Inconsequential to the topic at hand but whatever. :[
I don't know where you guys get these silly ideas of stall and offense and blagh blagh blagh. Maybe it's just me but the difference between an "offensive" team and a "stall" team isn't big enough in GSC for the terms to have much meaning. And I love how you disparagingly label Curselax as "bad offense," Borat...
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Originally Posted by Fat Borat
@Mr.E: Saying Gengar runs DP primarily for Blissey and NOT ttar (the latter of which has a hard counter move in Pursuit) is blatant ignorance on your part. [Gengar can explode on Blissey, can trap too.] And saying Tyranitar runs DP primarily for Blissey and NOT Snorlax (the latter of which, the best pokemon in the game) is also blatant ignorance on your part. That's like saying Tyranitar runs Pursuit primarily for Alakazam and not Gengar/Missy/Egg.
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Gengar may as well run Hypnosis to get away from T-Tar more reliably than attempting to cripple it with Dynamicpunch. With regard to Blissey, Perish Trapping requires at least a second moveslot (Mean Look), if not a dedicated moveset, and Explosion has a rather obvious drawback. T-Tar can also be worn down due to its lack of recovery, which is not the case with Blissey.
Tyranitar's Dynamicpunch deals less than 50% to Snorlax and it misses half the time. It's useful in certain circumstances but you'd be foolish to just sit there and try slugging it out against a healthy Snorlax. Blissey is another matter, as Blissey poses no threat to T-Tar normally. Missing a DP or two is no big deal, you're just allowing it to do whatever it was going to do while you would otherwise be trolling for a double Rock Slide flinch (set up Light Screen, remove status, whatever).
I would never say Pursuit is for Alakazam. It's obviously for Gengar, because Missy isn't even a relevant pokémon with Perish Sleep Trapping banned (I like to call it the "Misdreavus ban.") and it's garbage against both 'Zam and Eggy. Yeah, call me ignorant and then go on to say Pursuit is useful against Exeggutor...
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Heracross does a "whopping" 101-118 to Skarm with a hypothetical DP hit + confusion. S-toss does 100. And the only time confusion should matter is if you have no other choice but to leave Heracross in to fight skarm, which has always been a horrible idea unless you can kill the next hit (which in this case, is still a horrible idea because you're relying on a 50% acc move, and if you miss, you die).
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Sure, Seismic Toss is better if you catch Skarm nearly-dead (or on the switch at or below 180 HP). Otherwise, DP is better because of the confusion.
Heracross cannot normally break Skarmory on its own. Seismic Toss only works in a specific circumstance which is difficult to catch Skarm in and it can never win straight-up. (While 1v1 is typically not important on its own, what matters here is that Skarmory can switch in even while Resting from the previous encounter and still force Heracross out.) Dynamicpunch is better at chipping away on the switch because when you hit, Skarmory will fail to Rest off the damage half the time and be more vulnerable the next time you see it. I suppose you could use both if you really wanted, then you can force it out or attempt a 50/50 kill by confusing it while asleep.
It's the same principle as using Zap Cannon (or Confuse Ray) on Umbreon. It punishes the counter and hey, just maybe next time they'll fully paralyze and you'll successfully Pass off. What, did you think it's there to
kill things? It can hardly kill Skarmory, let alone Suicune or anything else.