Other Looking Ahead to Gen VI Mark II (SEE POSTS #818 & #858)

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The loss of magic guard means no more immunity to hazards which means no more guaranted focus sash. Trace will only be good if it gets better defensive stats (but its hp will remain unchanged, so it wont make much difference).
Lol actually this means no Focus Sash at all, you are forced to hold the MegaStone.
i don't want to face this thing, baton pass/flare blitz/hjk/swords dance.....it's just..............i might as well roll over and die

If that item aviable at the battle tower can switch to hidden abilities MegaBlaziken is going to become an useless piece of shit, because classic Blaziken will be able to do the same, but better, whit access to actual items like Life Orb, Focus Sash or Leftovers...
 
I know it cant use focus sash anyway. What i meant is, it loses the magic guard+focus sash combo, which is the reason alakazam is so feared. Even if it does get better defenses, its hp will still be trash, meaning it wont be able to abuse trace to its full potential (as in switching directly into threats to turn their ability agaisnt them).
 
i am excited about mega pinsir!

- despite being bug/flying it will only take 25% on switching into SR. (taking spikes and tspikes damage sucks though)
- all his normal moves turn into flying type moves. BTW, he learns Thrash, Quick Attack, and Return, all of which can be boosted by SD
- Nothing is immune to flying (aggron and magnezone are the only quad-resists, which are pwned by superpower)
 
i am excited about mega pinsir!

- despite being bug/flying it will only take 25% on switching into SR. (taking spikes and tspikes damage sucks though)
- all his normal moves turn into flying type moves. BTW, he learns Thrash, Quick Attack, and Return, all of which can be boosted by SD
- Nothing is immune to flying (aggron and magnezone are the only quad-resists, which are pwned by superpower)
It is proved that rocks do 25%?
 
i am excited about mega pinsir!

- despite being bug/flying it will only take 25% on switching into SR. (taking spikes and tspikes damage sucks though)
- all his normal moves turn into flying type moves. BTW, he learns Thrash, Quick Attack, and Return, all of which can be boosted by SD
- Nothing is immune to flying (aggron and magnezone are the only quad-resists, which are pwned by superpower)
Mega Pinsir is awesome. It's basically Scyther with all the right stuff to make an amazing versatile physical attacker. Megahorn, great flying moves, earthquake... So many moves with I'm guessing decent speed and amazing attack

Also Mega Houndoom, dear god.
 
Sweeeet Mega Houndoom. It'll jump from 500 BST to 600 if the whole "+100 BST" rule holds true as it has. So basically a Dark/Fire Pseudo-legend. With Solar Power. With the indirect weather nerf of permanent abilities being just auto-weather abilities now, I think it'll miss Flash Fire, but if its SpD gets boosted MHoundoom might be a good absorber of all the incoming Ghost moves we'll be seeing. Thoughts guys?
 
Sweeeet Mega Houndoom. It'll jump from 500 BST to 600 if the whole "+100 BST" rule holds true as it has. So basically a Dark/Fire Pseudo-legend. With Solar Power. With the indirect weather nerf of permanent abilities being just auto-weather abilities now, I think it'll miss Flash Fire, but if its SpD gets boosted MHoundoom might be a good absorber of all the incoming Ghost moves we'll be seeing. Thoughts guys?
Hmm, Houndoom was always about power, and seeing how most MEvos have power almost similar to those of their normal formes with LO, i don't see much changing for Mega Houndoom. Of 'course it will likely be very fast and will make for an ok answer to Ghost-types, but its SR weakness and weakness to Fighting moves prevent it from becoming a really legit answer to offensive Ghost-types, at least in OU. Solar Power will make him a powerhouse in sun teams, but i don't think many of them can fit another frail Fire-type weak to SR that offers almost no relevant resistance.
 
Mega Pinsir is awesome. It's basically Scyther with all the right stuff to make an amazing versatile physical attacker. Megahorn, great flying moves, earthquake... So many moves with I'm guessing decent speed and amazing attack

Also Mega Houndoom, dear god.

Is it confirmed that MegaPinsir gets Megahorn ? If not, then I'm afraid he doesn't have Megahorn, only X-Scissor. Although his ability is really cool, having good STAB option on moves like Double-Edge, Return, Trash, QUICK ATTACK is awesome. I hope that he's much faster than before.

MegaHoundoom with Solar Power sounds awesome as well. Sunny Day set should rock.

Hmm, Houndoom was always about power, and seeing how most MEvos have power almost similar to those of their normal formes with LO, i don't see much changing for Mega Houndoom. Of 'course it will likely be very fast and will make for an ok answer to Ghost-types, but its SR weakness and weakness to Fighting moves prevent it from becoming a really legit answer to offensive Ghost-types, at least in OU. Solar Power will make him a powerhouse in sun teams, but i don't think many of them can fit another frail Fire-type weak to SR that offers almost no relevant resistance.

You may always run Sunny Day on your own, as with weather nerf it's not as reliable to rely on someone else to set it up (but I guess you may always use Heat Rock support mons). And I think Solar Power alone is enough to make it better than normal Houndoom. Although yeah, with many ghosts having Focus Blast or something different with Fighting makes it a bit shaky at checking ghosts.
 
^Yes, now that autoweather is nerfed, the sunnybeam set could see some use. Fire/Grass/Dark coverage is kinda shaky though
 
I don't know if this has been brought up, but the research team found the following that is pretty relevant:
-Critical Hits deal x1.5 damage, not x2 damage
-The Sleep counter no longer resets if you switch (back to gen 4 sleep mechanics?)

This is pretty big for stall IMO, critical hits are basically the achilles heel of stall, and now that damage can been decreased.

The sleep counter not resetting means that rest-talk Pokemon may become viable again, which is certainly a boost for defense as pretty much everything can recover pretty nicely now.
 
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FLAREON NOW LEARNS FLARE BLITZ
still a pretty meh poke but yeah
 
I don't know if this has been brought up, but the research team found the following that is pretty relevant:
-Critical Hits deal x1.5 damage, not x2 damage
-The Sleep counter no longer resets if you switch (back to gen 4 sleep mechanics?)
Holy crap. Where is that research thread or link?? That's a huge deal, and explains the Sylveon v. Politoed mystery I guess. So Frost Breath is 90 BP now instead? I want to see where that research is. Cosmic Power users rejoice!!

The Sleep Counter is a huge boost to Rest recovery too, and is an additional nerf to Breloom's OU might. RestTalk is sort of more reliable again!

EDIT: also yay Flareon...! Go KO yourself with your base 65 HP! I wonder what's next that people will complain about now that the number one stereotypical TrollFreak argument is gone...
 
FLAREON NOW LEARNS FLARE BLITZ

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yeah though, this isn't that relevant competitively


Holy crap. Where is that research thread or link??

here you go

Known info
  • Ghost types are immune to the trapping effect of Shadow Tag. (Source)
  • Auto-weather abilities no longer create permanent weather; the new weather ends after 5 turns. (Pan)
  • Mega-Evolution items cannot be removed from their holder during battle. (Pan)
  • Hidden Power is now at a set 60 power, with likely a new type-determination formula. (Source)
  • Sleep counter no longer resets if Pokémon is switched out. (Pan)
  • Critical hits now deal 1.5x damage, instead of 2x as in the previous 5 generations.
  • Water Sport and Mud Sport no longer fade if the user switches out, but fade after 5 turns like Safeguard (extra)
 
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