can be achieved with fewer EVs?
Is there something that can't break sub with special investment?
 
Hey guys, I've started ADV a month ago and I've been playing Star’s MixMence TSS since then but I keep losing to special offense, especially the ones with Suicune. Any advice to play that match-up ? For now, my gameplan against suicune is to bring forretress on suicune and try to boom on it, which is really not ideal, especially against sub variants, or chipping it down with blissey to force it to rest, so I can roar it with mence.
A change you can make to have a better matchup into these teams is leading with Tyranitar. If you put Tyranitar in the lead slot, you can bluff a rock move in order to force Zapdos out and preemptively establish Sandstorm, giving special offense a harder time.

In terms of defusing Suicune itself, special offense teams usually have a faster Suicune without rest, which Blissey can comfortably handle by itself. Otherwise, Blissey can force any Suicune without Substitute to sleep, after which Salamence can PHaze it. If it runs Sleep Talk without Ice Beam, Salamence can also enter on it while it's awake. But your plan A should be to keep Blissey alive and Toss it down (Rachi Toxic works too).

A lot of the plan into Suicune for a team like this is to exploit it offensively. You have Aerodactyl, sand, and spikes, which work together to keep Suicune low and break teams reliant on Suicune as an answer to mixed and physical threats. By using these tools to press the offense after Suicune is asleep (or before Suicune has entered) you can pressure teams that use Suicune in leiu of a sturdier check like Swampert or Rest Zapdos.
 
A change you can make to have a better matchup into these teams is leading with Tyranitar. If you put Tyranitar in the lead slot, you can bluff a rock move in order to force Zapdos out and preemptively establish Sandstorm, giving special offense a harder time.

In terms of defusing Suicune itself, special offense teams usually have a faster Suicune without rest, which Blissey can comfortably handle by itself. Otherwise, Blissey can force any Suicune without Substitute to sleep, after which Salamence can PHaze it. If it runs Sleep Talk without Ice Beam, Salamence can also enter on it while it's awake. But your plan A should be to keep Blissey alive and Toss it down (Rachi Toxic works too).

A lot of the plan into Suicune for a team like this is to exploit it offensively. You have Aerodactyl, sand, and spikes, which work together to keep Suicune low and break teams reliant on Suicune as an answer to mixed and physical threats. By using these tools to press the offense after Suicune is asleep (or before Suicune has entered) you can pressure teams that use Suicune in leiu of a sturdier check like Swampert or Rest Zapdos.
Thanks, it helps a lot
 

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