Thread: Hazards in BW2
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Old Oct 10th, 2012, 10:59:42 PM   #2
Electrolyte
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Yeah, hazards are really really important in today's metagame. If your team dies not exhibit at least some form of hazard control, you will be ripped apart by well played Hyper Offense, a decently popular style. It isn't just for stall- offensive teams love the extra damage and the breakage of opposing sashes.

A new sort of sub strategy that I've seen people say is Spike-stack Offense. It basically involves leading with a spiker, prmarily Deoxys-D, then laying down 3 layers and dying. Afterwards, you just pummel your opponent with so much offense that they don't have time to spin, nor could they risk too. Deoxys is really the only setter in that strategy because it retains decent speed- so that it is not as scared of Taunt as Foretress or Ferrothorn. It can also put forth some offense- utilizing its wide movepool to punch holes in spinners.

The way I usually handle spinners is 'low reward high risk', and goes alon the style of spike stack offense. Basically what this is is taking advantage of Rapid spin's abysmal power to set up or deal heavy damage to their spinners. You basically get a 'free turn' as they spin, and there are hordes of pokemon I know that can turn frim pretty harmless to monstrous in just one turn. (Personally, I use Jirachi.) In fact, this strategy can be used to play mindgames. If I know that my opponent has a weakness to SR yet they've covered it with a spinner, I'd use hazards as a bait for a 'free turn' as my opponent spins. During that turn, I can set up and sweep, or, I can KO the spinner with a surprise set and reset hazards later. This strategy generally only works with SR, however, as spikes require more turns to perform and the outcome is in general not as beneficial.

In cases where my opponent chooses not to spin, well, their Volcorona is going to be taking 50% every time it switches in, so I'll have an advantage either way.
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