I would like to know where I said Gyro Ball in that post. I am pretty sure I never mentioned it once, as I run Power Whip/Leech Seed/Protect/Knock Off on my Ferrothorn.
Actually, you yourself said in your response to AFD that greninja would be greeted with gyro after an ice beam. Either way, it is a common move on ferrothorn as a whole, so of course I would bring it up. Not everyone runs the same set as you do. Mostly I'll be spamming Leech Seed/Protect, with Power Whip when I want to hit hard and Knock Off to remove items. If Mega Sableye comes in without being seeded, then I will Protect (from the Will-o-Wisp while it Mega evolves and loses Prankster) , then Power Whip (does 25-30%), then switch to Mega Venusaur to poison it via Sludge Bomb, then Giga Drain stall, Synthesising when necessary. Both Sap Sipper Azumarill and Ludicolo are rekt by Sludge Bomb, so I asked you not to mention them <.<
I honestly wonder if you misread what I posted or are intentionally nitpicking here. The leech seed switchins were for FERROTHORN, not venu. There is absolutely no way I would switch those two in when Sludge Bomb is almost always a threat. You've rather extravagant scenarios planned out here as well. BTW on the second turn when you powerwhip, what makes you think the sable player won't try to burn you again? and Recover has more PP than Synthesis, plus sable can burn venu as well and set up calm minds when it can. It is entirely possible that this plan can backfire and that Sable ends up getting the set up it needs to sweep.
I do have something to ask though: If Mega Venusaur and Ferrothorn can outstall Greninja and consistently force it out, then why do we keep talking about what the opponent will send in next? If Mega Venusaur and Ferrothorn can consistently wall everything Greninja tries, and I usually beat it, how is that broken?
Except, they technically can't force it out consistently (HP fire and extrasense remember? Also low kick, though that's not as common in mono) That's the frightening part about greninja, until you see the other three moves it currently has (because let's be honest here, Icebeam's mandetory at this point), you have no idea what it's carrying. Your only hints are its teammates, and even then you would be dangerously wrong (THIS ALSO APPLIES TO A CERTAIN BUG THAT SHOULD NOT BE HERE but that's a rant for another time...)
Another point is that even if Greninja beats your mono, 4mss means it will struggle against another. I admit,
all falls down's moves hit a majority of the metagame, but they can't nail everything. And, Greninja rarely gets OHKOs, as even though it gets STAB on everything, it only has base 103 SpA and base 95 Atk. It needs walls to be weakened considerably before it can sweep, which is different from something like Mega Metagross, who can occasionally sweep from right off the bat. If you can keep your walls at reasonable health and they have reliable recovery, Greninja will struggle with them, as it usually only does around 50% to most walls.
Here's the thing about greninja, IT CHOOSES ITS WALLS. Greninja is generally the last thing slapped onto a team and its moveset is usually determined by whatever the rest of the team struggles with. Got a water team that struggles with Venu or a dark team that hates fighting types? Extrasensory. Are Fairies a pain for most of the team to handle? Gunk Shot. Gastrodon being a bitch? Knot. I could go on and on, but the point's been made. It's definitely gonna get walled by shit, but what it gets walled by is generally something that the rest of the team doesn't struggle with too much or handles fairly easily/well.
I thought I said Earth Power and Sludge Wave, I know Swampert resists poison, just a typo.
GutsCross has 18.5% usage on Bug and 33.5% usage on Fighting.
Now that I was unaware of, good to know. Conkeldurr can 3HKO Mega Sableye after Rocks damage, which Fighting gets up really easily, and it is also an annoyance, as it forces Mega Sableye to Recover more often. And then there is freeze hax, which becomes statistically more likely the longer these two stay in on each other.
I know, I said this. I wouldn't call relying on freezehax very healthy though. Also, as soon as MegaEye is dead or switched out, it gets recovery again through a +1 (Guts) STAB Drain Punch. I said Toxic because I don't run Heat Wave anymore,
Again, not everyone runs the same sets that you do. so it really depends on how healthy my other walls are.
You're running flying, unless you have an articuno, I doubt your other walls are going to take an icebeam well. Either way toxic damage only racks up if ninja stays in and if you do bring said wall out, odds are ninja's gonna switch out if it can't touch it, meaning the toxic damage resets. Nice strat. If they are healthy, I Toxic, otherwise I Discharge for the chip damage. Heat Wave by all means if you have it though. If Togekiss threatens Greninja out, again, how is that bad :I
Because greninja still remains healthy and against flying, it can sweep the entire team if given the opportunity.
I think you may have forgot that Protean actually changes your type, and Flare Blitz is a guaranteed OHKO after everything Greninja uses except Hydro Pump:
I know because I already said this. Nice job reposting it, though.
0 Atk Tough Claws Mega Charizard X Dragon Claw vs. 0 HP / 4 Def Greninja: 198-234 (69.4 - 82.1%) -- guaranteed 2HKO if Hydro Pump, this does more than Flare Blitz
0 Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 4 Def Greninja: 148-175 (51.9 - 61.4%) -- guaranteed 2HKO it still does a lot, even if Ninja does Hydro, and it only gives Greninja 4 other turns max
0 Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 4 Def Greninja: 297-351 (104.2 - 123.1%) -- guaranteed OHKO if anything but Hydro Pump, or Ice Beam (which is double this lol)
I'm not sure why we got around the same numbers when you used 252+ though...
Probably because I kept the water typing in my calcs, not sure. I was very tired when I made that post, so it's possible I could have made some errors; If so, my apologies. Dragon Claw is a guaranteed OHKO after Rocks if full attack, and Flare Blitz does 70-80%, killing it after Rocks and LO recoil most of the time (on Ninja after Hydro Pump). I honestly don't know why everyone uses Brave Bird. Skarmory's main role is to take every physical Rock and Ice move. Why not threaten these types back, instead of running a move that breaks one of its main advantages (Sturdy)? But whatever, I said it cuz that's what I run.
Repeat after me: not everyone runs what you run.
This is especially crucial to remember when discussing suspects
252 SpA Life Orb Protean Greninja Ice Beam vs. 248 HP / 0 SpD Skarmory: 220-259 (66 - 77.7%) -- guaranteed 2HKO after Leftovers recovery
It still tanks one, and attacks back.
8 Atk Skarmory Brave Bird vs. 0 HP / 4 Def Greninja: 150-177 (52.6 - 62.1%) -- guaranteed 2HKO after Stealth Rock
Shortening Greninja's life span, if it takes 2 rounds of LO recoil, hazard damage, and that ^ Hell, it could be at like 6% right now if you got a high roll. Hydro Pump also doesn't OHKO it.
It tanks one yes, but sturdy is broken and it takes recoil from the brave bird to boot. And as your calcs just proved, Ninja can take a BB as well. In this situation it's save skarm from death or sac it (and sacking skarm could easily ruin up your game)
Landorus-Incarnate, not Scarfed, I don't need it to be. It's job is to clean up after Togekiss, Zapdos, and Thundurus-Incarnate have Paralyzed everything.
Implying that said greninja player will let it get paralyzed. Also both types have ways to absorb/deflect said paralysis and have access to clerics in the event that ninja does get paralyzed.
Of course,
scpinion made a post before this, that both sniped a couple of my points, and was better :I icrievrytim :( Anyway, I agree with him