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Resource SLOP GUIDE

Think Raikou should have Modest to make it a mid game threat, I have no beef with Timid, but Gengar runs at least 330 speed to check Charizard & at most its a 50/50 against Starmie.

Plus HP can reliably knock Dug out assuming you used substitute
 
DD Tar is the best "general" progress maker. Its able to trade vs anything and anyone at +1, Pert/Meta/Cune/fighters and others. Its ability to trade up and do as much damage as possible is exactly what makes it so potent, while not truly a requirement, the best Slop use Lead DDTar as it is because its the most forceful off the bat and the easiest to setup. The secret is to DD T1 almost always (except vs Fighters/Meta/Mence) and just click attacks. Vs cune? DD. Vs ttar? DD. Vs zap? DD. Max Max means no power issues and the natural bulk of Ttar means it can pull off a midgame breaking or even sometimes one-time check as a secondary plan. The main plan will always be trading up aggresively with it to keep the momentum (flow) and to create scenarios where the other 2 from your trifecta can thrive.
This part is very interesting to me because on any lead DD Tyranitar team I've ever used, I've always EV'd it to live a Hydro Pump from Offensive Suicune. Is there any reason why it's "safer" to not do this now besides the trend of Suicune clicking Calm Mind most of the time? Also, is there a definitive better choice between Adamant or Jolly on these Tyranitars on slop, or is it up to the team? Since this set is meant to function as a wallbreaker, I've always preferred Adamant, but I can see a point to be made for Jolly.
 
This part is very interesting to me because on any lead DD Tyranitar team I've ever used, I've always EV'd it to live a Hydro Pump from Offensive Suicune. Is there any reason why it's "safer" to not do this now besides the trend of Suicune clicking Calm Mind most of the time? Also, is there a definitive better choice between Adamant or Jolly on these Tyranitars on slop, or is it up to the team? Since this set is meant to function as a wallbreaker, I've always preferred Adamant, but I can see a point to be made for Jolly.
The reason is mostly that you want your Ttar to do as much damage as possible and thus you do not wanna concede such for a betterment of a trivial lead MU such as OffCune (who as you pointed out clicks CM t1 most of the time). And yes Ada is the definitive better choice as this team plays Ttar the breaker more than Ttar the sweeper and for that you need as much speed and damage as possible, thus why Lead DDTar on Slop runs Max atk max spe adamant
 
yo dazi when i play slop lead sub fp tar lwk kinda slops my line of clicking dd t1

also gz on ur success in mugulis i hope u succeed in every match except if you have one against me

daz all
 
yo dazi when i play slop lead sub fp tar lwk kinda slops my line of clicking dd t1

also gz on ur success in mugulis i hope u succeed in every match except if you have one against me

daz all
I mean yeah lead wak counters tar lead. Just go mence I'd say?

Edit: I am illiterate. It's true that fpunch tar beats slop t1 lines. At the same time, clicking fpunch in tar vs tar is a really hard decision to make. If the opposing tar just eq's/bb's, you lose a lot of hp turn 1 for no gain. Same for sub, you risk losing 25% while not even getting the ko on tar as it can switch out afterwards. Given the prevalence of slop after dazi's post, there is however more upside to fpunch, as a lot of tars dd t1 now. I suggest sometimes switching it up and clicking earthquake t1 if you keep losing to fpunch tar, though dd is still the "optimal" line. For tours specifically, it can also be very worth it to do replay reviews to know whether your opponent is likely to fpunch in tar vs tar or not and adjust your line accordingly.
 
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yo dazi when i play slop lead sub fp tar lwk kinda slops my line of clicking dd t1

also gz on ur success in mugulis i hope u succeed in every match except if you have one against me

daz all
My advice is as Janis says. Mix up a little and this shouldnt be a problem, its about scouting and knowing what your opponent is known to do in Tar vs Tar. Usually sub fp plays arent really common and the set itself has always been on the lower end of usage. Really, its only been used more specifically to cteam DD t1, which people use as a argument to shit on the archetype without realizing its exactly stuff like this that proves how strong the archetype can be within the right hands if people are looking for lots of way to "ease up playing vs" and tend to fail. I usually try to pivot Mence->Pert once sub is revealed. Its kinda risky though and you are indeed starting from too behind, its a pretty difficult MU if u catch DD t1 vs Sub, if u EQ on their Sub play its pretty free though. Its also worth noting that Metagross versions have absolutely no trouble at all since Lead Sub FP Ttar is often Sub/RS/Bug/FP which Meta can scare out and after the initial threat the set is way easier to handle
 
My advice is as Janis says. Mix up a little and this shouldnt be a problem, its about scouting and knowing what your opponent is known to do in Tar vs Tar. Usually sub fp plays arent really common and the set itself has always been on the lower end of usage. Really, its only been used more specifically to cteam DD t1, which people use as a argument to shit on the archetype without realizing its exactly stuff like this that proves how strong the archetype can be within the right hands if people are looking for lots of way to "ease up playing vs" and tend to fail. I usually try to pivot Mence->Pert once sub is revealed. Its kinda risky though and you are indeed starting from too behind, its a pretty difficult MU if u catch DD t1 vs Sub, if u EQ on their Sub play its pretty free though. Its also worth noting that Metagross versions have absolutely no trouble at all since Lead Sub FP Ttar is often Sub/RS/Bug/FP which Meta can scare out and after the initial threat the set is way easier to handle
i'Ve sLoPped this liNe before and I wasn't sure Abt tHe LiNe tHoUgH nOw tHaT i HaVe CoNfIrMaTiOn I fEeL a LoT bEtTeR aBoUt ThAt LiNe
 
I mean yeah lead wak counters tar lead. Just go mence I'd say?

Edit: I am illiterate. It's true that fpunch tar beats slop t1 lines. At the same time, clicking fpunch in tar vs tar is a really hard decision to make. If the opposing tar just eq's/bb's, you lose a lot of hp turn 1 for no gain. Same for sub, you risk losing 25% while not even getting the ko on tar as it can switch out afterwards. Given the prevalence of slop after dazi's post, there is however more upside to fpunch, as a lot of tars dd t1 now. I suggest sometimes switching it up and clicking earthquake t1 if you keep losing to fpunch tar, though dd is still the "optimal" line. For tours specifically, it can also be very worth it to do replay reviews to know whether your opponent is likely to fpunch in tar vs tar or not and adjust your line accordingly.
thanks for the slop
 
My dump, in case people give a shit

 
A few years ago, when I was first getting into ADV, I thought Endpert was way crazier than people were giving it credit for. My logic was that, with sand immunity, it can basically always get down to 1 hp to get a salac-boosted endeavor, which practically speaking (with a revenge killer) means Endpert basically always goes at least even. Against a ghost, torrent-boosted hpump usually chunks enough to accomplish the same thing. In the mind of noobie me, a mon that always goes even is a mon that you should always bring. I changed my mind overtime, but perhaps younger me was onto something.
 
Super interesting team! Have always felt like special offense suffers from that want-everything, get-nothing approach, and like the ability to play with multiple sweepers that double as breakers.

For using Suicune in the last slot, do you prefer defensive or offensive?
 
Super interesting team! Have always felt like special offense suffers from that want-everything, get-nothing approach, and like the ability to play with multiple sweepers that double as breakers.

For using Suicune in the last slot, do you prefer defensive or offensive?
Offensive, usually 3 attacks (CM/Hydro/IB/HP Grass) with a Timid nature. I think Tox/Roar/Sub>HP Grass are all alright too
 
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