Metagame np: Stage 3 - 9(9) Problems

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there aren't very many switch-ins to fire/ground coverage in the tier but people like to switch and take advantage of mega camerupt's low speed (so switching into a water type on a fire blast, switching archeops into earth power, etc.). Something I'd like to see more use on mega camerupt is substitute because when it forces switches like against weezing, which can't do anything to mega camerupt, you can just setup a sub and you're pretty much guaranteed a kill.
 

boltsandbombers

i'm sorry mr. man
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252+ SpA Sheer Force Camerupt Earth Power vs. 248 HP / 252+ SpD Eviolite Prinplup: 117-138 (35.3 - 41.6%) -- guaranteed 3HKO

lord prinplup is the answer to everything, pair it with a nice physically defensive metang and u got urself a nice core. yw.
Specially Defensive Prinplup is also really nice as a switch in to samurott, as it resists hydro and ice beam, while grass knot does almost nothing because of how light it is. Why do people sleep on this lol
 
Specially Defensive Prinplup is also really nice as a switch in to samurott, as it resists hydro and ice beam, while grass knot does almost nothing because of how light it is. Why do people sleep on this lol
Because a prinplup can't do much back to a samurott, has lack of recovery and the most it can do is scald / toxic it. That's literally it.
 

boltsandbombers

i'm sorry mr. man
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Did you just want an excuse to post that picture? Unless I'm missing something.

252+ SpA Sheer Force Mega Camerupt Fire Blast vs. 252 HP / 252+ SpD Ludicolo: 201-237 (55.2 - 65.1%) -- guaranteed 2HKO
252+ SpA Sheer Force Camerupt Fire Blast vs. 0 HP / 4 SpD Ludicolo: 277-327 (92 - 108.6%) -- guaranteed OHKO after Stealth Rock
Lol probably should have done some calcs first. In all seriousness, I really agree with davons post about just proper switching and such.
 

Kiyo

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Because a prinplup can't do much back to a samurott, has lack of recovery and the most it can do is scald / toxic it. That's literally it.
if you're using specially defensive prinplup you can easily fit grass knot on over toxic imo
8 SpA Prinplup Grass Knot (80 BP) vs. 4 HP / 0 SpD Samurott: 132-156 (39.7 - 46.9%) -- guaranteed 3HKO
not quite nothing
252+ SpA Life Orb Samurott Grass Knot (40 BP) vs. 248 HP / 252+ SpD Eviolite Prinplup: 65-78 (19.6 - 23.5%) -- possible 5HKO
in return

p sure the lord comes out on top, nothin special tho i come to expect this from the don.

EDIT@Above: then why am i the only one using it on ladder lol, i literally havent seen anyone else use one in like 200 battles
 
Sp def frillish would prob be a good switch in to m camerupt. My net is trash though so I cant get any calcs atm :[
 

Kiyo

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Prinplup lacks reliable recovery. I'd rather use Pelipper or Swanna to be honest.
those both get bopped by rock slide tho lol, also the fact that prinplup is so insanely bulky and usually only has to serve one role against opposing teams (which it always does well) means that it just doesnt need reliable recovery, not being weak to stealth rock is a plus too. and to cap it all of its not like healing wish and wish passing arent incredibly easy in this tier lol.
 

marilli

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Well we always have our trusty Lunatone

252+ SpA Sheer Force Camerupt Fire Blast vs. 252 HP / 252+ SpD Lunatone: 111-131 (32.2 - 38%) -- guaranteed 3HKO after Stealth Rock

Also

252+ SpA Sheer Force Camerupt Fire Blast vs. 252 HP / 252+ SpD Eviolite Vibrava: 100-118 (32.8 - 38.8%) -- guaranteed 3HKO after Stealth Rock

:^)
 
Well we always have our trusty Lunatone

252+ SpA Sheer Force Camerupt Fire Blast vs. 252 HP / 252+ SpD Lunatone: 111-131 (32.2 - 38%) -- guaranteed 3HKO after Stealth Rock

Also

252+ SpA Sheer Force Camerupt Fire Blast vs. 252 HP / 252+ SpD Eviolite Vibrava: 100-118 (32.8 - 38.8%) -- guaranteed 3HKO after Stealth Rock

:^)
Flash cannon tho
 

Shuckleking87

"Assault vest makes everything better" AV Seaking, BT
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Munchlax the god

252+ SpA Sheer Force Camerupt Fire Blast vs. 252 HP / 252+ SpD Eviolite Thick Fat Munchlax: 75-88 (15.8 - 18.5%) -- possible 6HKO
252+ SpA Sheer Force Camerupt Earth Power vs. 252 HP / 252+ SpD Eviolite Munchlax: 121-144 (25.5 - 30.3%) -- guaranteed 4HKO
0 Atk Sheer Force Camerupt Rock Slide vs. 252 HP / 0 Def Eviolite Munchlax: 112-132 (23.6 - 27.8%) -- 85.4% chance to 4HKO

Munchlax actually isnt that bad in this meta as it's a really good stop to fire types, though I'd rather use licklickly/Audino/mega-audino/hariyama like over 90% of the time. But this is really pulling hairs here, Camerupt is extremely power, especially under trick room. There are very few pokes that can are not 3hko let alone 2hko by this thing. Imagine this thing getting a shell smash oh my lord.
 

marilli

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edit: lol oops I forgot eviolite and Munchlax still took the Earth Power like a champ lol

double edit: LOL WE'RE BOTH WRONG

0 Atk Camerupt Earthquake vs. 252 HP / 0 Def Eviolite Munchlax: 171-202 (36 - 42.6%) -- guaranteed 3HKO after Stealth Rock

(you forgot to up Camerupt's Attack to 120)

Yeah then I think Munchlax is probably the best option we have for pure walling. The problem with have with Munchlax being unable to do damage back can be remedied by Toxic.

Also Kiyo is a liar (or more likely forgot to up Camerupt's SpA to base 145.)

252+ SpA Sheer Force Camerupt Earth Power vs. 248 HP / 252+ SpD Eviolite Prinplup: 130-154 (39.2 - 46.5%) -- 26.6% chance to 2HKO after Stealth Rock

It's really hard to switch into Camerupt without getting 2HKOed without using some kind of an evioliter. It's impossible to resist both moves without getting slammed by Rock Slide.

252+ SpA Sheer Force Camerupt Earth Power vs. 252 HP / 252+ SpD Politoed: 163-193 (42.4 - 50.2%) -- 94.5% chance to 2HKO after Stealth Rock
252+ SpA Sheer Force Camerupt Earth Power vs. 252 HP / 252+ SpD Hariyama: 223-264 (45.3 - 53.6%) -- 91.8% chance to 2HKO after Stealth Rock

If we're stooping any lower we might as well just carry Eviolite -Spe nature Slowpoke, tank a hit, underspeed and OHKO with Surf...
 
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Ares

Fool me...can't get fooled again
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0 Atk Camerupt Earthquake vs. 252 HP / 0 Def Munchlax: 255-301 (53.7 - 63.5%) -- guaranteed 2HKO after Stealth Rock

You might want to invest in some balanced bulk, EQ is the main reason why we're not mentioning Hariyama here i think

Actually and I tried investing in physical bulk. It's impossible to avoid both the 3HKO on EQ and 3HKO on EP. Same goes for Frillish, except she's 2HKOed by either move. Still, I think Munchlax is probably the best option we have for pure walling. The problem with have with Munchlax being unable to do damage back can be remedied by Toxic.

Also Kiyo is a lier (or more likely forgot to up Camerupt's SpA to base 145.)

252+ SpA Sheer Force Camerupt Earth Power vs. 248 HP / 252+ SpD Eviolite Prinplup: 130-154 (39.2 - 46.5%) -- 26.6% chance to 2HKO after Stealth Rock

It's really hard to switch into Camerupt without getting 2HKOed without using some kind of an evioliter. It's impossible to resist both moves without getting slammed by Rock Slide.

252+ SpA Sheer Force Camerupt Earth Power vs. 252 HP / 252+ SpD Politoed: 163-193 (42.4 - 50.2%) -- 94.5% chance to 2HKO after Stealth Rock
252+ SpA Sheer Force Camerupt Earth Power vs. 252 HP / 252+ SpD Hariyama: 223-264 (45.3 - 53.6%) -- 91.8% chance to 2HKO after Stealth Rock
you forgot the eviolite on Munchlax 0 Atk Camerupt Earthquake vs. 252 HP / 0 Def Eviolite Munchlax: 145-172 (30.5 - 36.2%) -- 55.7% chance to 3HKO
 

jake

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Though the majority of this test was nullified thanks to the stats shifting, we have the results of our quickban test.

Altarianite = 10 ban 0 do not ban - BANNED
Dragalge = 5 ban 5 do not ban - NOT BANNED
Lopunnite = 8 ban 1 do not ban 1 abstain - BANNED
Sceptilite = 7 ban 3 do not ban - BANNED
Slurpuff = 7 ban 3 do not ban - BANNED

Altarianite has been banned from NU. It moved up to UU with the tier shift, but if it (eventually) falls back down, it will be BL3.

Altarianite was the only suspect that was unanimously banned. Fairy/Dragon is one of the best defensive typings in the game, and Mega Altaria proves it with the bulk and typing to set up on virtually anything. Pixilate gave it a very strong STAB with no immunities, so on most Dragon Dance sets, Mega Altaria had the room to run moves such as Heal Bell and Roost since it often only needed one attack. Mega Altaria had the perfect storm of typing, moveset, bulk, and power, leaving the majority of the tier helpless to stop it after it nabbed a boost (and the remaining few couldn't handle much beyond that). On top of the ease that Mega Altaria's physical sets could cleanly sweep the NU metagame, Mega Altaria could easily go special with Draco Meteor, Hyper Voice, and Fire Blast, punching holes through teams that way.

Altarianite was essentially universally deemed broken by NU - I don't think there was any reasonable argument presented to keep it in the tier. It was banned from ORAS NU in a 10-0 vote.
Dragalge was NOT banned from NU, although it was moved up to RU because of the tier shifts. If it falls back down, it will be NU.

Dragalge was the most controversial of all of our suspects, evidenced by the even vote. Adaptability sets had the potential to 2HKO the entire tier, but several members pointed out that this is no different from our other impressive wallbreakers like Choice Band Sawk and Rampardos. The difference between Dragalge and other wallbreakers was established to be its defensive typing and statistical bulk - it had many more opportunities to come in and wreak havoc on teams. Its slow Speed still holds it back, though, and being Choice-locked into any of its moves allows Pokemon with immunities or solid bulk to come in after it gets a KO and set up on it (especially after a Draco Meteor, when it's sitting at -2).

Adaptability Dragalge's raw strength is indisputable, and everyone acknowledges that. The council members who voted ban generally felt that the opportunities garnered by its bulk gave it too much room to work with, while those who voted do not ban (obviously) believed the opposite. The vote ended in a 5-5 tie, and since banning needs a supermajority (or just a majority at all), Dragalge would remain NU if it were to fall back down by usage.
Lopunnite has been banned from NU. It moved up to RU with the tier shift, but if it falls back down, it will be BL3.

Lopunnite has perfect neutral coverage in its two STAB moves alone, thanks to Scrappy. While defensively frail and reliant on HJK not missing / the opponent not having Protect on everything, Mega Lopunny had no trouble walking (kicking?) all over offensive teams thanks to being faster than everything barring Mega Beedrill, Mega Sceptile, Accelgor, Electrode, and some Choice Scarf users. On top of having a fantastic 136 Attack and a handful of high-powered STAB moves, Mega Lopunny sports one of the tier's most diverse support movepools. Mega Lopunny could do everything from running Fake Out to help check other offensive teams, to running Healing Wish to punch holes and set up another Pokemon's sweep, to Baton Passing Substitutes to teammates when defensive answers like Weezing came out. Mega Lopunny's flexibility was considered too much for NU, and was banned by a 8-1-1 vote from ORAS NU.
Sceptilite has been banned from NU. It moved up to RU with the tier shift, but if it falls back down, it will be BL3.

Sceptilite was one of the more controversial suspects, considering that it simply took one of the better Pokemon in XY NU (Sceptile) and gave it upgrades all-around, leaving us with Sceptile+. These upgrades were pretty huge, however - Grass/Dragon is a fantastic typing on its own, and Sceptile's coverage options more than make up for the 4x weakness to Ice. Additionally, no Pokemon with access to STAB Ice Shard could reliably switch in on Mega Sceptile, meaning that offensive teams were forced to run either Mega Altaria or sack Pokemon mid-battle to check it. The boosted Speed meant it could run a Modest set and outspeed everything in NU up to Swellow, while still hitting harder than Life Orb standard Sceptile could.

252 SpA Life Orb Sceptile Leaf Storm vs. 252 HP / 252+ SpD Audino: 188-224 (45.8 - 54.6%) -- 7.4% chance to 2HKO after Leftovers recovery
252+ SpA Sceptile-M Leaf Storm vs. 252 HP / 252+ SpD Audino: 201-237 (49 - 57.8%) -- 55.5% chance to 2HKO after Leftovers recovery

It also had the ability to run a Swords Dance set, surprising any defensive checks to the offensive special variants. All in all, the buffs for Mega Sceptile were deemed too much for NU to handle even with Mega Altaria around, and thus it was banned from ORAS NU in a 7-3 vote.
Slurpuff has been banned from NU. It is now BL3.

The only major change that Slurpuff got in ORAS is Drain Punch, but access to Drain Punch has fixed 2 of the main issues that kept Slurpuff easily checked beforehand. First of all, Steel-types are no longer counters to the Belly Drum set - instead they are turned into complete liabilities vs Slurpuff, since only the most physically defensive Steel-types can remain checks at full HP. But the primary reason that Drain Punch became such a gamechanger for Slurpuff is that Drain Punch makes it incredibly difficult to revenge kill with priority moves. In XY NU, one of the best ways to handle Slurpuff was to KO it with a priority user such as Kangaskhan or Hariyama, both of which could take it down once Slurpuff was low on HP. But with Drain Punch, Slurpuff can easily heal away the damage it takes during its setup turn and any chip damage from Fake Outs, leaving only Poison-types as reliable answers to the Belly Drum set.

But Slurpuff also has a Calm Mind set, which although not broken on its own, can surprise and eliminate nearly all of the counters to the Belly Drum set. So, thanks to the ability to double its speed and maximize its Attack in a single turn, coupled with Drain Punch as a coverage and recovery option, Slurpuff could terrorize offensive and defensive teams alike with just a single opportunity to set up. With no real counters, very few checks, and mid-sweep recovery, Slurpuff was banned in a 7-3 vote from ORAS NU.
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Prinplup lacks reliable recovery. I'd rather use Pelipper or Swanna to be honest.
Prinplup with Eviolite is far tankier than Swanna, and has more defence than Pelipper once that Eviolite is equipped. Both the others also would not wish to switch into M-Camel's sheer force boosted Rock Slides. As stated by other people, Prinplup is a better answer in that regard.
 

Ares

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Prinplup with Eviolite is far tankier than Swanna, and has more defence than Pelipper once that Eviolite is equipped. Both the others also would not wish to switch into M-Camel's sheer force boosted Rock Slides. As stated by other people, Prinplup is a better answer in that regard.
They fill two different roles lol, ofc course Prinplup has more bulk. Swanna also has way more offensive power with a second STAB and a powerful Hurricane to be able to attack things with while also being able to run a Life Orb. On top of this Swanna also has reliable recovery with Roost, Prinplup may have better defenses but Swanna has more going for it offensively and as a defogger.
 
if you're using specially defensive prinplup you can easily fit grass knot on over toxic imo
8 SpA Prinplup Grass Knot (80 BP) vs. 4 HP / 0 SpD Samurott: 132-156 (39.7 - 46.9%) -- guaranteed 3HKO
not quite nothing
252+ SpA Life Orb Samurott Grass Knot (40 BP) vs. 248 HP / 252+ SpD Eviolite Prinplup: 65-78 (19.6 - 23.5%) -- possible 5HKO
in return

p sure the lord comes out on top, nothin special tho i come to expect this from the don.

EDIT@Above: then why am i the only one using it on ladder lol, i literally havent seen anyone else use one in like 200 battles
Well you know samurott can go mixed and carry knock off if prinplup is cuasing too much problem, knock is always a good move anyways so its not that farfetched of an idea
 

Punchshroom

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So I have tested Mega Glalie for a good amount of time, and have come up with some sets.


Glalie @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpA / 252 Spe
Naive / Jolly Nature
- Double-Edge / Return
- Earthquake
- Explosion
- Freeze-Dry / Ice Shard

This is probably what your standard wallbreaking Mega Glalie will look like. You send Glalie in against a slower Ice weak Pokemon (or even a faster one if you can threaten / bluff the Ice Shard), and generally tearing shit up in a frenzy and send your opponent scrambling for any semblance of an Ice resist, but chances are even they will be hit hard as well. Double-Edge is an Ice-type nuke, while Return is a slightly more conservative alternative. Earthquake allows Mega Glalie to net delicious Ice + Ground coverage. Refrigerate Explosion is basically pre-Gen V Explosion, in that it destroys pretty much anything bulky that doesn't resist it. Freeze-Dry nabs pesky bulky Waters that think they can stop Mega Glalie. Ice Shard doesn't help with wallbreaking, but does allow Mega Glalie to revenge stuff, particularly Flying-types, as well as potentially easing the burden of its average speed pre-Mega Evolution. For Mega Glalies that want nothing more than to punch some massive holes in an opponent's team, this is the set they'd most often want to use.


Glalie @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Spikes
- Return / Double-Edge
- Freeze-Dry
- Explosion

And then we have Spikes Mega Glalie. The advent of Freeze-Dry in its movepool has boosted Glalie's capabilities as a good lead, and can even work on its regular form with a Focus Sash. Mega Glalie's niche as a Spiker is its incredible offensive prowess, boasting high power and speed, which the likes of Cacturne and Accelgor only have one aspect of. More importantly, Mega Glalie can fend off almost every hazard setter and remover in NU with Refrigerate Return and Freeze-Dry, dealing massive damage to them. Xatu will certainly not risk switching into Ice attacks just to reflect back Spikes, especially since it is threatened back out. If the hazard remover, such as Torkoal or Avalugg (both of which are uncommon), cannot be beaten down, Mega Glalie can give them a last middle finger by blowing up in their face, dealing damage as well as denying them the spin. The threat of the former all-out attacker set means that Glalie will get to have its fair share of Spiking opportunities; the opponent's hazard removers usually won't want answer to Mega Glalie directly, and certainly do not wish for it to catch them clearing hazards as it switches in on them.


Glalie @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Return
- Rain Dance
- Weather Ball
- Freeze-Dry / Explosion

A custom lure set I made myself (unlikely to become standard), basically as a giant 'fuk you' to any Mega Steelix or Piloswine that thinks they're hot shit simply because they aren't 3HKOed / 4HKOed (respectively) by any of Mega Glalie's usual attacks (in the first set). Also this wrecks Torkoal. Even with the quirkiness of Rain Weather Ball on the set, this Mega Glalie still does decently at wallbreaking because its Refrigerated attacks cover that much, especially when combined with Freeze-Dry. Or you can just let Mega Glalie do its thing and blow shit up. You can probably make this set a bit easier to work with by slapping it on a Rain team and let the teammates start the downpour for it, but considering Rain teams have little to no trouble with Rain Weather Ball targets anyway, this set is probably unnecessary. You also cannot use Double-Edge on this due to it being illegal with Weather Ball. Just a fun way to set overconfident people who rely on Mega Steelix / Piloswine as their Mega Glalie counters on edge :3, and those two generally aren't easy for most physical attackers to come out on top (healthy, at the very least) against; it can even break past certain cores that the 'standard' wallbreaker set cannot.
 
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GOthee also note everyone isn't agreeing with a smash pass ban. Note both me and soulgazer preceded our comments with 'if smash pass were to be broken' or 'if we choose to ever ban smash pass' because I'm pretty sure sure not everyone agrees on Smash Pass being broken. There will be discussion and I expect there to be at least few people disagreeing. I know that drawing smogon in light of 'ahh i cant deal with it, lets ban that' is very much in fashion, but if you can actually read you'll notice that we're not just crying about smash pass and wanting it banned.

There's only literally 2 pokemon that can smash pass in the tier. It's what they do. I've never seen 1 Gorebyss that doesn't carry Baton Pass + Shell Smash. No one runs sweeper Gorebyss with 3 attacks. Why? Because Smashpass is what it does best. Only deviation may be whether you're running surf + ice beam with investment to do damage when you want to, or running full bulk + sub etc. I would maybe think about banning smashpass over banning Gorebyss / Huntail if they were doing anything else relevant to the meta. But they literally don't do a thing, and we'd just be banning its most relevant set. Can any of you say Smash + 3 Attacks Gorebyss would really be that relevant to the meta? Because I haven't seen anyone run that. Investing in SpA in the first place seems to be really rare.

Banning smashpass right now is literally going at a pokemon and saying 'ah this mon is very mediocre, but its best set (and the only set people are using) is broken. let's ban the best set and leave the rest in the metagame.'

well then there's coilpass i guess, I think coilpass is more of a novelty option but if you guys really wanna keep coilpass then that'd be ok i suppose.

edit: w/e it's not ~irrelevant~ (it was probs my fav set BW NU, so I know it's not bad) but it just strikes me as strange how we see banning the best set of Gorebyss and Huntail is OK, but obviously banning the best set for idk, Crustle, is clearly not an option. I could probably think of another better example, but icbf. I just wanted an example of a pokemon that has a really rare access to both move A + move B, and the set with both move A and move B are by far the biggest niche. What makes Smashpassing different from any other 'best niche set' of any other pokemon?
Ugh. Im sorry for my incoming rudeness, but.. This makes no sense. Why are you bringing up Crustle??? What is the relevance between Smashpass and Crustle? There is no better example either, because there is nothing similiar to smashpass. It is a broken strategy, and yes as you say the pokemon who learn it are limited to Gorebyss and Huntail, but so what? Why does it matter if they get less usage after a smashpass ban? Answer is, it doesnt. The important thing is that we get rid of this OP, cancerous noobfriendly playstyle

What makes Smashpassing different from "any best niche set of any other pokemon" is that you are passing +2, +2, +2 offenses to the pokemon of your choice. You can make pretty much every offensive threat unnstoppable once you pass it an SS boost. No other pokemon accomplishes anything like that. If it was up to me I would ban Baton pass altogether. I think the move itself is uncompetetive. Also im against complex bans. I mean there is a reason its only allowed to have one mon with BP per team.
 
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