Why vacuum wave when you just OHKO with aura sphere?
Good point. This is assuming they play it safe and go for priority due to paralysis
Why vacuum wave when you just OHKO with aura sphere?
To me, there is no such thing as "prediction"; there is calculated risk. I want to avoid mind games by using the bulk of my Pokemon to enable me to spam prophylactic, yet suboptimal, attacks and then infrequently use a more rewarding move. Obviously, I do not like Choice items based on that playing style.
However, Scarf Genesect accommodates my play style well because he also has potential utility has an endgame cleaner or revenge killer in addition to his asset of presenting the opponent threatening gambits of either surrendering momentum or loss of material at the expense of momentum. When not used as its capacity as a revenge killer, Scarf Genesect can provide either momentum or loss of material.
If you hate constant U-turning, learn to better control hazards more. Or use pivots.
Gliscor can set up against its common U-turn partners (especially Lando-T) or can at least Toxic a Defense Rotom before (and if, which is a nice subordinating conjunction because RNGesus may fail it) it gets Hydroed on the switch as it outspeeds it. Not to mention it can survive a Hydro Pump from a Defensive Rotom-W due to Game Freak. I hate the fact that I cannot conservatively play against Gliscor by prophylatically spamming Hydro Pump, even the current Pokemon in against Rotom-W resists Hydro Pump, as I am not aiming to kill it on the switch or outpredict my opponent. Once it survives the incoming Hydro Pump, here comes the SubProtect bullshit. Sure it can Toxic me, but I lost the deterrent value of Hydro Pump this Gen.) Hell, sacrificing it to an Ice Beam, even at full health, to maintain momentum may be a good play against the Scarf set, even if you "incorrect" predicted U-Turn so you can Sub, as you would get a highly rewarding Sub, and at worst lose material and gain momentum when the Genesect user has to send in a Pokemon before you can. If you want to be even more conservative, use "Protect".
Physically Defensive Rotom-W can sponge U-Turns (and resists its coverage moves and is only hit neutrally with T-bolt) and use one its moves against whatever you predict the switch-in to be. It also has the threat of momentum in Volt Switch with as it is slower. Just remember using 44 Speed EVs puts you at a disadvantage against slower Rotom-W although this would ensure to Will-O-Wisp Mega Mawile before it subs, and Volt Switch Jolly Azumarill.
Physically Defensive Rotom-W and Gliscor are not counters or checks to Genesect, but they do provide nice counterplay options against Volt-Turn that makes Genesect's life (or its partners) more stressful. They allow you to play Genesect's game and have nice tools to help you beat it.
Although AV Conkeldurr cannot reliably switch into Genesect, its presence on the battlefield deters the use of Genesect as Conkeldurr's predictable moveset has to potential to punish Genesect and any U-Turn switch in. It is also a nice "fuck you" to Sucker Punchers like Bisharp.
Thundurus-I cripples Genesect before it can attack you and prevent it from conducting another scouting run or assassination attempt, but this often require you to sac it.
AV Conkeldurr, Rotom-W, Thundurus-I, and Gliscor work and do not depend of the maintenance of hazards but rather by their offensive and support moveset and ability.
Genesect cannot constantly U-turn if Stealth Rock is up. Often I have to preserve it to act as a revenge killer against a priority sweeper, and that deters me from using it when hazards are up. Rocky Helmet and Iron Barbs/Rough Skin are good deterrents against conservative users of Genesect.
scarfed talonflame for instance, priority brave bird is basically a guaranteed OHKO
aw man, don't go bannin' my signature 'mon! Mega-lucario can devastate unprepared teams, but I'm still surprised about the amount of butthurt users bitching about him in this thread. There's several hard counters to luke depending on which set you're running, and even a handful for both (scarfed talonflame for instance, priority brave bird is basically a guaranteed OHKO)
aw man, don't go bannin' my signature 'mon! Mega-lucario can devastate unprepared teams, but I'm still surprised about the amount of butthurt users bitching about him in this thread. There's several hard counters to luke depending on which set you're running, and even a handful for both (scarfed talonflame for instance, priority brave bird is basically a guaranteed OHKO)
No Talonflame would ever be Choice Scarfed, ever. CB and w/e the flying plate is called are really the only possible non-BU Talonflame items, seeing as people are starting to realise that even with Roost, LO is bad.scarfed talonflame for instance, priority brave bird is basically a guaranteed OHKO
252 Atk Talonflame Brave Bird vs. 0 HP / 0 Def Mega Lucario: 160-189 (56.9 - 67.2%) -- guaranteed 2HKO
Sorry, but Mega Luke isn't OHKO'd by Choice Scarf Brave Bird.
Name three "hard counters" to Lucario.
I, as a stall player, cannot name one. Assume stealth rocks. It's actually a simple process. Find a resist to both stabs, find the max bulk out of that resist. See if you can EV optimize it to work. Hint: There IS none.
Assuming Stealth Rock: Aegislash and Assault Vest Azumarill are the only things I know of that can counter both special and physical M-Lucario. That's it, I don't think there's a third. And they both lose almost all their health (~90%) in doing so.
A counter is something that can switch in on any attack, either outspeed or take a second hit and phase out/KO. Chandelure is sort of an obvious switch-in, so it could likely be switching into a Crunch or Dark Pulse, which will KO. The only real means of guarenteeing Chandy can get in safely is letting something die to Luke and trying to revenge kill it. This makes it a check rather than a counter.counter you mean that it can enter in a fighting/steel attack and kill mega luc in the next turn ? scarfed chandelure
I meant banded, I always get those two mixed up.That might just be the worst idea for a set ever
Look, if prediction is the only way to beat a Pokemon against which the risk for you (it going for the coverage move) is greater than the risk for the opponent (to use U-turn and gain momentum), then the Pokemon is utterly unfair. Technically I can beat Darkrai with 'prediction'. I can beat, heck, Mega Lucario with 'prediction'. But, when risk > reward, you cannot risk the play. It's simple risk/reward logic. What's a prediction? A prediction is a 50/50. You should only be predicting in true 50/50 scenarios, as risk/reward will guide you otherwise. And the risk of Genesect smacking your Lando-T with Ice Beam is greater than the risk of you switching to something that can sponge the Ice Beam/U-turn, and is quite possibly a stupid play when such Pokemon might be what you rely on to handle certain threats on the opposing team. Genesect doesn't have to deal with mind-games, though, as U-turn eliminates them entirely. It ALWAYS has a safe move.
Also, non-Scarf Genesect has NOT been deemed inferior. It's just the quote on quote "best set", and even that's hardly the truth. There are two variants of Scarf, physical and special. There is also the Band set, which is a freaking amazing attacker AND good revenge killer to boot due to CB-boosted ESpeed. There's the EBelt set, which is an amazing bluff and should not be undervalued. Regarding EBelt as meh is very silly, as since Scarf is so common, bluffing it is very easy. The opponent just can't risk you being Scarf, as they have no way of knowing based off your team or anything. SG Genesect, given blocks to it are removed, can easily sweep. Genesect has the strong STAB move, the coverage, and the priority to prevent revenge kills from even Talonflame. SG is probably my personal favorite Genesect set, tbh. Specs Genesect can rip holes in numerous physically bulky Pokemon that Band can have trouble with. There's also the Band set, but with a LO, that takes advantage of the ability to switch moves and poses a significant offensive threat. There's also the sash lead set, which can deal serious damage at the beginning of the game, able to any one hit right off the bat, and can U-turn to get momentum right off the bat. I just named eight amazing Genesect sets right there, that all work absolutely amazing and are insane to deal with. They fulfill all kinds of different roles and hit on all ends of the attacking spectrum. I haven't covered AV, which has received positive reviews from numerous OU QC members in the Genesect analysis, as it is able to take special hits, such as Latios' Draco Meteors, very nicely. There's some calcs/justification listed in the Genesect OU analysis thread and the Assault Vest thread here. You would have a whopping nine possible Genesects including that. It is more than BW OU Jirachi, which was commonly considered to be one of the most versatile and effective Pokemon in OU. The difference? Genesect has STAB on U-turn, Download, significantly higher offensive stats, powerful coverage moves, an amazing setup move that also boosts Speed...a parallel can indeed be drawn to BW OU Jirachi, except Genesect is even better than Jirachi ever was.
The difference between the VoltTurn of Genesect and other Pokemon is that it has the coverage to punish everything that opposes it. Thundurus is indeed very good, but a parallel cannot be drawn to Genesect. It has worse bulk, shitty typing in comparison, much less versatility...Thundurus is hardly comparable. Tornadus-T is in a similar boat.
Every single one is inferior to Genesect in some way, shape, or form, or are entirely different. Tornadus-T and Thundurus, as I've already stated, are barely comparable. Mega Manectric isn't really that good, either. It simply doesn't hit /that/ hard. It isn't another Genesect. It, like the Kami duo, has issues with bulk, typing, etc. There are also plenty of Pokemon that don't take much from Volt Switch, and are immunities to it. Oh, and another point toward the Kami duo -- they're weak to SR. This sucks hard for a VoltTurner that ideally wants to get numerous switch-ins. Mega Manectric is okay, but it's not great. Also, MixApe and CB are probably Infernape's best sets. Infernape isn't included either, though, as it lacks the STAB on U-turn needed to make it genuinely powerful. It is just fast and has nice power.
These Pokemon are also much, much less versatile than Genesect, and have other downsides compared to it. Do you see them on virtually every offensive team? Well, maybe Thundurus on HO in this metagame (it's so good), but besides it, none of them are found so commonly. Oh, and what is Thundurus very often paired with? You guessed it, Genesect. VoltTurners are hardly mutually exclusive, and are often used in tandem. Thundurus is great, but Genesect is just ridiculous.
It doesn't matter how you can interfere with Genesect, if you can't switch into it, you won't get the chance. Since Genesect is frequntly on VoltTurn teams who love hazards, you also can't assume you will have Hazards and Genesect won't. And VoltTurn loves hazards because it naturally forces switches. Your posts before pretty strongly implied you like stall, so you'll often have good hazard control and healing on most to all of your team members. On more offensive playstyles where life orb and choice items are common, they don't have the luxury.
You've also mentioned "against a conservative player" a lot. Conservative is predictable. Normally, this doesn't make a difference. Blissey can switch into a defensive Rotom-W with impunity, because blissey is a counter to defensive Rotom-w. All the Rotom-W can do is volt switch back out into something that threatens blissey. By contrast, there are very few things that can switch in to Gene without some fear. ferrothorn and chomp can switch in to punish U-Turns, but either are cooked or deep frozen by appropriate coverage. The prediction argument does go both ways, but Genesect has a quiet numbers advantage. Let's say there's a 50% chance Gene Turns out into... say Lando-T, and a 50% chance it flamethrowers. Bliss is in, and it has the same chances of either switching into Rocky helmet Ferrothorn or staying and T-Waving. Option 1: (25%) Genesect flamethrowers and blissey cripples it. Full benefit to the Blissey player. Option 2: (25%. They're all going to be 25, so I'm just going to stop putting this) Blissey stays and Gene U-Turns. Bliss eats a ton of damage, and Lando-T is free to set up a swords dance/rock polish and knock a hole in your team (I know SD is uncommon, but I've used it and it can mash through a large portion of a defensive team and boost further on predicted protects). Heavy damage inflicted not only to Bliss, but potentially it's team. Option 3: Genesect Flamethrowers, Bliss switches. Ferrothorn is now dead, and the genesect player has gotten a completely free KO and taken out an important team member, possibly the only thing preventing a sweep (plus the primary hazard setter in this instance). Option 4: Genesect turns, Ferrothorn comes in. The damage on Ferrothorn is likely to be small, but significant, considering it can only heal with Leech Seed now. Genesect loses 1/4 of it's health (3/8 in total if rocks are up), and Landorus-T comes in. Or it doesn't. The genesect player knows what you have out, and has switch initiative, so he/she can switch into whatever can Ko or set up on Ferrothorn best. In this option, either the teams break even, or much more likely there's at least a narrow edge to Genesect.
In summary, 50% chance the defending team gets a member crippled/Ko'd, 25% chance Genesect is crippled, 25% chance Genesect's team gains momentum and chip damage in exchange for 3/8 of Genesect's HP. I freely admit this example is highly simplified. The defending team has other possible switch ins; but one is more likely than the others. Blissey can softboiled to ease prediction, but then Gene gets switch initiative anyway. This is just the numbers in the most basic form. What's the difference between this and another VoltTurner... say Rotom-W? Rotom-W has a number of counters. Mostly Grass types and Gastrodon whom you can bring into any move without too much worry. While it's true that Genesect can't easily hit fire types, fire is a poor defensive typing (even without rocks), leaving a dearth of fire types in OU (last generation many ended up in RU). Six made the Ou Viability Ranking, and if we count Rotom-H (despite the fact that Rotom-W's spammable STAB+dissuasion to ground switch ins outclasses it) That's seven. Now we can scratch Talonflame, Megazard-Y and Megazard-X unless the latter has Megaevolved previously because they can't switch in to T-Bolt. Ape is shaky, because with either a special defense reducing nature, one switch in to rocks or a prior U-Turn (boosted or no) it's 2HKO'd by unboosted Thunderbolt. That leaves three OU viable hard counters to Genesect's special scarf set: Heatran, Rotom-H and Entei (+1 possibly for an already Mega-evo'd charizard-X, which is a good lead matchup against Genesect).
This (motions arms wildly) is the point. Genesect has numerous checks and things that hinder it, but very few hard counters. If you don't carry one of these counters, you cannot consistently stop it from doing it's job. You can heavily check it to make it difficult to do it's job, but that essentially comes down to prediction, which I've shown Genesect naturally has (at least some) edge in. Photofluid showed some (only introduced recently and mostly ignored) damage calcs showing what Genesect could do with... so-so prediction a few pages back. He (sorry if it's she, I can't tell from your name) attempted to illustrate that Genesect's power lacked on neutral hits, only managing 3-6HKOs. What I got out of it is that Genesect can cause considerable damage to things with little to no reliable healing in exchange for it's momentum. Walls wouldn't mind this, but they're the things most likely to come in, making it irrelevent. In the case you have multiple walls that resist each other's weaknesses, you're using a stall/defensive team, which doesn't help those of us in the offensive side of the metagame.
I'm not trying to make it sound like Genesect is perfect/unbeatable. Genesect also isn't likely to 6-0 somone unless they honestly shout out every move before they make it (in which case, Genesect was unneccesary). Most threats can cause considerable damage to a team not carrying a counter, but these threats often have more than four OU viable counters. Keldeo was something that fit that bill, except running into a counter would force it out and lose momentum. Genesect can U-Turn out and gain momentum from it's counters. that is the purpose of voltTurn, which is highly irritating to face, but not broken until handed to something so hard to counter as Genesect. Another difference is that Genesect is not a sweeper. every check to it bar pursuit and hazards is dependant on it staying in. A sweeper forced out is checked, a Genesect forced out is simply waiting.
Charizard is very good at dealing with almost anything Gene can throw at it. ROtom-H is also a nifty little counter. Talonflame, Infernape, Victini, and Moltres are lesser, but still very good at dealing with a lot of what Gene dishes out, and they're very viable pokemon.
And guess what all of these nifty little counters share in common? A crippling SR weakness. All Gene has to do is smack them with a U-Turn (which does a sizable amount of damage itself) and then send in a teammate, which will be facing a weakened opponent. Rotom-H for example takes 25% from SR and then:Charizard is very good at dealing with almost anything Gene can throw at it. ROtom-H is also a nifty little counter. Talonflame, Infernape, Victini, and Moltres are lesser, but still very good at dealing with a lot of what Gene dishes out, and they're very viable pokemon.
Charizard is very good at dealing with almost anything Gene can throw at it. ROtom-H is also a nifty little counter. Talonflame, Infernape, Victini, and Moltres are lesser, but still very good at dealing with a lot of what Gene dishes out, and they're very viable pokemon.
And guess what all of these nifty little counters share in common? A crippling SR weakness. All Gene has to do is smack them with a U-Turn (which does a sizable amount of damage itself) and then send in a teammate, which will be facing a weakened opponent. Rotom-H for example takes 25% from SR and then:
+1 4 Atk Genesect U-turn vs. 252 HP / 4 Def Rotom-H: 63-74 (20.7 - 24.3%)
Then your switch-in will be forcing it out once again for even more residual damage. I feel like a lot of the anti-ban stuff about Genesect discounts the offensive pressure that amazing coverage combined with U-Turn puts on an opponent. Nothing else comes close (and that's why Scizor/Rotom/etc are terrible comparisons). Genesect is not risky to use; in fact, it's much less risky than most other Choice users. Gene is on a completely different level and other voltturn Pokemon simply don't compare... (and this is discounting all of Gene's other sets, such as EB or Rock Polish/Shift Gear are all viable in their own right).
I've read a lot of posts that claim Genesect isn't "broken". Well, what is "broken" then? Does something need to 2HKO the entire tier to be "broken" (ala MegaLuke)? Genesect doesn't fit into the traditional description of a sweeper (unless it's running SG/RP), or support. Genesect has an intangible, an "X-factor", whatever you want to call it. It has tons of variety, it's difficult to pin down, and it racks up residual damage and momentum incredibly easy. It also helps that it's very powerful (seriously, Download-boosted 120 Atk/SpA is not weak) and has decent bulk and a great typing. And again, different sets will have different counters, and there are few Pokemon that reliably counter all of them (Heatran, Rotom, etc). Even against them, U-Turn allows you to escape your counter while wearing them down with residual damage, keeping up momentum until they're into KO range. Gene is just too good at what it does.
As what I have mentioned several times, on a scarf set, the burden of prediction lies on BOTH side, one extremely stupid move that people usually make is that people tend to switch out to a resoundingly safer choice whenever they risk being force out, like when they have Ferrothorn against Genesect. And they bring this idea in the analysis. In reality, is the Genesect really gonna fire out that deadly flamethrower? Probably not. So stay in and watch Genesect U-turn while seeding the switch in is also a viable choice. Assuming Genesect has equal chance of pressing each of the four buttons(while in reality, U-turn is used the most), you only has 1/4 chance to get kill. And outside that you are likely at an advantage, as you should not care about ice beam/tbolt either.
For the kami trio, there is one huge advantage you are missing, they don't need a scarf to do the offensive pivot job effectively, making them immensely less risky during the phrase of decision making.
Mega Manectric hit hard enough, Overheat outdamage flamethrower of Genesect even with download boost, and both are going to switch out afterward anyway. The major advantage though, is that Mega Mane has more switch in chance with intimidate.
What Genesect takes, as I said before, is at a very extreme approach of offensive pivot, it sacrifices so much things, SE reliant due to not having high BP moves and unSTABed, scarf reliant due to sub par speed, etc. Others generally have the room to squeeze in some utility, like thundurus-I. I mentioned them just because they are already the closest thing we have when compared to the uniqueness of Genesect.
Offensive pivot strategy is itself a strategy to be built a team around. Like the double dragon in the uber, yes, offensive volttuners are not mutual exclusive, but you do select multiple of them among the pool to form your own voltturn core.
Also, usage does not describe the problem, people are just too lazy to test out every single pivot and find the fittest but instead blindly picks the one which receives most hypes.
Other sets are possible ban reasons, which I agree, but I do want to see some solid analysis before I can conclude if they are uber-worthy or not. At least from my point of view, I am still seeing them inferior due to the sub par speed of Genesect. The need of team support also reveals it quickly and there are little surprise factors involved.
One side note, pivot-centric teams also hate EH more than they like it, they can already deal damage by just voltturning and frequent switching is what they like, and EH discourages both side to do so.
To quickly sum up, you are perhaps missing my point of the analysis, which is if, Genesect is locked into the wrong move, it gives away one free turn to their switch in, or in an even worse case, their standing member can take the hit and don't switch, you actually give out two turns due to the needed switch out in the turn afterward. Even if U-turn is used, if the opponent on the field don't switch and don't take major damage from it, which is often consider its stupid coverage, you also give away a pseudo-free-turn, especially when your U-turn is not getting the download boost.
One quick example, if your opponent just KO one of your teammate and Genesect switch out to revenge, do you U-turn or use your coverage move? If you use your coverage and they switch, you are locked into the wrong move and lose momentum. If you U-turn out and they stay, than holy crap you will probably lose another member. Note that if you are not getting a scarf this is not even possible due to your speed.
Also, concerning the problem of checks and counters, it is important to know that fast offensive pivots do not have checks and counters to begin with, because what they are expected is just to do constant switching in order to get a favourable match-up, and predictions are more important in most cases. The only reason they may actually constrain teambuilding is because less abled players tend to play like a machine and prefer to deal with them with brainproof counters. We ban out almost every single viable offensive pivot in the last generation (though there exists other reasons, like overly spammable thunder/hurricane/SF EQ), which I hope I won't see again in this generation, assuming the players are getting better in terms of making in-game tactical decision.
One side note, a very wrong concept about Genesect is how its download ability functions. It is important to know that instead of giving Genesect a free boost, it just bearly compensates the lack of STAB on its common special move, which also happen to have low BP(90, not 110 like fire burst from Dragonite/Garchomp), and this pseudo STAB is not always there either. Also, in the case of SG set up, +2 is also inferior to +1 STAB (2* vs 2.25*). Of course, this can create the issue of abusing it with its STAB, but by far I am not seeing how steel/bug STAB coverage is creating any trouble.
One more point, Genesect, and so as other offensive pivots, SHOULD be overall at the advantageous side, or else the gambit is simply unfair because Genesect occupies your own team slots, not that of your enemy.
Then your switch-in will be forcing it out once again for even more residual damage. I feel like a lot of the anti-ban stuff about Genesect discounts the offensive pressure that amazing coverage combined with U-Turn puts on an opponent. Nothing else comes close (and that's why Scizor/Rotom/etc are terrible comparisons). Genesect is not risky to use; in fact, it's much less risky than most other Choice users. Gene is on a completely different level and other voltturn Pokemon simply don't compare... (and this is discounting all of Gene's other sets, such as EB or Rock Polish/Shift Gear are all viable in their own right).
I guess that is why I feel in love with [Scarf] Genesect with I first tried it out. It perfectly fits my playing style. I really do not like bludgeons like Chomp or D-Nite. I do not want to prevail through sheer force or gambling (or using the Alehkine's Gun of Mega Pinsir and Talonflame). Genesect's ability and movepool together take the gambling and sheer force out of Choice items if it is played conservatively. And I believe that is the most positive aspect of Genesect.Lack of STAB and low base power aren't a problem; Genesect is not a bludgeon like chomp and d-nite. It is a tactical strike, like the cut of a scalpel.