Inital thoughts post time, babey!
This guy is aggressively ok. As I suspected, being unable to utilize its best set (Bulk Up + Taunt) to its fullest potential in FFA results in a reasonable bulky attacker. Hard switching is more reasonable than using flip turn because of how many free switches there are in FFA, so it gets more stuff in its movepool to work with. Three Attacks + Bulk Up is my prefered set for it.
Regenerator spam is a surprisingly underrated team style (which I'd like to make a team building post akin to the RBO post later), and I honestly think Hydrapple is a good offensive option for those sorts of teams. It gets just the right options to bonk people with, while also having a lot of bulk to withstand hits. Also, as it turns out, being able to switch out and get health in a metagame where you switch a lot is good.
Lots of different builds for this mon. Its movepool and stats let it either be a bulky attacker, or a tank that can deal a good amount of damage (kinda like gen 8 Arcanine). Fire/Dragon is an underrated defensive combination.
Darvin already mentioned two of its sets, but I haven't been using either of them. Instead, I've been using it as a bulky spikes setter, with Knock Off to further chip away at teams. Very good support mon in this role. Pair it with a bulky team and a late game sweeper to cause pain.
Currently has absolute nuke status. Belongs only in the late game, where you can tera, click Dragon Dance once, and then click Fusion Bolt. Most teams do not survive a post Kyurem-B nuking, even if it goes down in the process due to team effort. The problem, however, is actually setting up a nuking. It's going to need the right team built for it - and that's still a WIP on my end.
I've started trying to use this mon as a hazard clearing option, since getting Pain Split allows me to use it as a method of coping. The result - It works and can keep hazards off, but it suffers like hell from the "Sits there" problem and can't really do much other than keep hazards off. That said, the other two moves I've been running (Protect and Iron Head) are definitely pretty damn passive, so I'll see if running some alternatives could help. In particular, I'm interested in seeing how Thunder Wave can contribute, given the right team.
Another Pain Split reciever. It gets some good utility moves, and a pretty useable stats spread. Unfortunuately, it's not very good because people on ladder like to throw on random ice moves for Gliscor, and hehe brain see 4x damage and click. It's really the typing that kills it. And for some ungod forsaken reason, Tentacruel doesn't get Pain Split, even though it got it in previous gens. Oh, goddamnit, we were this close to another arguly viable hazard cleaner, and thus my villian arc continues.
This guy is aggressively ok. As I suspected, being unable to utilize its best set (Bulk Up + Taunt) to its fullest potential in FFA results in a reasonable bulky attacker. Hard switching is more reasonable than using flip turn because of how many free switches there are in FFA, so it gets more stuff in its movepool to work with. Three Attacks + Bulk Up is my prefered set for it.
Regenerator spam is a surprisingly underrated team style (which I'd like to make a team building post akin to the RBO post later), and I honestly think Hydrapple is a good offensive option for those sorts of teams. It gets just the right options to bonk people with, while also having a lot of bulk to withstand hits. Also, as it turns out, being able to switch out and get health in a metagame where you switch a lot is good.
Lots of different builds for this mon. Its movepool and stats let it either be a bulky attacker, or a tank that can deal a good amount of damage (kinda like gen 8 Arcanine). Fire/Dragon is an underrated defensive combination.
Darvin already mentioned two of its sets, but I haven't been using either of them. Instead, I've been using it as a bulky spikes setter, with Knock Off to further chip away at teams. Very good support mon in this role. Pair it with a bulky team and a late game sweeper to cause pain.
Currently has absolute nuke status. Belongs only in the late game, where you can tera, click Dragon Dance once, and then click Fusion Bolt. Most teams do not survive a post Kyurem-B nuking, even if it goes down in the process due to team effort. The problem, however, is actually setting up a nuking. It's going to need the right team built for it - and that's still a WIP on my end.
I've started trying to use this mon as a hazard clearing option, since getting Pain Split allows me to use it as a method of coping. The result - It works and can keep hazards off, but it suffers like hell from the "Sits there" problem and can't really do much other than keep hazards off. That said, the other two moves I've been running (Protect and Iron Head) are definitely pretty damn passive, so I'll see if running some alternatives could help. In particular, I'm interested in seeing how Thunder Wave can contribute, given the right team.
Another Pain Split reciever. It gets some good utility moves, and a pretty useable stats spread. Unfortunuately, it's not very good because people on ladder like to throw on random ice moves for Gliscor, and hehe brain see 4x damage and click. It's really the typing that kills it. And for some ungod forsaken reason, Tentacruel doesn't get Pain Split, even though it got it in previous gens. Oh, goddamnit, we were this close to another arguly viable hazard cleaner, and thus my villian arc continues.