I am sorry but did you actually read properly or are you purposely distorting the actual things posted by other people prior. We never mentioned it doesn't terrorize offense that is a blatant distortion.
first of all, i posted because people like you were discussing a drop. my post was to inform, not to throw you down. i don't like arguing with you, but these first two lines honestly show that you are being ignorant, and your lack of reasoning and use of red herring honestly makes you look like a fool from my perspective.
The point is that yes even passive damage builds to punish things like MGross and MLop have made it to hyper offense. The other thing you fail to notice is that alright you can always switch out to other team mates but that misses the point.
how does switching out to teammates miss the point? you have shit like mega gardevoir which is checked by jirachi, mega metagross, and mega scizor. are you going to stay in and take an iron head? you go out to a check like defensive garchomp or heatran to check these 'mons and repeat to do more damage. the obvious comparison i am making is that mega gardevoir can break past its checks through specific moves because it has a free slot to deal with. will-o-wisp cripples all these 'mons and they will no longer be able to check mega gardevoir in the long. mega lopunny has two free move slots to work with which allows it to cripple its checks. an example is using toxic on garchomp. after some turns + stealth rock garchomp is finished off with high jump kick and you only take a net damage of 29%. now, i actually take time to read through your post and you assumed both that lopunny
will take 60% damage and
will be ko'ed by priority next turn which makes absolutely no sense because i just had to explain you the definition of the switch button the ps! system has because you somehow think switching "misses the point" rofl
Bear in mind one of the assets of MLop was to facilitate its own sweep precisely because as you said it can be very difficult to check once pertinent defensive barriers are removed. However, when MLop suddenly has no choice but to now be wary of hard hitting neutral priority she normally could stomach that suddenly means more team support than prior. How does that not put into question her effectiveness.
ok. first of all, you are assuming that defensive barriers
and hard hitting priority are going to be on the same team to a point where lopunny can't do its job. first of all, defensive barriers are going to be put into balanced archtypes so strong hitting priority isn't really going to be seen. garchomp loses to ice punch after taking around 35% which isn't too hard to do. i already mentioned the signifigance of switching. in practice, you are going to switch off and bring lopunny in via double switch, volt switch/u-turn, or after a kill, so basically you are sacking a 'mon to bring in your priority? i don't see how that lowers lopunny's effectiveness (which you so happen to bold e.e), but only makes it look more terrifying. i already mentioned the lopunny has flexibility through fake out / ice punch, fake out / quick attack, sub / toxic, sub / encore, fake out / toxic, sub / baton pass, pup / encore, and even stuff like healing wish and heal bell, so different archetypes are not full stops to lopunny.
Raikou and Garchomp isn't going to magically change the fact that MLop was still punished regardless of her play, and if anything it is punishment to have your team wrack up more damage than it would like in the process of the trade off. That also means momentum on their side because MLop is a potential win con, whereas tank Chomp aint.
i think losing 58% (29% if played correctly) to kill your opponent's best check to lopunny is a good trade off lol. healign wish is a thing too, so its not the end of the world.
As for Lando-T I don't know what you ended up reading because my point was unlike Lando-T when it was popular that trend in the metagame wasn't as hostile because she didn't wrack up passive damage quite as badly, and could easily wear out Lando-T. And even possible to circumvent with her existing sets.
the funny thing is how personal your getting about your agruments. please put some more information because half of your post is you whining about how i didn't read your post carefully enough failing to acknowledge the fact mine was to inform, not saying your garbage. if you felt like that, then sorry. also, lando-t is common and people use it as a lopunny check. garchomp doesn't make landorus-t unviable and you are completely throwing it out of the picture in terms of what kind of offensive build my opponent is going to use.
That aside I don't appreciate such a blatant distortion of writing when nobody claimed it doesn't terrorize offense however there is a difference in offense adapting with tools.
alright, i just came to this point of the argument and i'd like to say that you are creating a hostile argument which i don't appreciate to read with all this bold and saying "such a blatant distortion". you already cried about me not reading your post. look at the rhetoric of people's post and put more evidence supporting your argument. i hate to see all this.
The point never was you didn't have to prepare for them rather... their checks are making its way into main stream team building to a degree that you not only check them but several others in the process, meaning you aren't as pressured to be as specific in that respect. They're still scary yes but given the presence of more blanket checks becoming more splashable to different team archetypes that in itself is the same adaptation that works against MGross.
you clearly don't understand the terminology of blanket check. you don't just adapt to mega lopunny when it has two free move slots to work with to counteract new trends of the metagame. i've explained this many times.
They are still scary no doubt, I'm asking them to fall down enough sub-ranks to be considered a non-threat, rather they've become more manageable provided that more tools are discovered and utilized that incidentally also blanket checks other relevant threats.
first you said lopunny is scary, then you say its supposed to be considered to be a non threat. lol
Even more so when by your suggested sets they drop Fake Out, which means it becomes more manageable for offensive teams in so much that now she is more hard pressed to find an opportunity to MEVO. Again this is just adaptation at play here, that I feel after playing her as of late she's had to stretch her tools somewhat to now cover a bit more ground while in the process taking a significant trade off. Problem is even if you do adapt for most part as I said its difficult to circumvent the current trend, sure toxic but that isn't going to solve the problem immediately.
even if you drop fake out, mega lopunny has high power stabs with high attack and speed to still perform just as well on offense. its other two move slots don't turn to waste either. an example is having pup and setting it up on weavile as it switches out to mega scizor for example and koing it with high jump kick the next turn.
As for the whole "having to build around it more" this is my point... Suddenly, from a more self-sufficient sweeper who could pave her sweeps she necessitates more team building effort, or plays. More so in the context of prior metagames, is the caveat. It is not that she didn't need to be built around properly or played around rather it is just that in this environment you have to do so with even more effort, to a degree that I'm considering her a sub-rank lower.
mega lopunny is so flexible in teambuilding so idk what your trying to say.
That said they are still scary, but I'll focus on MLop obviously, however isn't the point of sub-ranks to more properly assess it? They are scary yes, but with a nuance or caveat.
yea, just like you said it's
still scary so it should be a+ rank