So, before we get to the main thrust of debate I figure its worth introducing myself so you all know where I'm coming from, my playing style, and my weaknesses.
Pokemon is all about momentum. How to gain momentum, how to abuse it, and how to throttle it and take it back by force. One of the most interesting aspects of the game is the way it uses momentum as a comeback mechanism - every time one of your pokemon dies you gain a hefty chunk of momentum and an opportunity to swing the game back in your favour (you get a free switch). Being able to recognise and control these shifts in momentum is, therefore, an important game skill.
Right now I am very interested in the potential that suicide moves can offer. A suicide move is useful because it can give you a big chunk of momentum and a powerful effect in exchange for a life. Granted, the more lives you throw away the closer you are to losing but often an individual poke isnt actually that valuable to you. Maybe they are hard countered by the other team, or they already lost alot of HP, or perhaps you are already ahead but need things to stay that way. Whatever, life is cheap, momentum is trickier to grasp. Its also worth pointing out that some of the effects you get from suicide moves are amazing. Killing your own poke obviously gives you an instant switch but killing or crippling an opposing poke at the same time? Bargain.
What pokes can run suicide moves effectively and what kind of tricks can they pull off with them?
(here is a basic list of tricks that I'm hoping you can add to)
Lots of these are attacks are indescriminate.... which is awsome, nothing better than a suicide poke to cover gaping weaknesses in your team :)
Destiny Bond
Destiny Bond is simple but amazing. If your opponent knocks you out then they go down too.
Explode / Self Destruct
These moves pack alot of punch and occur instantly. Unlike destiny bond you dont run the risk of your opponent setting up on you or any shenanigans like that.
Memento
Memento is a little different from the other attacks because it cripples the opposing pokemon rather than killing it. This seems weak until you realise that a crippled poke is sometimes worse than a dead one. Since your poke died you get a safe switch in and since they got crippled you can setup with impunity... two turns is a super huge shift in momentum and that free turn of setup might well be gg right there. Think about what volcorona or haxorus can do after a single dance.
Final gambit
Final gambit is interesting because it causes an exact amount of damage so there is a little less luck and a little less calculation involved. Unfortunately it is completely useless if you already took alot of damage, which makes it alot less dangerous than some of the other suicide moves.
So, how do you guys use these moves competitively. What teams do they fit and what tricks have I missed?
I'm a relatively new player who never played any of the gameboy games. I was pointed this way by a friend as a fun little distraction but have stuck around because, hey why not, this pokemon thing is deep and suprisingly interesting. Naturally I dropped myself in at the deep end and having flailed for a bit I've now got a dragon based team that I'm very pleased with along with another couple of teams that are coming along nicely.
I am significantly more comfortable with aggressive sweeping and trading tactics than I am at trying to stall people out. I understand the basic concepts of stall but I know alot more about how to power through a poke than about coordinating a successful defence. I have difficulty constructing something watertight and this really shows when I attempt to stall.
I am significantly more comfortable with aggressive sweeping and trading tactics than I am at trying to stall people out. I understand the basic concepts of stall but I know alot more about how to power through a poke than about coordinating a successful defence. I have difficulty constructing something watertight and this really shows when I attempt to stall.
Pokemon is all about momentum. How to gain momentum, how to abuse it, and how to throttle it and take it back by force. One of the most interesting aspects of the game is the way it uses momentum as a comeback mechanism - every time one of your pokemon dies you gain a hefty chunk of momentum and an opportunity to swing the game back in your favour (you get a free switch). Being able to recognise and control these shifts in momentum is, therefore, an important game skill.
Right now I am very interested in the potential that suicide moves can offer. A suicide move is useful because it can give you a big chunk of momentum and a powerful effect in exchange for a life. Granted, the more lives you throw away the closer you are to losing but often an individual poke isnt actually that valuable to you. Maybe they are hard countered by the other team, or they already lost alot of HP, or perhaps you are already ahead but need things to stay that way. Whatever, life is cheap, momentum is trickier to grasp. Its also worth pointing out that some of the effects you get from suicide moves are amazing. Killing your own poke obviously gives you an instant switch but killing or crippling an opposing poke at the same time? Bargain.
What pokes can run suicide moves effectively and what kind of tricks can they pull off with them?
(here is a basic list of tricks that I'm hoping you can add to)
Lots of these are attacks are indescriminate.... which is awsome, nothing better than a suicide poke to cover gaping weaknesses in your team :)
Destiny Bond
Destiny Bond is simple but amazing. If your opponent knocks you out then they go down too.
Destiny bond gives you slightly different options depending on whether you are faster or slower than your opponent.
Tricks:
- kill an opponent and then use destiny bond... your damaged poke just took out a second opponent
- take out a dangerous sweeper (destiny bond is super because it covers so many potential gamewinners)
- combined with encore you can create a trap where your opponent either KOs you (killing themselves) or gets a non-attacking move encored and becomes setup fodder
- stall for multiple turns to take advantage of leftovers or to let status cause more residual damage to an opponent
- spam destiny bond to get a free attack or free switch. Nobody wants to lose their healthy poke to a retarded gimmick when they could just outstall you with non-damaging moves. Fast destiny bond users can take advantage of the opportunity to throw in a random attack with relatively low risk. Slower pokes cant get free attacks this way but can still get a free switch.
- destiny bond is the only way several ghost types can escape from a pursuit user. Either the attacker has to accept the trade or allow the ghost to switch out of a terrible matchup
Issues:
- requires accurate prediction or a complimentary move to enable a trap
- vulnerable to status effects, indirect damage bypasses destiny bond
- low PP, eight is plenty but you can definately run out
Tricks:
- kill an opponent and then use destiny bond... your damaged poke just took out a second opponent
- take out a dangerous sweeper (destiny bond is super because it covers so many potential gamewinners)
- combined with encore you can create a trap where your opponent either KOs you (killing themselves) or gets a non-attacking move encored and becomes setup fodder
- stall for multiple turns to take advantage of leftovers or to let status cause more residual damage to an opponent
- spam destiny bond to get a free attack or free switch. Nobody wants to lose their healthy poke to a retarded gimmick when they could just outstall you with non-damaging moves. Fast destiny bond users can take advantage of the opportunity to throw in a random attack with relatively low risk. Slower pokes cant get free attacks this way but can still get a free switch.
- destiny bond is the only way several ghost types can escape from a pursuit user. Either the attacker has to accept the trade or allow the ghost to switch out of a terrible matchup
Issues:
- requires accurate prediction or a complimentary move to enable a trap
- vulnerable to status effects, indirect damage bypasses destiny bond
- low PP, eight is plenty but you can definately run out
Explode / Self Destruct
These moves pack alot of punch and occur instantly. Unlike destiny bond you dont run the risk of your opponent setting up on you or any shenanigans like that.
Tricks:
- instant switch into a new poke while garuanteeing that the new poke will take no damage on the way in
- perfect for maintaining momentum after setting up weather, hazards, or trick room. Rain dance -> explode! -> swift swim is a pretty brutal way of switching into a sweeper: its quick, it maintains pressure, and its 100% safe
- trade away an unfavourable matchup
- bypasses taunt
Issues:
- Protect! Substitute! These moves can screw you up.
- might not kill your opponent which could be a disaster
- does not work against ghost types
- instant switch into a new poke while garuanteeing that the new poke will take no damage on the way in
- perfect for maintaining momentum after setting up weather, hazards, or trick room. Rain dance -> explode! -> swift swim is a pretty brutal way of switching into a sweeper: its quick, it maintains pressure, and its 100% safe
- trade away an unfavourable matchup
- bypasses taunt
Issues:
- Protect! Substitute! These moves can screw you up.
- might not kill your opponent which could be a disaster
- does not work against ghost types
Memento
Memento is a little different from the other attacks because it cripples the opposing pokemon rather than killing it. This seems weak until you realise that a crippled poke is sometimes worse than a dead one. Since your poke died you get a safe switch in and since they got crippled you can setup with impunity... two turns is a super huge shift in momentum and that free turn of setup might well be gg right there. Think about what volcorona or haxorus can do after a single dance.
I havent really looked at memento very much yet. Its on the to do list so I'm especially keen to find out what sort of filth people have dreamed up for this one. My best guess is...
Dugtrio -> revenge kill something (hurrah for arena trap) -> opponent counters dugtrio -> memento -> win?
Dugtrio -> revenge kill something (hurrah for arena trap) -> opponent counters dugtrio -> memento -> win?
Final gambit
Final gambit is interesting because it causes an exact amount of damage so there is a little less luck and a little less calculation involved. Unfortunately it is completely useless if you already took alot of damage, which makes it alot less dangerous than some of the other suicide moves.
Victini looks like the primary benefactor. Victini is relatively fast and relatively bulky and comes with a whole bunch of other great options. V-create is awsome but runs the risk of being absorbed by a heatran or some BS like that (plus it comes with stat drops, urgh). Final gambit is a straightforward way to bypass those kind of problems.
Choice scarf or physical sweeper victini's seem like the most obvious build but I'm ever hopeful that someone will have constructed some sort of fabulously ingenious (and utterly ridiculous) set. Chestorest-gambit anyone?
Choice scarf or physical sweeper victini's seem like the most obvious build but I'm ever hopeful that someone will have constructed some sort of fabulously ingenious (and utterly ridiculous) set. Chestorest-gambit anyone?
So, how do you guys use these moves competitively. What teams do they fit and what tricks have I missed?