Originally Posted by Fat ParaChomp
I don't play triples that much but your team looks amazing so far. I don't have anything to say except that only West Sea Gastrodon have Storm Drain (you have a sprite of an East Sea Gastrodon).
Really? Haha that's some awesome trivia right there, I had no idea. In any case, on PO at least I'll keep the sprites as they are since otherwise it breaks my nice colour scheme :P. Thanks for the compliments too.
Originally Posted by Fat TheMaskedNitpicker
Hey, no problem. You're a lot more familiar with this team than I am.
I hadn't considered the wasted-turns angle on Heal Bell. That's a good call. The main reasons I recommended Safeguard instead are that a sleeping Lapras can't use Heal Bell and that Safeguard prevents confusion, which Heal Bell doesn't cure (to my knowledge).
Actually, I was thinking you'd replace Baton Pass rather than Helping Hand on your Musharna. But if switching in near the end of the round is crucial to your strategy, I can see how you'd want to keep it. I've found that Helping Hand is great with Mental Herb because if you get taunted once, you can use Helping Hand next round, knowing that you'll get it off before you get taunted again. Then you can switch out, etc.
I hope Haze works for you on Politoed. Back when my team had one, it served me well. It's much easier to predict with than Encore on a slow Pokemon like Politoed, that's for sure. Encore got nerfed pretty badly this gen anyhow.
Hmmm, if it blocks confusion then Safeguard looks pretty attractive - I recently almost lost to a Teeter Dance abuse team and Swagger is always a bitch. The problem is Lapras' speed and whether I can afford to use the turn Safeguarding as soon as I come in. On PO at least sleep clause is actice, so I don't need to worry about being slept there, but admittedly on Wifi if I take this team there I'll have both Item Clause active and Sleep inactive, so I will most likely take your Lum+Safeguard advice and have Lapras be an alternate lead.
Baton Pass was one of the reasons I chose Mush in the first place really, since it and EB would let me have two healthy abusers out on the third turn with ease (as well as giving me additional options in terms of getting Rain back up VS other weathers). I tend to bring her back in to put screens back up in about half of all battles, so it is pretty valuable for that reason. If I wanted to rely on my prediction I could go with HH over it, but it and Psywave have somewhat overlapping roles in getting that additional damage on something (only HH can do it on a few mons if I assist Surf). Overall I think actually being able to cause damage>the avoiding Taunt thing you mention, since so little actually seems to carry the move, though in theory like you say it works brilliantly (and is one of the reasons I picked HH as the fourth move). However, Psywave's accuracy may piss me off in crucial situations where HH would work, so I may run them both (especially as if I surf something on the way in it'll get a reasonably heal).
Haze has served me well in the battles since the change, letting me neutralise a +4 CMer who may well otherwise have swept the team, so its here to stay! Considering Protect on Toed in the last slot to allow switchins of my sweepers to perhaps be a tad more coordinated with Musharna, since normally Vappy goes out in Toed's place and dies as Mush gets her pass off, especially as someone other than Toed would be better carrying Rain Dance, but we'll see. Then again, the early damage with Vappy is good seeing as I often get two sweepers in when she dies and Mush passes at the same time, so it works both ways..