atomicllamas
but then what's left of me?
@ 5 pm EST (GMT -5) on Sunday, tco will post a thread in the forum I linked, its first come first serve, so don't be late.Where do we sign up for this?
@ 5 pm EST (GMT -5) on Sunday, tco will post a thread in the forum I linked, its first come first serve, so don't be late.Where do we sign up for this?
Totally missing it then. I'll be at a local convention this entire weekend, but I'll try to get the word out a little bit tomorrow. Anyway, I want to draw attention to a couple of Pokemon that I've been having a fair bit of fun with so far this suspect test:@ 5 pm EST (GMT -5) on Sunday, tco will post a thread in the forum I linked, its first come first serve, so don't be late.
And of course I'm at a smash tournament at that point. RU isn't too busy so I might just be able to secure a spot.@ 5 pm EST (GMT -5) on Sunday, tco will post a thread in the forum I linked, its first come first serve, so don't be late.
Could you explain the EVs?Ok i think everybody knows about this right now but this set is simply godly and Bronzong itself is quite good as well
Bronzong @ Leftovers
Ability: Levitate
EVs: 248 HP / 168 Def / 12 SpA / 80 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Stealth Rock
- Psywave
- Toxic
- Hidden Power [Fire]
Guarantees the 1HKO on Durant while avoiding a 2HKO by LO Durant's X-Scissor. I'm skeptical, because Bronzong is a shaky Durant check even with HP Fire.Could you explain the EVs?
I know its not about me, but I still feel the need to clarify that the post you were referring to was actually talking about Tyrantrum "checks." Just saying.Your list of things that deal with Bronzong is also kind of bad considering Registeel is even easier to switch into that Bronzong is, Rhyperior doesn't do much to Bronzong except get Toxiced, same with Torterra, and same with Seismitoad unless it gets a Scald burn, cause I'm just setting rocks or toxicing then switching to my Virizion / Tangrowth / Aboma which is a lot harder to switch into than Seismitoad/Torterra.
Not getting into this whole thing, but Gastrodon isn't really used because it doesn't have much utility and usually just sits and presses scald until a check comes in. Quagsire and, in my opinion, Torterra are both better checks because they offer a little more utility. Scald immunity is nice, but every scald mon is faster, can take a +1 hit from gastrodon easily, and has toxic so Gastrodon is rarely getting much out of it.(noone of them have recovery bar Gastrodon which I didn't see have a good usage, idk why)
I think you kind of underrate band - it 2hkos every decently common mon except phys def Bronzong with the right coverage move or stab (and you could even run Crunch if you're that desperate). Doom and Samurott have legitimate, consistent answers balance teams can use - Tyrantrum has Mega Steelix, once, and being forced to run a specific mon, especially a mega, on balance to function suggests the metagame is unhealthy, and while I don't think Tyrantrum is real culprit, I think it has played a part.I also really disagree with the idea that Tyrantrum is a particularly diverse Pokemon, its Scarf and Band sets are both viable, as is its RP set (DD gets countered by everything Scarf does + I'd rather just fire off Head Smashes immediately against offense), but Scarf is far and away its best set. CB is good against balanced teams that aren't using Mega Steelix (which is arguably still the best mega in the tier, if not outright the best), but there are so many things I'd rather use to deal with balance that aren't as bad against other styles, such as Mixed Abomasnow, Houndoom, or Samurott. Scarf is far and away its best set and I don't think any other set is nearly good enough to be considered as unhealthy in the current meta game (I'm not particularly convinced scarf is unhealthy either).
Little late to reply, IK, but a band set can basically 2HKO most Scarf set switch-ins. Even a Life Orb set can do that. DD doesn't get countered by everything that scarf does. It is much better against generally bulky mons. This thing limits offense. The rex reks balance as well (and because the rex reks I hope to get reqs to ban rex). Choice Band can also stallbreak to an extent. Unless you have Frisk, you can't predict if it's Scarf or band until you know (and to an extent, DDance and RP too). You don't know if your check will always work. The different sets play off each other. DDance and RP get free turns from predicted scarfs (each has its Scarf checks that it can take on), and CB and LO get 2HKO's on supposed counters/switch-ins. Even scarf still 3HKO's most "checks." This is insane diversity, although one might theoretically be the best.I also really disagree with the idea that Tyrantrum is a particularly diverse Pokemon, its Scarf and Band sets are both viable, as is its RP set (DD gets countered by everything Scarf does + I'd rather just fire off Head Smashes immediately against offense), but Scarf is far and away its best set. CB is good against balanced teams that aren't using Mega Steelix (which is arguably still the best mega in the tier, if not outright the best), but there are so many things I'd rather use to deal with balance that aren't as bad against other styles, such as Mixed Abomasnow, Houndoom, or Samurott. Scarf is far and away its best set and I don't think any other set is nearly good enough to be considered as unhealthy in the current meta game (I'm not particularly convinced scarf is unhealthy either)
Doom and Samurott do have legitimate consistent answers on balance (as does Band Tyrantrum), but don't rely on being choice locked to effectively break the opposing team's defensive core (less prediction reliant). Like a really well played Band Tyrantrum is going to put in a lot of work against slower balanced teams, but it doesn't get into a position where it "just wins" as easily as something like Houndoom, Samu, or Mixed Aboma (and a Band Tyrantrum that is not played well won't do much of anything which isn't really the case for the other mons). Band Tyrantrum is kind of like Specs Exploud, except its not nearly as easy to use because most Rock Resists are Physically bulky. Again I don't think Choice Band Tyrantrum is bad, I just don't think it is particularly ban worthy, and I haven't really seen Choice Band Tyrantrum used in any high level applications. I also don't think its mandatory to run Mega Steelix on Balance at all, and while it is done pretty commonly, that has more to do with it being the best mega than it being mandatory on balance to deal w/ Tyrantrum.I think you kind of underrate band - it 2hkos every decently common mon except phys def Bronzong with the right coverage move or stab (and you could even run Crunch if you're that desperate). Doom and Samurott have legitimate, consistent answers balance teams can use - Tyrantrum has Mega Steelix, once, and being forced to run a specific mon, especially a mega, on balance to function suggests the metagame is unhealthy, and while I don't think Tyrantrum is real culprit, I think it has played a part.
So band gets one kill and then fails to do anything else against offense (because its not especially fast nor does it get many switch in oppertunities), while defensive teams carries dedicated and very bulky rock resists that can avoid the 2hko anyways. I understand the band set hits hard, but without the speed it doesn't restrict team building nearly as much, so I don't think its really all that relevant to this test. DD has always been awful, which is why its pretty much never seen competitive use, a +1 LO Head Smash is doing slightly less than 2 Scarf Head Smashes (which is why scarf checks / counters are still checking / countering Tyrantrum), taking recoil, and requires a free turn in order to get the speed boost which makes it so threatening.Little late to reply, IK, but a band set can basically 2HKO most Scarf set switch-ins. Even a Life Orb set can do that. DD doesn't get countered by everything that scarf does. It is much better against generally bulky mons. This thing limits offense. The rex reks balance as well. Choice Band can also stallbreak to an extent. Unless you have Frisk, you can't predict if it's Scarf or band until you know (and to an extent, DDance and RP too). You don't know if your check will always work. The different sets play off each other. DDance and RP get free turns from predicted scarfs (each has its Scarf checks that it can take on), and CB and LO get 2HKO's on supposed counters/switch-ins. Even scarf still 3HKO's most "checks." This is insane diversity, although one might theoretically be the best.
DDance isn't great, I know. It can actually be p. decent though against certain teams. But you are realls underselling band. 1 KO is still good, and it can be saved for later. It can beat defense once their rock resist is dead. It isn't a 1v6, people. It's a 6v6. Most teams only carry 1 rock resist.So band gets one kill and then fails to do anything else against offense (because its not especially fast nor does it get many switch in oppertunities), while defensive teams carries dedicated and very bulky rock resists that can avoid the 2hko anyways. I understand the band set hits hard, but without the speed it doesn't restrict team building nearly as much, so I don't think its really all that relevant to this test. DD has always been awful, which is why its pretty much never seen competitive use, a +1 LO Head Smash is doing slightly less than 2 Scarf Head Smashes (which is why scarf checks / counters are still checking / countering Tyrantrum), taking recoil, and requires a free turn in order to get the speed boost which makes it so threatening.
This isn't a suitable argument. If your opponent is going to let you set up all the hazard you want, naturally you're not going to struggle with much of anything. Sticky Web teams in particular though tend to be relatively inconsistent in this meta due to how matchup reliant they can be in addition to how weak those teams are to Flygon. Don't insinuate that inconsistent archetypes are reliable countermeasures, neither is revenge killing considering practically everything can be revenge killed.
- Sticky webs offense comes to mind as a great way to neutralize Tyrantrum. This isnt even grasping at straws to find a Tyrantrum check because sticky webs are very viable in this meta as they check a whole bunch more than just Tyrantrum.
- Hazard stack is also a great way to limit Tyrantrum. Tyrantrum is weak to toxic spikes and takes damage from spikes. Combine this with all sorts of priority that offense teams can/should pack and Tyrantrum is getting whittled down at a fast rate.
Did you not so much as read any of the posts in this thread? The problem isn't having to run checks, but rather the checks being too specific and defensively-oriented and some of them not even being reliable altogether due to how easily it is to dispatch them. In your extremely flawed and inaccurate list, not once did you explain why this argument doesn't hold merit aside from saying "these three defensive Pokemon, one of which is niche the other is just bad, can keep Tyrantrum from spamming Head Smash".However it is a fallacy to say that ,"My offense team NEEDS a Tyrantrum check otherwise its a bad team, therefore its broken because I have to run a check for it." I have news for you, if you don't prepare for the top threats of a tier you will not have a very good time.
Even if Tyrantrum is locked into head smash, certain things can still set try and set up on it. For example, rock polish Tyrantrum can set up on an opposing scarf Tyrantrum, Virizion with a little bulk investement can set up (I have a spread for this but no one else is buying into slightly bulky Virizion:( ), Hitmonlee can use its endure or fake out sets to set up,etc .
Because Abomasnow and Samurott are going to be magically be at +2 when swapping in to revenge kill Tyrantrum. Even not withstanding the above, +2 LO Aqua Jet doesn't even come close to OHKOing Tyrantrum while it's OHKOed back by a Head Smash after Stealth Rock.Furthermore, despite how fast Tyrantrum can be, it cannot outpace priority from say a +2 Abomasnow or a +2 Samurott.
Sash sweepers, definitely not the most reliable but they do have relative suprise factor and are deadly if you can keep hazards off and hence keep the sash intact.
It might be my lack of long-term experience in RU, I personally found that the webs team I used to get reqs was extremely effective at getting up hazards and keeping them up there even when facing flygon or other defoggers/spinners, allowing me to consistently beat scarf tyrantrum without much trouble. It also didn't really have any trouble with particular matchups except for when my opponent had a balance team with a specific type of core that would allow it to manage every member on my team (by not having some sort of specific core I would usually have one member that could break part of it, allowing the others to deal more damage). I wasn't forced to run any mons that are consistently poor in ru other than for tyrantrum either, which is pretty nice, so overall I didn't find it to be a huge problem personally. Regardless, offense teams shouldn't be forced to run webs to handle scarf rantrum, and without it i can imagine it to be a much bigger problem, so tyrantrum still presents some restriction to teambuilding offense, although this is not untrue for other top tier threats and it doesn't seem to be too unmanageable since you aren't always forced to use otherwise subpar mons to handle it.This isn't a suitable argument. If your opponent is going to let you set up all the hazard you want, naturally you're not going to struggle with much of anything. Sticky Web teams in particular though tend to be relatively inconsistent in this meta due to how matchup reliant they can be in addition to how weak those teams are to Flygon. Don't insinuate that inconsistent archetypes are reliable countermeasures, neither is revenge killing considering practically everything can be revenge killed.
You can make a team to be very good at keeping up hazards, at the cost of one or two team slots (and you lose Defog). That means that an effective Sticky Web team to beat a Tyrantrum+Hazard removal core requires at least 2 teamslots (Websetter + Rapid Spin immune) and either a third (defiant, although even that can be beat as Braviary and Pawniard can be beat even at +2 and you can predict), a Web setter that can stay alive, a second Web setter, or constant offensive pressure. Isn't this a bit too big of a price to pay to keep the thing at bay? Even if you don't count the Web-setter, that's still 1 poke and constant offensive pressure or 2 pokes and a good chance that one will fail. The way I see it, there are 4 possibilities (involving Tyrantrum):It might be my lack of long-term experience in RU, I personally found that the webs team I used to get reqs was extremely effective at getting up hazards and keeping them up there even when facing flygon or other defoggers/spinners, allowing me to consistently beat scarf tyrantrum without much trouble. It also didn't really have any trouble with particular matchups except for when my opponent had a balance team with a specific type of core that would allow it to manage every member on my team (by not having some sort of specific core I would usually have one member that could break part of it, allowing the others to deal more damage). I wasn't forced to run any mons that are consistently poor in ru other than for tyrantrum either, which is pretty nice, so overall I didn't find it to be a huge problem personally. Regardless, offense teams shouldn't be forced to run webs to handle scarf rantrum, and without it i can imagine it to be a much bigger problem, so tyrantrum still presents some restriction to teambuilding offense, although this is not untrue for other top tier threats and it doesn't seem to be too unmanageable since you aren't always forced to use otherwise subpar mons to handle it.