My only issue is that Venomoth can easily run Sub over an attacking moves since at +1 you outspeed most common Taunters (except Prankster) and put them to sleep, and even if Prankster you have 50% chance to evade Taunt anyway. Moreso the receiver can run Sub too. Or you can be like King UU and pass to sweepers like Suicune that Ditto loses to lol.Well one little guy should be getting a bit more usage now that Haxorus and Venomoth are both UU
DITTO!
Honestly though, ditto is quite good at the moment at stopping haxorus and a lot of the potential receivers from Venomoth. Here are some calcs of some common receivers that you might want to know:
252 SpA Sheer Force Nidoking Earth Power vs. 4 HP / 0 SpD Nidoking: 366-432 (120.3 - 142.1%) -- guaranteed OHKO
252+ SpA Sheer Force Nidoqueen Earth Power vs. 252 HP / 4 SpD Nidoqueen: 332-392 (86.4 - 102%) -- 18.8% chance to OHKO
252 SpA Hydreigon Dragon Pulse vs. 0 HP / 4 SpD Hydreigon: 294-348 (90.4 - 107%) -- 43.8% chance to OHKO
Though it still can't stop a lot of others like M-Blastoise and probably Venomoth itself lol Q_Q
This moth will not be fun.
I have been seeing a shitton of Swamperts lately, but it's not terribly threatening all things considered. No recovery, lots of really hard hitting Pokemon to answer it. Personally, I just bring in Kyurem on a predicted Scald/Rocks and Ice Beam for an easy 2HKO. Or Draco if he's taken prior damage and I don't want to eat an Earthquake. You don't have to OHKO your opponent's entire team. Personally, I dislike Donphan more because of Sturdy, which saves him from a lot of VERY easy OHKOs and lets him get off Rocks or spin when he'd otherwise be deadweight.Here's a question for you all: are there any leads that you find overwhelmingly common so that you run bizarre move sets to donk said lead on Turn 1? If you ask me, this title goes to Swampert, but what do you all think? I've been toying around with Power Herb Solarbeam and such on Pokemon that rarely cover Grass coverage to catch it by surprise and forfeit the opponent's chance to set entry hazards, but I question the viability of this strategy.
In most cases where I see Donphan in UU it is not the opponent's lead so I may have SR and maybe even spikes up before it comes in, at which point I can provide offensive pressure so that he either forfeits the chance to spin or dies. Swampert has much better mixed bulk and a much better defensive typing, plus access to utility in Roar and Scald. Thus I've always found Swampert more threatening and rarely is Donphan a better choice, as the most prevalent UU Spinner shares a weakness with both of them anyway (FYI I'm referring to Mega-Blastoise).I have been seeing a shitton of Swamperts lately, but it's not terribly threatening all things considered. No recovery, lots of really hard hitting Pokemon to answer it. Personally, I just bring in Kyurem on a predicted Scald/Rocks and Ice Beam for an easy 2HKO. Or Draco if he's taken prior damage and I don't want to eat an Earthquake. You don't have to OHKO your opponent's entire team. Personally, I dislike Donphan more because of Sturdy, which saves him from a lot of VERY easy OHKOs and lets him get off Rocks or spin when he'd otherwise be deadweight.
You have to be kidding me.Froslass is just not viable in the current metagame; it's rivaled by Azelf, who also has fewer weaknesses not to mention the better offenses and movepool. Knock Off ruins it completely, and the only steel type it can cripple is Lucario. A good player can bring in a Defog/Rapid Spin user to get rid of the Spikes. It's effects just aren't lasting. Destiny Bond and Shadow Ball are the only two common moves on it that end up having a lasting effect on the opposing team. It has too many weaknesses to do much effectively. Overall, it's just a very outclassed and hard-to-use Pokémon.
Replies in bold.You have to be kidding me.
Froslass is very viable in UU. It is one of the best Spikes users around, and is pretty great on offensive teams. It can set up Spikes, which can do heavy damage on many Pokemon that switch in and allow many offensive Pokemon to achieve 2HKOes and OHKOes more effectively. It has Taunt, Destiny Bond, and Cursed Body, which are all great and make it quite annoying. It can spinblock its own hazards, so other spinners can't spin away its own Spikes while it's in, while its fast Taunt allows it to deny Defog from most users except Crobat. It can shut down a move used against it in some cases, and also get a free kill.
And how good is Spikes really? Taunt and Cursed Body, once again, don't have a lasting effect.
Your post also seems to assume that you absolutely in all situations have to lead with Froslass, and that is not true. Against slower teams that don't have a way to handle Froslass, you lead. If they have something like, say, Mew, you could take away any Froslass answers, then come in. Anyways, your post was frankly wrong and I strongly disagree. There's a good reason why it sees decent usage in 1760 stats and is ranked A- in the viability thread
How does it assume that? I just say that it has a short lifespan and usually doesn't have much of an effect on the endgame.
my thoughts in boldKingpoleon essentially you are completely wrong and Froslass is very viable.
Froslass is just not viable in the current metagame; it's rivaled by Azelf, who also has fewer weaknesses not to mention the better offenses and movepool. Knock Off ruins it completely, and the only steel type it can cripple is Lucario. A good player can bring in a Defog/Rapid Spin user to get rid of the Spikes. It's effects just aren't lasting. Destiny Bond and Shadow Ball are the only two common moves on it that end up having a lasting effect on the opposing team. It has too many weaknesses to do much effectively.
It's outclassed by lots of Pokémon, like Azelf and Mega-Aero. Most players also sacrifice it early, making a big mistake there. koko's RMT is the only team with it that uses its Speed effectively and relies on Taunt/T-Wave/Destiny Bond more than Spikes. It's really hard to play, and just doesn't create a lasting effect against a team with hazard removal and a cleric. It also can't take a hit without a Sash, as it has too many weaknesses, doesn't have Levitate, and is weak to SR.
tl;dr: please don't use this without a proper understanding of how to play it and have it make a lasting effect on the opposing team.
lol the reason he has half the mons on his team are because of spikes alone. taunt aero, 2 ghosts, taunt crobat. twave destiny bond and taunt are there to help it set up spikes and keep the opponent honest.It's outclassed by lots of Pokémon, like Azelf and Mega-Aero. Most players also sacrifice it early, making a big mistake there. koko's RMT is the only team with it that uses its Speed effectively and relies on Taunt/T-Wave/Destiny Bond more than Spikes. It's really hard to play, and just doesn't create a lasting effect against a team with hazard removal and a cleric. .