np: BW OU Suspect Testing Round 6 - Enter Sandman

Status
Not open for further replies.
I admit I do miss garchomp but the truth is I would rather keep him Uber than blocking alternate sets for other SV users who dont break the ability. Its been said plenty already but its the combination of state, typing and ability that make garchomp so hard to counter reliably.

Keeping Garchomp Uber at this point is a no-no. It's obvious that he's not broken in the least but with Rough Skin, and Sand Veil really is more of an annoyance, in reality it doesn't make Garchomp much better. Rough Skin even has some extra Utility at times for doing stuff like blocking low HP Spins, or turning something into a clean 1-2HKO because you got extra damage due to a contact move and such, so it's not like its completely outclassed by Sand Veil, especially for non-sand teams running Garchomp. You people make waaaaaaay too big of a deal over a good yet fairly unreliable ability, especially when Garchomp has an okay and reliable DW ability.

-----------

Also, why isn't Sand Veil allowed to have the benefits that other abilities get? We allow Chlorophyllers have double speed in Sun, Double STAB for Fire and Water in Sun and Rain Respectively, we let steels be bulkier in Rain, Rocks have more SpD (especially Tyranitar), Sand Rushers double speed in sand, Dry Skin users in Rain, Ice Body, and hell, Snow Cloak in Hail. Also, anyone that even attempts to equate SV to DrizzleSwSw instantly loses any and all credibility, you and everyone else knows your just pulling bullshit. Anyways, all of the mentioned (bar Snow Cloak because its... equal) are far superior and always reliable bonuses to what Sand Veil Provides. Instead of Sand Veil making that a 80% chance to by KO'd by an incoming Surf, Rock Type SpD boost to say, Tyranitar, makes that a 0% chance to get KO'd from said Surf thanks to the SpD boost. A nearly 100% w/ 1 spikes to get an OHKO with an arbitrary flamethrower against Jirachi might not even be a solid 2HKO now thanks to Rain and additional lefties recovery. Sand Veil, compared to all other bonuses we allow with weather in this metagame, is nearly negligible in overall impact. This isn't Moody where you can stack evasion and all other stats to +6, it's a single 20% boost that is only active when Sand is up, on a Pokemon who naturally fits on a Sun Team better (as demonstrated by RS Chomp Test) if it wasn't for the fact that the damned thing has Sand Veil. I guess Gliscor is still legit, though.

sorta tl;dr:


  • Why isn't Sand Veil allowed the premiums of being a weather ability, despite Snow Cloak being allowed, AND other Weather abilities and effects being several times more powerful than Sand Veil on a fundamental scale?
  • Why is Rough Skin completely overlooked when thinking about the power of Sand Veil Garchomp, as it's a more consistent ability that's better to use for 4/5 weather types (including weatherless)? What actually makes Sand Veil Garchomp "so much better"?
 
  • Why isn't Sand Veil allowed the premiums of being a weather ability, despite Snow Cloak being allowed, AND other Weather abilities and effects being several times more powerful than Sand Veil on a fundamental scale?
  • Why is Rough Skin completely overlooked when thinking about the power of Sand Veil Garchomp, as it's a more consistent ability that's better to use for 4/5 weather types (including weatherless)? What actually makes Sand Veil Garchomp "so much better"?
i couldn't tell if you were challenging detractors to answer these questions, or if you yourself were asking them, but i will go ahead and answer them anyway

as for #1, let us first make it clear that the council has, REPEATEDLY, indicated that snow cloak is not an acceptable topic for discussion in this thread. so we will ignore that altogether.

next, if we compare sand veil to other weather abilities like sand rush, it's obvious sand veil is inferior. the thing is that we aren't banning it because it's too strong. it so happens that garchomp becomes extraordinarily strong while it's active, but that's not the real problem. the problem is that sand veil is an ability that functions on hax where as no other weather abilities are (bar snow cloak, which is not up for discussion here). swift swim and sand rush were very powerful, and on some mons they were overpowered, but without a doubt, successful abuse of those abilities is almost entirely due to good play. sand veil, on the other hand, can only be abused by playing for luck. we can argue all day about players being superior or deserving to win, but the fact of sand veil is that a game already won can be turned against you instantly on a 20% roll. checking garchomp intelligently and properly can still be punished when your hidden power ice misses. other weather abilities like sand rush, chlorophyll and rain dish are not fundamentally luck based. perhaps your weather starter got critted and as a result those abilities rule the remainder of your game, but that luck was external to the abilities themselves.

you can argue that other abilities are also luck based, and some would agree with you (not saying i agree or disagree), but the council has made two things clear: that right now, sand veil and garchomp, and NOTHING ELSE, are up for discussion, and two, that not all forms of hax are created equal. right now sand veil is on the block, and without a doubt, it is an ability that centers on luck. thus it doesn't matter that other weather abilities are stronger than sand veil, or more powerful or game-defining than sand veil. they are not as luck based as sand veil, and that is the real metric of discussion here. (of course there are still arguments being had about whether garchomp, not veil, is the real problem, or whether veil is a problem at all, etc etc. i don't really get into those ones too much but they are also present)



next, #2: there are two reasons to run sand veil garchomp. one is to abuse the hax yourself, and the other is because you believe you can turn it against your enemy. any garchomp can abuse it, but the only one that can claim to abuse it safely and consistently is the infamous subsd chomp.

when you bring the sand yourself, subsd veil chomp is generally the best set. we can talk about how it is luck driven and it will not always pay off, but people are right in observing that you have roughly a one in three chance to break all five of garchomp's substitutes with a 100% accuracy move, assuming each hit you land will break a sub (0.8^5=0.32768 chance of hitting all 5 subs). garchomp runs out of subs after the fifth one at which point it is open to destruction, but if you miss even one sub, garchomp sds, you may or may not break it next turn, and the game may well be over. those odds are pretty damn good when even a single swords dance from garchomp will end the game, and god forbid it gets a second sub up before sweeping in which case it is now also revenge proof (bar multihits like cloyster icicle spear). this set has performed at the top in every meta in which sand veil chomp was legal and although the odds are not always in its favor, its history speaks for itself. in sand, it sweeps and wallbreaks incredibly reliably. this is why sand veil chomp is "so much better". rough skin can still attempt to subsd, but its subs will be broken much much more consistently. statistically, it will never pull off as many subsd sweeps as veil chomp will.

i frankly agree with you that rough skin is the more reliable ability when you don't bring the sand. the problem is that on the suspect ladder, sand usage percentage is unrealistically inflated. EVERYONE wants to run sand veil chomp and that leads to like a third of the teams carrying sand stream, which is double what it is in standard OU. suddenly the chances of you bumping into sand are a hell of a lot higher. and if you're running your own sand veil chomp, you now have roughly a 2 in 9 chance that on any battle you go into, you'll score a sand veil miss as you go through your five subs, and suddenly countersweep someone's sand team (1/3 chance of running into sand, and 1/3 chance of all five subs being broken meaning a 2/3 chance of retaining at least one along the way). 2/9 is not a great chance, eh? hardly as good as 2/3 chance of holding a sub when you bring the sand yourself, but it's still enough to convince people, and at the very least, it gives sand veil a fighting chance against rough skin in the ability arena.

the bottom line is that as long as sand exists in OU, and garchomp is allowed to run sand veil in some way, shape or form, there is always a possibility that garchomp will find itself in sand, sub up and sweep someone. the chances get lower if sand usage falls or if you can't bring the sand yourself, but they still exist. what is the point where we can say that rough skin outclasses sand veil? it's arguable. i myself argued that the point was as high as the 16% usage in OU, but there will always be someone running sand veil, fishing for that chance. that's a chance they'll never get if they have rough skin. do they know what they're missing by sacrificing rough skin? maybe, maybe not, but obviously if they thought rough skin was more useful, they'd be running it right? that's why people run veil chomp on non-sand teams.
 
After playing matches on the suspect ladders, both the old one with Sand Veil banned entirely and the new one with everything available, I've come to a couple of conclusions:

1. Rough Skin Garchomp is very good. I don't think it is broken at all, but Rough Skin is an excellent ability. I know that myself and others have really liked using a Stealth Rock with Rocky Helmet. Contact move users take like 30% each time they hit, it's sweet.

2. Sand Veil is really good. Think of Sand Veil as turning every attack into a Stone Edge. That's incredibly powerful. If you have Sandstorm going the opponent sits and prays that he can hit you, because if he doesn't he loses a pokemon. Garchomp may not be a Sheer Force Landorus, but it can still OHKO most things even without a swords dance. This means that if your opponent misses, you get a free turn to screw them. If it's a close match that turn should decide the game. I know that 3 of my 6 losses came from Bullet Punch misses on Garchomp.

My issue with Sand Veil is that unlike Chlorophyll or Sand Rush (which can be neutralized by priority moves or just general walls that don't care about being out sped), you cannot make a plan for a pokemon with Sand Veil. The games where I missed against Garchomp, I had 100% wins if I didn't miss. I had out played, out planned, and out predicted my opponent, but because of Sand Veil luck I lost. It's really frustrating. To me, it's actually more frustrating than other forms of luck (mainly because I'm not used to Sand Veil luck, unlike crits and other pokemon nonsense, this objection is purely personal). I don't understand why we have to add extra luck, especially really stupid luck.

This is purely personal:

Imagine if someone used a Sand Veil pokemon in the finals of a big tournament and lucked his/her opponent. It would be extremely upsetting and controversial. It wouldn't be like winning on a crit, because it's pretty rare that someone actively seeks out methods to increase the chance that their opponent will get critted. When you use a pokemon with Sand Veil you're directly setting out to luck your opponent. To me it's somehow intangibly disrespectful. It's so intentional that it engenders bitterness. Maybe I'm the only one who feels this way, but I don't think so.

Please note that I would be supportive of bans on Snow Cloak and other identical abilities for exactly the same reasons.
 
536zrq.jpg

After reaching the requirements for suspect voting, I would like to share my views on my experience with Garchomp and Sand Veil alike.

Most of the teams I played versus were sand-based themed, and nearly every one of them carried their own Garchomp. I went with my own weatherless team for half of my battles, swtching between the standard Yache Berry SDChomp, CBDual Chop and even Haban Berry for one or two battles; though I'd encounter teams filled with Ice-type moves and thus reverted back to Yache Berry. Choice Band Garchomp would occasionally miss against opposing SubChomp, so there was very little I could do when Sand Veil, compiled with Dual Chop's imperfect accuracy, had me fail to hit the target on many occasions, which resulted in painful defeat.

I used one of my most successful rain teams with Focus Sash Garchomp utilizing Stealth Rock (replacing SashRak). I used Focus Sash because my rain team held only one potential Stealth Rock user, and so my opponent would be aware I'd be desperate to lead off with Garchomp at every opportunity I could. This also allowed me to abuse Focus Sash to the maximum.

I'm strongly opposed to banning Garchomp because sand is not as easy to maintain on the field if you find yourself facing a well-built rain/sun team. I just emphasize the losses I suffered were at the hands of a lot of Sand Veil misses, as if speed ties were not tedious to endure on their own.

I'm going to spectate battles now that I've qualified for voting, and see how others are making do.
 
"banning SV garchomp" is pretty much just banning garchomp. While Rough Skin Garchomp is not broken, it's a choice of either creating another complex ban just to get garchomp back, or blanket ban sand veil when the entire ability on every poke isn't broken.
 
2gums1x.png

Thoughts on SV Chomp: When I used Chomp I tried 3 different sets; Yache SD, Scarf and Band. Yache was the most reliable for me as my team enjoyed Garchomp cleaning end game. I changed my team after losing a couple battles in a row. I made a crappy little ho team and used Scarf Chomp as my primary revenger. He was underwhelming as a revenge mon, at least compared to Genesect. I also had Keldeo on my team, and decided to make him Scarf and change Chomp to band for more power since Scarf is pretty weak. The lack of speed and no Yache berry was disappointing so I got rid of Chomp altogether and did much better with his replacement.

Chomp was a force with Yache, and cost a couple opponents their wins with Sand Veil. At this time I don't know if I'll vote ban or not, but I can attest to the annoyance factor that SV brings to the table. Facing Garchomp was slightly underwhelming as well but that's because I was well prepared for him. It's hard to not be overprepared when Garchomp is singled out like this which means every team has 2-3 checks for him. I do think Garchomp is top tier but in this test he seemed like a slightly more annoying version of the Sub/Sd SV Gliscor set. Still, Dragon/Ground is an insane combo. Rough Skin I have no problems with being in OU. At this point in time, I'd vote do not ban because SV doesn't seem to be as big a factor as some people claim but I'll be spectating/playing some more matches so I am 100% satisfied with my choice.
 
suspect2_zps20c9ded5.png

After playing over 150 matches on the suspect ladder and getting 3 accounts past 1900 (Dual Blades and Without Night being the other two), I have decided to share my results. Surprisingly I didn't use Chomp as extensively as I thought I would, but used it/faced it enough to really get a feel for it. When I did use it I used either Yache Chomp/Sub Salac/Scarf. I found that with Sand Veil, Sub Salac was ridiculously strong and had the ability to turn any game around. To a lesser extent, Yache did the same, just giving me more of a safety net. Garchomp also has a great speed stat and works as a fantastic scarfer in this meta (pretty much caused scarf keldeo to rise in popularity).

When playing against Chomp, I would generally have no problem if Chomp wasn't on a Sand team. But when Chomp was on a Sand team, even if I outplayed/predicted my opponent I often found myself praying to not miss my 100% acc attack and open myself up to a Garchomp sweep. I found that with Sand Veil released, I had to look at each of my teams and think if I had more than one check to chomp, just incase I missed. Garchomp has that perfect mix of Speed, Strength and Bulk to make one miss game changing. Having also played the Rough Skin Garchomp Suspect Ladder, I think Rough Skin Chomp isn't broken while I do think Sand Veil pushes it into uber territory. At the moment I think I would support bringing Rough Skin Garchomp back. While this probably does mean banning Sand Veil, I don't see many issues in that as it is a completely luck based ability that can turn 100% wins into losses. I do think the arguments against Sand Veil have been said many times by now, so I won't waste time repeating them. Like other people I will make an effort to spectate more matches and widen my opinion.
 
While I do not hate Sand Veil as much as everyone else, I can see it is broken. I mean, we all know Chomp is a monster with this and a Yache, and Gliscor can rape unsuspecting teams, but I'm personally surprised not a single person has mention Sand Veil Donphan. Having a bulky spinner that can survive on hax alone is annoying. But anyway, back to Chomp.

I have tried several sets with the land shark, but to be honest, the only one I found really good was the scarf set. With its speed stat, it outspeeds every common scarfer that is not Terrakion or Latios. I use a set of Dual Chop, Fire Blast, Outrage, and EQ. I personally use a Hasty nature to avoid giving Geno a Spa boost, as I outspeed it and can deal a ton of damage with EQ or Fire Blast. 252 Atk, 4 Spa, 252 Spe. The SD set I found is outclassed by Salamence, as DDance and Moxie is amazing. The Stealth Rock set, while cool and all, is inferior to Landorus T as an offensive pivot. Band, while strong, is really easy to revenge. And now to the finale, Sand Veil Abuse. This set is beyond cheap. As is Sand Veil. Veil Chomp is my second least favorite Poke ability combo.

All in all, Chomp is far from broken, but Sand Veil is in my opinion...
 
After playing a bunch of games, I no remember why Garchomp was banned. I lost so often because of hax, either because I missed a move I needed to revenge it, or I missed a move to break the Sub and revenge it. Not much can stand up to a +2 Chomp, but it often finds opportunities to boost up to +4 or even +6! Garchomp isn't broken, but Sand Veil? Without a doubt.
 
Since everyone else is doing it, I guess. I'm Analog with a 2123 rating and requisite deviation.

Personally, I think Sand Veil is stupid. It's one thing to miss a Hydro Pump because that's your fault for picking a sub 100% move, but missing vs. Garchomp is entirely out of your hands. Competitive Pokemon should allow players the most personal control over the battle as possible. If you lose it's because you picked a sub optimal move in some respect (not enough power, not enough accuracy, w/e), not because your opponent lucked out. Getting Garchomped is not fun.

Sand Veil is purely uncompetitive, and I find it hard to believe anyone could think otherwise. As an aside, I don't think we need a complex ban for something that is clearly detrimental by nature. Just get rid of it.

Garchomp without Sand Veil is cool, and I would fully support that being in the metagame.
 
Thanks for the input, suspect voters! After playing some more, I confirm that Sand Veil hax sucks, but really wont be a major issue without a sandstreamer on the same team. Still if Combo ban is not for consideration (smh D:<), then I'd go for SV.

Have any of you noticed any effective strategies in BW2 being difficult to pull off in the suspect metagame? The classic Sun + Dugtrio seems harder to pull off, imo, since Garchomp is just another incredible check that cannot be taken out by Dugtrio or be easily worn down by SR. Even if you pack HP Ice on your Chloro Sweeper, YacheChomp gives you a finger and promptly finish off with a Fire Fang. QD Volcarona certainly wont be getting past Garchomp any time soon without HP Ice. Garchomp pretty much necessitates your own Latios or Scarf Dragon on the team imo. I am not saying that Garchomp kills sun playstyle, but definitely one of the top threats.
 
Is it just me or this suspect Metagame really boring? Every match is just the same copy and pasted Terrakion, Breloom, Genesect, Keldeo, Landorus-I, and Garchomp team or a very slight variation of this.

After many battles on the Suspect ladder staying well above 1900 (Need to get that Dev down) I can definitely say that Garchomp is nowhere near broken however, Sand Veil needs to go. It's an extremely noncompetitive ability and creates a potential loss situation even if you have completely outplayed your opponent. I have actually had people post in the chat about how they were hoping for a miss during the final turn of game even though I chose to use a 100% accurate move. should the player not have the choice to choose 100% accurate moves over the less accurate counterparts?

People that try to argue that rain and sun get advantages to keeping their weather up and sand does not seem to forget that sand gives Rock types a 50% SpDef boost and 6.25% damage to your opponents team each turn since sand teams tend to be heavy on types that are immune to it. Do you seriously think Ttar would be switching into Scalds and other SE special moves without that boost? Yes the advantages to keeping sand up may not be as great as rain or sand however sand teams tend to operate a lot better outside their weather compared to sun or rain and winning the weather war against these teams should be a huge enough advantage since losing the weather war is usually much more crippling for rain or sun.

TL:DR; The Suspet ladder is boring. Sand Veil is extremely uncompetitive and sand teams aren't nearly as disadvantaged as people make them out to be.
 
Thanks for the input, suspect voters! After playing some more, I confirm that Sand Veil hax sucks, but really wont be a major issue without a sandstreamer on the same team. Still if Combo ban is not for consideration (smh D:<), then I'd go for SV.

Have any of you noticed any effective strategies in BW2 being difficult to pull off in the suspect metagame? The classic Sun + Dugtrio seems harder to pull off, imo, since Garchomp is just another incredible check that cannot be taken out by Dugtrio or be easily worn down by SR. Even if you pack HP Ice on your Chloro Sweeper, YacheChomp gives you a finger and promptly finish off with a Fire Fang. QD Volcarona certainly wont be getting past Garchomp any time soon without HP Ice. Garchomp pretty much necessitates your own Latios or Scarf Dragon on the team imo. I am not saying that Garchomp kills sun playstyle, but definitely one of the top threats.

Modest +1 LO 252 SpA Volcarona Bug Buzz vs 0/0 Garchomp: 103.6% - 122.1%
Modest +2 LO 252 SpA Venusaur Giga Drain vs 0/0 Garchomp: 93% - 109.8%
Timid 252 SpA Air Balloon Heatran Sun Magma Storm vs 0/0 Garchomp: 47.1% - 55.5%
Timid 252 SpA Air Balloon Heatran SolarBeam vs 0/0 Garchomp: 42% - 49.3% (Combined 2HKO factoring Magma Storm passive damage)

Offensive Garchomp is not much of a defensive threat against the average sun team. Sure, it's one of the biggest offensive threats against sun, but it's not countering LO Volcarona or a Chlorophyll sweeper. Scarf Garchomp is probably the biggest offensive threat to sun teams (I'd rate SubSalac as the second biggest threat after that), since the only thing the average sun team will have that is faster than it is its Chlorophyll user. So I would expect sun teams to shift to using things like Mamoswine (or Weavile!) or, as you already mentioned, Scarf Latios, which isn't a bad answer. It just acts as a double-edged sword. It lures Tyranitar so Dugtrio can promptly fuck it (people still don't seem to be running Shed Shell), but by that same token if it's all you have left to outspeed ScarfChomp you're promptly fucked when Tyranitar traps it.

So if a sun team doesn't have reliable means of outpacing ScarfChomp outside of a Chlorophyll Pokemon, then it needs to rely on its Ground-type resists / immunes since a lot of the time, when Garchomp gets in it's going to have an opportunity to get off an Earthquake. Which is death for a lot of sun mons. You can of course bait an Outrage and then kill Chomp with Genesect, Heatran, or even Forretress, but if you don't have a solid switch-in, each time ScarfChomp gets in something is likely dying.

I still find sun perfectly viable. I'll agree it's a bit harder to run now, since Garchomp is indeed a threat, but there are plenty of ways around Chomp. For example on my Crazy Sunshine team I've taken to running Hidden Power Ice on my Air Balloon Ninetales over Toxic. It's a minor tweak that doesn't hurt my team much but makes handling Garchomp a bit easier.

P.S. Sand Veil sux
 
Random post time. I'm not sure which is having the biggest effect on the Suspect Metagame, Garchomp or Genesect being on every team to tango with Garchomp.

I've noticed a startling amount of Focus Sash Terrakion w/ SR + Taunt on the Suspect Ladder. I've seen plenty of SR Terrakion around, but I didn't notice the Sashes until I started running Scarf Chomp and I just keep running into more of them all with Sashes. I really don't understand the Sash. I get that Terrakion is extremely good right now with Genesect & Heatran on just about every team but the sash is beyond me.

It also seems that Sheer Force Landorus is really rising in popularity; probably brought on because Garchomp outclasses it as a Physical Sweeper. But damn is SF Landorus good. I will admit to being swept by it a couple times. It tears apart Sand teams and OHKOes basically everything after SR. I'm running a decently solid (and generic) team of Scarf Genesect, Garchomp, T-tar, Balloon Tran, Breloom, and Quagsire; my Balloon got popped and as soon as he got off a Rock Polish, that was gg. Scary stuff.

The biggest things I'm noticing is Jirachi usage going way down along with Ferrothorn; probably because Genesect, Heatran, and to a lesser extent Skarmory are competing for team slots with Rain, the biggest factor of Ferro & Rachi's usage, showing up much less.

Also screw you, Lavos. What a master of hax. <3
 
c397f4ee415d5f26f098026414427107.png

Might as well follow suit and post my thoughts as well. After reaching the requirement and watching a bunch of battles, I fit into the majority while saying that Garchomp itself isn't broken, but sand veil is. I'm leaning towards a complete sand veil ban atm, as it really is just uncompetitive bullshit that needs to get out of the game. I've watched many a game be won / lost by a miss against a sand veil chomp. Other than that, Garchomp should make a nice, positive contribution to the meta. It checks sun and sand nicely, and isn't horrific against hail (with a yache set especially) or rain. It can even do cool shit like check volt-turn somewhat with rough skin + helmet, or set up sr. It'll be nice to have that dumbass subSD Gliscor gone too.
 
On top of all negative aspects which Sand Veil contributes to the game competitively, I think we need to understand how it can benefit sand just as well as it can work against it.

For example, Kingdra in rain brings cause for concern but you don't get the best out of it due to the SS + Drizzle ban, however run it on a team as a "rain check" and you've got a solid response to many situations where normally rain would overwhelm any given playstyle.

Garchomp is similar. You can run it on sand in an attempt to abuse Sand Veil, but there's nothing stopping your opponent from carrying him in an effort to benefit from evasion too. Only in the sand inducer's case, he has to maintain the weather to keep a foothold in the match itself, while the opponent can merrily use their own Garchomp to their advantage when the opponent's weather is active; thus, it's difficult to understand just how sand profits any way, shape or form unless the opponent does not run Garchomp in their team.

With Rough Skin only, there's less demand for Garchomp on enemy weather teams and no matter how you look at this, a simple evasion clause ban sees like the best way forward for Standard OU.
 
Rain teams have many ways to deal with Swift Swimmers and especially Kingdra just by forcing an Outrage with a Water-type Pokemon and taking it down with a Steel-type like Ferrothorn, Jirachi, or Genesect. Even Ludicolo with his sheer coverage that should put Rain teams in a bind will come up short because of his sub-par Base 70/90 Attacking stats.

When Sand's up, Sand Veil Garchomp on the other hand doesn't really have true counters like Swift Swimers have Ferrothorn, Gastrodon, or even Keldeo. He has, at best, Pokemon that can counter him 80% of the time and only a few of them. There's plenty of Pokemon that can revenge him...80% of the time. That's why I have a huge issue with any sort of combo ban on the matter, you're taking the match out of the Sand player's hands and leaving it up to chance, not skill, chance. A combo ban is condemning a very common OU weather to losing for no good reason with nothing they can do about it in favor of...Cacturne having access to Encore & Bullet Seed; that just seems bass-ackwards.

Sand teams can't even get rid of the sand once it's up without running dual weather; so I agree with Taylor that even if the Sand team has a Garchomp of their own, if the other team has one, the team does not truly profit from it, to add to that point, I think that Sand teams are hindered the most by an opposing Garchomp even if the other team is running Sand and a Chomp of their own as again they can't change the weather, they're on even ground but no one gains anything as a whole. That's not to say it's any form of justification for Sand Veil being legal in the first place. It's an uncompetitive ability no matter how you slice it, I'm just saying that Sand teams get the raw end of the deal both with it legal and with the combo ban. A full ban on Sand Veil is the only way to go.
 
After a lot more laddering with my sand-less team, I have to say the effect of Sand Veil has been unimpressive. Maybe I am lucky or other people are unlucky, but honestly the hax is so minor that I don't know if it really justifies a ban. My SV Garchomp is hardly broken outside of sand. Even in sand it may net a miss, but honestly it wasn't THAT bad (kind of ironic when the opponent's sand Garchomp doesn't do anything lol).

I mean, Thunder Wave is far worse. 25% chance of fp has really turned the tables against many of the matches that I've played, winning games that I would've lost otherwise. Granted, banning T-Wave is ridiculous, but when you put it into perspective SV hax is lesser than T-Wave (25% fp and cutting speed > 20% miss; weather-independent > weather dependent). Makes you think a little.

As of now I'm leaning towards no ban or SV + SS ban
 
I mean, Thunder Wave is far worse. 25% chance of fp has really turned the tables against many of the matches that I've played, winning games that I would've lost otherwise. Granted, banning T-Wave is ridiculous, but when you put it into perspective SV hax is lesser than T-Wave (25% > 20%; weather-independent > weather dependent). Makes you think a little.
Which pokemon can use both Swords Dance and Thunder Wave in the same turn? My point being Thunder Wave is a move that must be used during battle, while Sand Veil is up all the time, allowing Chomp to set up a Swords Dance or sub while sand hax happens. There is no effort required to use Sand Veil; you must clear a movespot and find an opportunity to use Thunder Wave during battle, which is classified as team support. Sand Veil, however, requires only sand to be abused, and if everyone has to run a counter-weather to keep sand off, that becomes overcentralizing. In essence, there's a fundamental difference between Sand Veil and Thunder wave that makes the two uncomparable.
 
Pocket: As of now I'm leaning towards no ban or SV + SS ban
It's no good pushing for a Sand Veil + Sandstream combo. ban due to how it adversely punishes sand for summoning it when there's an opposing Garchomp lurking in the wings. You can argue that with Garchomp combined with rain or sun, sand is severely impaired despite the common thought surrounding it and the suspect test's reapproval that it was partly reintroduced in an effort to help suppress the new releases in BW2 thriving in rain, etc.

Really, there's two options left and I'm of the super majority when I claim that Rough Skin Garchomp is not broken. I'm still in favor of unbanning Garchomp, whether that be an exclusive ban on Sand Veil or not shall be left for a later date.

Lastly, Pocket, Thunder Wave takes a turn to use, so when you force a switch with the presense of Garchomp removing a key member on your side of the team and Substitute, the very chance of Sand Veil activating remains a possibility assuming sand is active. You don't have to take any prior risk of fainting to abuse Sand Veil as you do with paralysis.
 
They are comparable because they are both elements of hax. People are arguing that paralysis is acceptable and a passive non-stackable evasion is not. I'm challenging this bandwagon thought.

Paralysis is far more detrimental; not only does it cause 25% chance of immobility, but it also quarters the opponent's speed. It requires a turn to paralyze an opponent, but the effect is permanent without Rest, Natural Cure, clerical support, etc, which not many people carry nowadays (at least not the suspect teams I've been facing). Definitely a move worth stacking and the turn of usage. Paralysis hax simply outclasses SV hax, which requires sand, SubSD Chomp, and mag support to even show it's true colors.

Taylor, from my experience SV Chomp is a perfectly non-broken mon outside of sand and even in sand it's a manageable threat. A SS + SV ban really makes the most sense, since SV is not inherently broken - it's only "broken" once it's paired with constant sand support.
 
Status
Not open for further replies.
Back
Top