The poll/discussion thread for Innards Out has concluded with the decision to QuickBan Innards Out with immediate effect.
Am I the only one who thinks that Shell Smash is still kind of dumb? -ate speed is still pretty unviable because Psychic Surge and Dazzling are as common as ever, so that's out. Unaware is kind of bad in general (and has to watch out for Sunsteel/Moongeist), and Imposters can be worked around. Defensive teams can deal with it pretty easily but yeah it seems like there's not much counterplay on offense teams besides dumb stuff like Prankster Destiny Bond.
Move Ban:
A banworthy move would be:
They would be effective without needing real synergy with the Pokemon itself, its ability, the rest of its moveset, item or any in-game condition
- A move (attack or status) that removes the emphasis on skill, planning and/or preparation and moves the outcome to forces not in control of the player e.g. Chatter
I think that it would also be good idea to keep in mind that Psychic Terrain only affects grounded mons. So if you ran Levitate, or were a Flying-Type, you would be able to use priority.
Ah, I thought it was the other way around.You are not safe from priority if you are flying type. Flying types or Levitating 'mons still can't use priority against grounded 'mons.
A banworthy move would be:
They would be effective without needing real synergy with the Pokemon itself, its ability, the rest of its moveset, item or any in-game condition
- A move (attack or status) that removes the emphasis on skill, planning and/or preparation and moves the outcome to forces not in control of the player e.g. Chatter
Shell Smash is a powerful move, but when used with no skill it backfires. Most stuff that uses Shell Smash (from what I have seen) tends to be fast, and that means slow users of Spectral Thief can steal the stats and start killing the opponent after they are outspeeded. Bonus points if you steal the stats on the turn they set up.After a long period ofstrugglemetagame after IO ban, I thought BH would be in some sort of serenity. It was pretty chaotic from ExtremeEvoBoost, CFZ's, Water Bubble, Innards Out, and etc.
I was frequently posting lots of posts in this thread about how all these things should be suspected over time, but now I notice I need to take time and go over things one by one.
I would like to address my opinions, and ask your opinions about the move Shell Smash.
I realize APS has already been discussed, and I talked about Shell Smash previously, but I felt like I needed to talk about this due to the fact that we have not suspected / banned anything that is related to APS (Anti-Priority-Setup).
So why do I say Shell Smash is a problem?
1. Shell Smash requires no skill to use, and it forces the preparation.
2. Shell Smash can be stapled into almost anything.As widely known as it is, Shell Smash is the primary setup move that can fit on anything, assuming the user has reasonable stats in offense. To shorten the move's explanation, it doubles the damage input and speed in exchange of losing bulk. One click, the damage is doubled, and you outspeed the entire unboosted metagame. This trait of the move allows stuff like Primal Ground to get past Fur Coat Giratina by using special coverage, or just simply overpower it.
Many checks such as Prankster Haze have been developed, and the newly introduced move called Spectral Thief seemed to alleviate this issue. But they are sometimes not enough to stop sweepers.
Prankster Haze is forced to spam Haze until the setup sweeper decides to stop spamming Shell Smash and switch to something else, and this ends up messing up the momentum itself. Even Destiny Bond is sometimes not enough, especially against hyper-offensive teams with 3-4 different 'mons with access to Shell Smash.
Spectral Thief is a fantastic move that can be, or more precisely, should be stapled into most support 'mons to reduce their passivity. However, according to my experience, supports' movesets are in this structure:
- Recovery
- Switching moves
- Anti-setup
- Hazards or its control (Stealth Rock or Defog)
Recovery is self-explantory. Switching moves is crucially important in any BH teams because they need their wallbreakers / sweepers to safely switch in. But what about two other moveslots?
If you choose Haze for Anti-setup, you become VERY passive.
If you choose Topsy-Tursy or Encore, you become setup fodder for APS user.
If you choose Hazards as 4th moveslot, you become totally passive to Magic Bounce user.
If you choose Core Enforcer, you can stop PH users but someone has to die next turn after setup from APS.
If you choose Destiny Bond to stop out-of-control sweeper... I won't say how passive that is.
The truth is, due to setup-spams, support 'mons have hard time fitting anything into their slot. Even RegenVest users are forced to run Spectral Thief to stop Shell Smash.
I believe this is somewhat similar phenomenon as when Water Bubble existed, Water Absorb was chosen to stop the madness. Although Spectral Thief is much more viable outsides checking APS user (such as best physical Ghost-type coverage for sweepers), it is very irrelevant move to support 'mons outsides stealing potential APS boost. I won't describe a move causing other 'mons to sacrifice their moveslot to check it, as healthy.3. Just like how all banned abilities are, Imposter is NOT safe from this.If we take a quick look at PS!,
(Ordered from highest BST if you couldn't tell. Excluded Zygarde-C and Giratina due to their better viability as support archetype.)
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I will not go further down the list.
ALL OF THESE MONS, can run Shell Smash, and make decent outcome. Some are outclassed by others, but they can all be potentially empowered enough to oppress the stall team.
Shell Smash just comes out of nowhere among these 'mons. They can just abuse their stats with +2 boost to break through anything, and this thing became a problem this gen due to
Power Trip that no one is immune to,
Sunsteel Strike and Moongeist Beam that goes through Unaware and Sturdy.
Life is harsh. You never know when they might pull out Shell Smash and force you to sacrifice a teammate or send Imposter or Prankster with Destiny Bond.
Imposter doesn't like taking CFZ's.
Water Bubble hurts as well.
I will keep this short.
Shell Smash drops defensive stats and it completely nullifies the Eviolite boost from Imposter Chansey, and it is risked of losing significant portion of its health or even being OHKO'ed. Even with no-EV limits, one can simply adjust the investment to OHKO its own Imposter after the boost.
Unburden + White Herb + Imprison makes Imposter useless unless you need a struggle damage to stop sweeper as a last-ditch method.
Unburden + 4x weakness move (such as Shell Smash + Focus Sash Kartana with Sacred Fire, not viable but as example) just dispatches Imposter immediately.
If Imposter revenge kills with Scarf, the next check with unique typing that can take all moves from sweeper or Unaware + Spectral Theif will get you.
Also, don't forget APS often carries Judgment and Multi-Attack.
I am aware that majority of you are not enthused in looking over Shell Smash into too much depth, but this is what I think. I am open-hearted and ready to take any criticisms and counter-arguments.
,,Shell Smash is a powerful move, but when used with no skill it backfires. Most stuff that uses Shell Smash (from what I have seen) tends to be fast, and that means slow users of Spectral Thief can steal the stats and start killing the opponent after they are outspeeded. Bonus points if you steal the stats on the turn they set up.
Spectral Thief can be run on everything too, and can bypass its only "weak" spot (not hitting Normal) by running Normalize. One can only imagine the face of the opponent when a boosted Regigigas/Arceus is hit by Spectral Thief.
But back to Shell Smash. Max Evs on everything give most set up sweepers an hard time OKHOing something excluding SE hits. Non-Simple hit just as hard as Stakeout or Tinted Lens without actually having you to set up, as long as you know how to use the abilities. Simple is hard to imposter proof.
Sooo, it's a mixed bag. You definitely need to prepare to that, but then it's not particularly overpowered given Unaware, Prankster and Scarf Imposter.
You were at 1650. Your opponent was at less than 1400 (he stayed in on taunted Giratina that only had non-attacking moves). You are in the range of "might backfire".,,
http://replay.pokemonshowdown.com/gen7balancedhackmons-555247203
this is a garbage team that I threw together in like 5 minutes. aps xurk is actually really bad but it still wins games. this team should not be winning battles at 1650.
the thing with aps is that it isn't as easy to stop as you're making it out to be. all the things you mentioned (unaware, prankster, scarf imposter) lose to some aps users (in order: sungeist, super effective stuff, spooky plate gengar) making it impossible to beat all the aps users with just one mon. also scarf imposter is bad.
on spectral thief: it's honestly the best way to deal with setup imo because it only takes a moveslot, not an ability slot. still tho using it on every single defensive mon is dumb and normals are still immune. true you can use normalize, but are you really going to use normalize spectral thief just for normal aps users? sit down and take some time to think about it.
my way of dealing with aps is prankster haze mega slowbro. it does ok against aps because it can usually switch in on smashes and haze away the stats but it literally can't do anything outside that besides eating random v-creates. it's forced to run haze, recovery, destiny bond (in case something catches it with moongeist) and whirlwind so opponents can't just sit there spamming smash. it can't even run u-turn!
shell smash might not be broken but it is incredibly matchup based. you're forced to bring a check for it, and even then your check can just have a bad matchup against the opposing aps user (s), die, and cause you to just lose. ngl i've seen some pretty cool aps teams in the past (like watatatata and his infamous prankster destiny bond kartana), but i don't think that the creativity aps teams can use justifies the insane preparation every team needs for it.
Poison heal and imposter will never be banned just like landorus in ou, groudon in ubers, and trumpI think this is a fantastic idea and I commend Flint for overcoming his inherent tendency toward corruption and making a powerful statement to revolutionize the Balanced Hackmons metagame. Let me outline several reasons why Wonder Guard should be unbanned.
First, I think we should ban Imposter and Sturdy Shedinja, however.
- Wonder Guard does not fulfill the "Splashable"ity requirement outlined in the OP of this thread, as Wonder Guard Amaura is easily defeated by any Steel-, Fighting-, Water-, Rock-, Ground-, or Grass-type attacks. Even the number of weaknesses is irrelevant; in spite of its supposedly excellent defensive typing, Wonder Guard Mudkip is easily defeated by Freeze Dry users.
- If Wonder Guard is unbanned, we can also unban OHKO moves, allowing for more diversity within the BH metagame.
- Wonder Guard is only as powerful as Prankster Destiny Bond or Refrigerate Kyurem-B's Explosion. As you can see in this replay from the Paleozoic Era, Wonder Guard users are not even powerful enough to defeat a team of two Pokemon.
- Mega Gengar, Mega Mawile, and others are already allowed to use banned abilities. Therefore, Shedinja should be able to use Wonder Guard as well. I do not care if other Pokemon are able to as long as this incredibly important rule is made consistent.
- Only a select few Pokemon can use Wonder Guard effectively, and we should look at these specific Pokemon, such as Bulbasaur, Ivysaur, Venusaur, Charmander, Charmeleon, Charizard, Squirtle, Wartortle, Blastoise, and a few others, for bans instead.
What in the blazes does trump have to do with Balanced Hackmons?Poison heal and imposter will never be banned just like landorus in ou, groudon in ubers, and trump
even today, no one is bringing up stealth rock suspect in ou. and that one is probably even more politically correct than anything in bh including ph, imposter and shedWhat in the blazes does trump have to do with Balanced Hackmons?
Anyhow, unbanning wonder-guard is interesting - but I don't know if now is the right time to do it. I feel fat-mons are already over-represented in the meta-game and although the threat of APS is always there - there are currently checks to it without the need to resort to wonder-guard. I suppose my stance will change during the suspect after we get a bit of testing done, but right now I feel the move towards wonder-guard is not the way-to-go.
Ability Ban:E4 FlintAn Ability should be considered for ban based on:
- "Splashable"ility:
Can be slapped onto nearly any 'mon, regardless of role, stat spread or moveset .e.g. Shadow Tag and Wonder Guard- Extreme Augmentation:
The capabilities of the 'mon it is on that the set in question are difficult or impossible to check or counter. This implies that the power originates from the ability and that the choice of 'mon, item and even moveset, is irrelevant. e.g. Pure Power, Parental Bond
are you guys fucking crazy? unban wonder guard? WONDER GUARD?!?!?!? i get its a good way to balance out a lot of offensive mons that runs rampant...but we don't even have the best counter in the meta anymore; shadow tag perish trap. wonderguard NEEDS shadow tag to make it manageable. shadow tag helps mons get rid of common stall cores wonder guard creates. and im glad to see the higher ups are finally thinking about the more skillful players. can we look at chatter next? i find it retarded such a good move is hindered because people are too wimpy to test their luck vs it. quite frankly if you cant hit through chatter, you should be playing chess instead.