High-brow discussion
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Originally Posted by Fat Deck Knight
Since its primary purpose is damage and Aurumoth has 110 HP, How do people feel about allowing Final Gambit? It's certainly a high risk strategy.
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Originally Posted by Fat Nyktos
I like the idea. It's suitably risky and it's an interesting move that is rarely used but which Aurumoth is a reasonably good user of.
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Originally Posted by Fat Master of the Six Kings
I like it, though i'm a bit weary of giving something with 110 HP and Illusion Final Gambit. Having to play like every Pokemon on your opponent's team can suddenly one shot almost everything on your team with no questions asked seems a bit rediculous. If it were made to be a Dream World only move, being only usable with No Guard, i'd be totally for it. This Pokemon is going to have enough going for it's Scarf Illusion set with its crazy coverage to turn it into a nuke that you won't see coming.
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Originally Posted by Fat Meteor62
Considering the current strongest user of Final Gambit is Victini, I'm all for Aurumoth having it.
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Originally Posted by Fat TheMagicalCake
Also I want to allow Final Gambit because it fits extremely well.
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Originally Posted by Fat CiteAndPrune
Final Gambit sounds like fun, I'd say allow it.
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Originally Posted by Fat forestflamerunner
I also love the idea of Final Gambit. I was going to bring it up in the next poll because that's where i thought it would belong, but i guess i was wrong about that. More on point, i feel that Final Gambit bottles the risk/reward concept into one move just about as well as any attack can. It, for obvious reasons, Is a swing or a miss attack and using it too early may leave you vulnerable to various threats that you relied on Auramoth to check while using it at the wrong time against the wrong threat could cost you a healthy pokemon.
MotSK raised some concerns about an Illusion Final Gambit combo. He feared that Final Gambit would become ridiculously easy to abuse with Ilusion because you can essentially lure out the counter to one of your sweepers or whatnot. I see where MOTK is coming from with this, but I kinda feel like the point of illusion is to lure out your opponents counters to your sweepers or walls and eliminate them anyways, so Final Gambit doesn't really add any new niche. It would just augment one of them. actually, when you think about it, it would be smarter to eliminate counters with coverage moves rather than final gambit in the long run, because then the threat is eliminated and you have a functioning Auramoth, so I doubt Final Gambit would be OP.
So yeah, Final Gambit=Sexy. Add to the movepool please!!!
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Originally Posted by Fat ZhengTann
Regarding the Final Gambit, I'd say allow it, too - except that it doesn't make the strategy anymore riskier than "come in on least number of entry hazards and attempting to kll off a threat with Base 110 HP".
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Originally Posted by Fat bugmaniacbob
But since you have brought it up... eh, I guess I'll allow it. Everybody likes suicide strategies. Not sure if I'll count it as a VGM for this CAP since the only reason I did that with Fiery Dance was so that I could ban it... but since we're limiting the movepool, I suppose it would be inconsistent of me to not give Final Gambit the same treatment. OK, Final Gambit is now a VGM for this CAP.
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As a player, I find Final Gambit to be a silly move (besides being an oxymoron to begin with). It's not even a "last ditch" move that targets the opponent's biggest threats in some genius scheme to snatch victory from the jaws of defeat; it's a turn-1 troll move aimed at whatever so happens to be out there for the opponent at the time, which is sort of like saying "well I have nothing better to do here so I might as well cause a modicum of inconvenience for my opponent on the generically likely chance he/she may not want that Poke to lose all that HP." Meanwhile you've sacked your own Poke and are the only one of the two battlers guaranteed to have lost a Poke that turn. Final Gambit is low risk, low reward; if you want an opposing Pokemon to lose 424 HP, there you go, click that button and drop a hydrogen bomb on the entire field, but don't run around afterward saying you took this huge risk just to trade KOs with an opposing Poke you have no direct control over. That's no reward at all. It's a blind sacrifice for a zero sum gain. The only times I can see this move fulfilling the concept are against trappers like Scizor, Tyranitar, and Wobbuffet and against generic bulky VoltTurners like Jirachi, Rotom-W, and Forretress, in which cases you have a prepared response for being offensively manipulated: a whole moveslot devoted to risky behavior on the player's part (as opposed to coverage or support/setup). Any other use of the move is pretty much the opposite thing our concept is trying to achieve (I'm thinking Illusion + Final Gambit gimmicks here), in that the strategy surrounding Final Gambit actually poses very little risk for the same reward that an appropriate attacking move could offer, or a status move, which could simultaneously cripple the switch-in AND give Aurumoth at least another turn on the field. Illusion may help draw in particular Pokemon to take the
unbelievably cheap surprise fixed-damage KO; I don't doubt that. What I do doubt is whether or not we want to encourage a strategy like that! I personally do not care one way or the other on Final Gambit; but I do however fail to see why it's being mentioned at all (If you really want to do Trick Room-->Final Gambit, Victini already does it just fine on its own, and Bronzong can do Trick Room-->Explosion to lesser effect). It's neither an official VGM nor a particularly good move to begin with. Do what you will, CAP.
WILL POST MORE damn real life distracting me from my full set of opinions