I thought somebody here confirmed that the mechanics changed, was this a mistake?It should be noted that if Octillery uses Toxic on a Synchronise Pokemon, he will only recieve regular poison, not bad poison. That's still seriously gonna cramp his style but, assuming Leftovers and non-damaging weather, he's only losing 6% of his health per turn. Basically, he'll still have plenty of time to fuck with your team even moreso when you consider that no Octillery user is going to start pinging Toxic about until he has all the boosts he need - it would be more fruitful for him to use Sub/Protect.
Yeah, Deoxys-a isn't nearly as good as I thought it would be. If it doesn't ohko, it dies. It cannot really afford to predict too much either. And psycho boost, when it actually hits (90% accuracy has screwed me over many a time), doesn't even ohko a burungeru- and since he can't afford to predict too much, its not too hard to get bungy in on a superpower. He extreme frailness is a very major flaw.Deoxys a might 1-2 HKO many but psycho boost isnt as broken insane OMG as everyone point it to be. To be exact, stall mew (dude i love this bitch) isnt 2HKO factoring SR and can heal off the damage. Non orb superpower has chance to not OHKO bliss too. So boost power isnt exactly why hes broken
If someone reason his brokeness its going to be his mixed stats and movepool although movepool argument is pointless seeing most just use same move over and over again.
(ES Super T bolt or Ball Boost) AND ES isnt as powerul as we thought off to sadly.
Inconsistant may be 'cheap' but that is why Porygon-2 and Gardevoir have their uses. As does such moves as Role Play, Worry Seed, Gastro Acid, Skill Swap, Simple Beam, Make Friends. Trick Room, Heal Block, Imprison, Embargo, and Magic Room are examples of options available to slow their hopes. Never miss moves such as an Aura Sphere or Magical Leaf can also hit them. Snatch perhaps? Surf, Toxic, Substitute, and Protect are common moves on them. Water and poison immunties and/or resistance can be used. So can the Synchronize and Unaware abilities. Clear Smog, from the new mushroom Pokemon, can phaze. Poliwrath can 'combo' Mind Reader & Overhead Throw.Get darkrai,inconsistent & shaymin out of there.
It should be noted that if Octillery uses Toxic on a Synchronise Pokemon, he will only recieve regular poison, not bad poison. That's still seriously gonna cramp his style but, assuming Leftovers and non-damaging weather, he's only losing 6% of his health per turn. Basically, he'll still have plenty of time to fuck with your team even moreso when you consider that no Octillery user is going to start pinging Toxic about until he has all the boosts he need - it would be more fruitful for him to use Sub/Protect.
From the research thread:I thought somebody here confirmed that the mechanics changed, was this a mistake?
Trace users usually do not carry protect or substitute (and it lowers their utility against non-inconsistenters when they do), and with no sub they are easily poisoned by octillery and killed. Same goes for role play, but to an even greater extent since you have to use a moveslot for it.Inconsistant may be 'cheap' but that is why Porygon-2 and Gardevoir have their uses. As does such moves as Role Play, Worry Seed, Gastro Acid, Skill Swap, Simple Beam, Make Friends. Trick Room, Heal Block, Imprison, Embargo, and Magic Room are examples of options available to slow their hopes. Never miss moves such as an Aura Sphere or Magical Leaf can also hit them. Snatch perhaps? Surf, Toxic, Substitute, and Protect are common moves on them. Water and poison immunties and/or resistance can be used. So can the Synchronize and Unaware abilities. Clear Smog, from the new mushroom Pokemon, can phaze. Poliwrath can 'combo' Mind Reader & Overhead Throw.
Umm, prediction and taking risks is the only way you actually can really play Deoxys in the end. If you want a safe pokemon, you just simply can't use him because Deoxys is a high risk-possibly very high reward pokemon. It's either win, switch out and come in when something dies, or die. And with those defenses, playing safe WILL cause him to die. If you suck at prediction, you definitely shouldn't use it because playing Deoxys is like playing an aggro risky style of chess. It gives high momentum but if you falter for a single second, it will collapse.Yeah, Deoxys-a isn't nearly as good as I thought it would be. If it doesn't ohko, it dies. It cannot really afford to predict too much either. And psycho boost, when it actually hits (90% accuracy has screwed me over many a time), doesn't even ohko a burungeru- and since he can't afford to predict too much, its not too hard to get bungy in on a superpower. He extreme frailness is a very major flaw.
I'm actually quite good at prediction (just ask all the hp-fire'd scizors and nattys and all the choice scarf manaphy's), it's just that deoxys is too much risk, not enough reward- for example, not ohko-ing burungeru. It's biggest problem is that it's main moves (psycho-boost, superpower, extremespeed) all have immunities.Umm, prediction and taking risks is the only way you actually can really play Deoxys in the end. If you want a safe pokemon, you just simply can't use him because Deoxys is a high risk-possibly very high reward pokemon. It's either win, switch out and come in when something dies, or die. And with those defenses, playing safe WILL cause him to die. If you suck at prediction, you definitely shouldn't use it because playing Deoxys is like playing an aggro risky style of chess. It gives high momentum but if you falter for a single second, it will collapse.
But if used correctly, he will DESTROY things. And it isn't that hard to predict obvious switchins to a Dark or Steel/Psychic from Psycho Boost if they have any, especially when you have Team viewer that lets you see the opposing team. It isn't like last gen where you would have to play blind and Deoxys predictions would really need to be spot on when they switch in darks/steels/etc. But his power is such he can 1-2 hit ko many of those anyways.
Psycho Boost misses would suck. You can't predict those. But Psycho Boosts do MASSIVE damage to Burungeru and you 2 hit ko. Or kill it with something else. And if it chooses to carry Shadow Ball (probably least useful last move when it has Icebeam/Hp Fire/Thunder(bolt) but it still hits Latios and Burungeru), Burungeru won't be feeling to good.
I am not arguing with the (probable) ban of inconsistent. I completely agree with you and also believe it should be banned because it is too difficult to stop, making it overpowered. Not because of anything to do with skill, luck, uncompetitiveness, or anything of the like.What you are describing, my friend, is a tautological extreme. Certain risk management techniques can be incorporated into gameplay to make certain degrees of hax surmountable. In the case of Inconsistent, the majority of these techniques are either temporary or impractical. Little By Little and Sacred Sword can be used to hit through defensive boosts, but have limited distribution and do not cancel offensive or speed boosts. Roar and Whirlwind can phaze them, but have no effect if it's the last Pokemon, not to mention the Pokemon using it can be KOed before it uses the move. Taunt prevents subbing, and Protect, but neither attacks nor boosts. Encore only lasts three turns and does not break an active Substitute.
As you can see, most methods of preventing the Inconsistent user from setting up are impractical. Your only real chance is hoping the Inconsistent user makes a crippling mistake, such as bad prediction, misjudging an opportunity to set up, or a combination of strategies that would require an entire metagame's worth of effort to prevent. In a theoretical sense, the player has no real control over the battle and very little options to prevent the Inconsistent user from setting up in the context of various metagame-viable strategies.
Again, I agree with you about the extreme effects inconsistent can have, but this is an exaggeration. I haven't actually used it myself much, but in my experiences, it was very rare that the ENTIRE battle was completely decided by the inconsistent pokemon. The same thing could be said about critical hits. For example, your team could only have one counter to some obscure threat, it critical hits your counter and is able to sweep you. This also CAN take the entire game out of the player's hands, but likely in most cases it won't (note: please ignore the fact that this could be a result of poor team-making, it is not relevant to my point).Yeah, so go ahead and read SJCrew's post (re-reading a few times so it'll sink in), and realize that Inconsistent doesn't take SOME of the battle out of the player's hands . . .
It takes ALL of the battle out of the player's hands (essentially).
Just like 4th gen tickle wobb :D
Honestly, how would you feel if a mod came into a battle in the middle of a game and said, "Alright, Imma flip a coin, and whoever gets it, wins the game." Sure the odds are "fair" but would you agree that it's good for competitive pokemon? Fuck no. That is essentially the issue with Inconsistent.
So if luck is intended, it is bad but if it "just happens" then it is OK? What if I told you I fully intend to make you flinch with my scarf togekiss or that I fully intend to make you miss with my brightpowder, sand veil garchomp?Do you build your team to activate that Quick Claw your Snorlax is holding, or to make your Ulgamoth inflict the Burn stats on everything with Flamethrower?
I didn't mean the entire duration of the battle, but while the Inconsistent pokemon on the field, the entire battle is completely controlled by the outcome of Inconsistent, and it has enough control to potentially dictate the entire outcome of the game.Again, I agree with you about the extreme effects inconsistent can have, but this is an exaggeration. I haven't actually used it myself much, but in my experiences, it was very rare that the ENTIRE battle was completely decided by the inconsistent pokemon. The same thing could be said about critical hits. For example, your team could only have one counter to some obscure threat, it critical hits your counter and is able to sweep you. This also CAN take the entire game out of the player's hands, but likely in most cases it won't (note: please ignore the fact that this could be a result of poor team-making, it is not relevant to my point).
Everyone is a nominee. The OP says that anyone can nominate, but only certified people can vote.Did everyone forget about Doryuuzu? Without opposing weather, Hippowdon (Balloon beats it), Breloom, or Roobushin (Chople beats them), it's incredibly difficult to deal with for both stall and offensive teams due to its amazing power and speed. I don't have time to write up a good post here, but I do want the nominees to remember the mole.