Quote:
Originally Posted by Fat PK Gaming
I don't see the harm in keeping Roost. Yes, you're not likely roost in most matches, but it's important to have it as an option so you can use it when you DO need it. Remember, the point of Roost on that set isn't to replenish Multiscale, its used to keep Dragonite alive throughout the match, Multiscale is just a bonus. The 4th slot is mostly filler anyway, Dragonite more or less accomplishes its job with the 3 moves already listed, and the 4th slot is entirely dependant on the Dragonite user. If you feel that strongly about Roost, bring it up when and we can talk about it in detail on IRC.
It's a crutch set. I know that it's a good set in practice (pretty all of Dragonites sets are "good"), but you're going to have to come up with a better reason than that to keep around because its presently the only set that is straight up outclassed by another pokemon (Hydreigon).
It's a good set. Depends on the team and such, but the tank set have very strong staying power due to all of that bulk. It's less oriented on getting kills and more oriented on spreading paralysis, and messing up teams in general. I know for a fact that it's been used by tournament players as well, and they can vouch for this sets success.
Mixnite is a crutch, and it's a set I don't think we should be encouraging in C&C. There is no real reason to use mixnite over Hydreigon (and to a lesser extent Salamence). Just so we're clear, Hydreigon doesn't need to rely on outrage to destroy special walls, since it gets Superpower. "The ability to lure in physical walls" isn't a strong argument for me since it doesn't come into play too often. In practice, your opponent will throw steel-types onto Dragonite before switching into a physical wall. Speaking of physical walls, Hippowdown is practically non-existant, and Gliscor is a bad initial switch into Dragonite period; modern BW2 teams tend to check Dragonite by revenge killing it, or via pivot switches.
The reason why I prefer Hydreigon & Salamence and that it doesn't matter what the game state looks like at any point, they'll still kick ass, but mixnite only shines for one turn, and for the rest of the battle you're basically using an inferior Hydreigon. That one turn is questionable because you're opponent might not switch in a physical wall into Dragonite, and they might just throw a steel-type onto him.
Also, I don't think I like your attitude; The QC team has complete jurisdiction of what goes onsite, you cannot prevent that from happening. Now i'm only telling you to remove mxnite, i'm not forcing you to immediately do it. You're welcome to argue to keep it onsite, but the majority of QC is set on removing it.
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Well Pocket for one is against removing it, and I haven't seen any other QC speak up about it yet so I don't know about them. While I don't think you're lying or anything, I'd like to hear it from the horse's mouth before I take it into consideration.
And while Hydreigon does get Superpower it has a LOT less power behind that superpower with 25 less base attack. That's going to make a difference with say, Chansey. It also has distinctly different typing, which makes for different type synergy Dragonite can switch in on fighting type moves wheras Hydreigon is committing suicide if it does. This alone allows it to occupy a different niche on a team. While these Pokemon might not be built to take attacks they still need opportunities to switch in and Dragonite and Hydreigon have very different ones due to that key typing difference.
And of course, Hydreigon doesn't get Extreme Speed, a very valuable option on Dragonite that nothing else like it can run. That Extreme Speed might not be super powerful but it can be utterly invaluable at times, at it does enough to provide noticeable protection against frail threats late game. While I typically run EQ for the extra coverage and ability to attack lots of targets without lowering my stats or blowing my cover, there's been more than a few instances where I know ES could have been very useful. How's that for late game presence?
As for Roost on the rain set I maintain that you miss the move-slot it takes up more often than you actually need it. This is primarily due to the fact that sun teams are pretty common and without ES or EQ you're kind of screwed against them. While I'm not insisting it be moved to AC, it should definitely not be the primary slash.
I'll take your word on the tank set, I just hadn't used it or seen it in use myself so I had no way to judge it. I'll probably test it at some point just so I can better make any changes in wording or whatever I need to. Just in case, you know?