Pursuit's only neutral damage though.
Dunno where you got your info from but phero definitely isn't the main reason why Aegislash is being used everywhere and I could go on right here but there's a post about this topic so no point imo. As Finch already said, don't just theorymon about how x pokemon is about to be absolutely unstopable, because we can't know what the meta will be like in a couple of days with Aegi gone. About Aegi staying in ou I know it's your opinion but saying it's a unique pokemon (because of its ability/stats/versatility) isn't a valid argument for it staying and keeping the metagame restricted and unhelathy imoSeriously, why is aegislash banned before phero?
Currently one of the main strength of aegislash is that it is the best counter against phero while most of the forum will tell you that phero is not going to stay in ou, which will certainly give aegislash a hit. So why dont ban phero 1st and see how things go from there?
This saddens me a lot because aegislash is such a unique pokemon and I hope it can stay in ou.
To be fair we've seen this from Aegislash before. There always some new threat that Aegislash is specifically used to check/counter when he's available. Truth is though while you may have used him for a specific mon, you are actually blanket checking half the tier just because of what Aegislash can do. A pokemon with this much offensive and defensive presence just causes too much disruption. I love Aegislash as much as the next person, and was very anti-ban when the time came around, as well as pro-unban when that was a thing. However, the more I grow accustomed to exactly what he can do and play with/against it more I can totally understand how it's so overwhelming. It completely restricts your teambuilding to to very finite points like specific moves like earthquake just to ensure you get through king's shield okay.Seriously, why is aegislash banned before phero?
Currently one of the main strength of aegislash is that it is the best counter against phero while most of the forum will tell you that phero is not going to stay in ou, which will certainly give aegislash a hit. So why dont ban phero 1st and see how things go from there?
This saddens me a lot because aegislash is such a unique pokemon and I hope it can stay in ou.
Scarf Terrakion actually sounds super scary in this meta. I'm going to have to look into that. Hype because I love using terrakion a lot, also a good partner for my zam+lele combo.I'm really looking forward to using Bulu and especially Terrakion now that Aegi's gone. It can hit almost anything really hard with just CC+Edge, so it could be a great rock setter for offensive teams with rocks/SD/edge/cc. It's strong enough frail mons don't want to switch in often, and with SD you can blow away some walls when they try to check you.
This is actually the same way I felt back when I started playing competitive. I used to think Aegi wasn't banworthy and just wanted him back in ou lol. Then I started playing more seriously and I finally understood what Aegislash actually was for the metagame. The fact that a single mon is able to stop pretty much te whole tier from developing is just crazy and takes time to actually understand, now I'm 100% pro ban unless it gets nerfed next game or whateverTo be fair we've seen this from Aegislash before tbh. There always some new threat that Aegislash is specifically used to check/counter when he's available. Truth is though while you may have used him for a specific mon, you are actually blanket checking half the tier just because of what Aegislash can do. A pokemon with this much offensive and defensive presence just causes too much disruption. I love Aegislash as much as the next person, and was very anti-ban when the time came around, as well as pro-unban when that was a thing. However, the more I grow accustomed to exactly what he can do and play with/against it more I can totally understand how it's so overwhelming. It completely restricts your teambuilding to to very finite points like specific moves like earthquake just to ensure you get through king's shield okay.
We've seen Aegislash for 3 years now, I think there is plenty to be comfortable with seeing how even though there is a whole slew of new pokemon with a bunch of mechanics tweaks, Aegi hasn't changed at all. That doesn't tell you exactly how this thing works? A solid year or two of this thing being gone and the second it comes back in a brand new meta it does the exact same thing it's always done. It's a sign of great design in the pokemon in a general aspect, but a bad one in the competitive sense because of how overwhelmingly suffocating Aegislash can be.Anyone remember when ubers were for the actual uber pokemon, and not a list of pokes that tier leaders slowly cut down (Until stall is viable and every new arising threat dies off) in lieau of actually innovating and letting the metagame shift? Pepperidge farms remembers.
But yeah, let's already get ready to ban half these mons instead of playing gameplay that we're not comfortable with
that was back when the legend pokes were the only ones with bst over 600. That argument just doesn't fly anymore Aegislash would have been a top tier legend pokemon in any of the older gens but now you can catch a pokemon that can ko the old god mewtwo on route 6Anyone remember when ubers were for the actual uber pokemon, and not a list of pokes that tier leaders slowly cut down (Until stall is viable and every new arising threat dies off) in lieau of actually innovating and letting the metagame shift? Pepperidge farms remembers.
But yeah, let's already get ready to ban half these mons instead of playing gameplay that we're not comfortable with
Unfortunately Masquerain will still struggle as a relevant Quiver Dancer in the higher tiers. Particularly, Volcorona is still much faster, stronger and possesses better STAB, which more than makes up for the lack of intimidate and Water/Ice coverage. Volc aside, even other bugs like Venomoth give Masquerain a run for its money thanks to sleep moves/better abilities/moves. Timid base 80 Speed, even at +1, is still slower than Mega Zam/Aero and Pheromosa, along with a slew of dangerous Scarfers like Landorus, which OHKOs with Stone Edge. It's x4 to Stealth Rock, which in this generation also means it has to worry about the stray Accelrock that comes its way. It requires too much support and doesn't provide enough in return to truly do well.Do you guys think that the buffs the Masquerain brought it on the brink of viability in UU and even potential in OU with team support
It cannot compete with a lot of OU mons because of its shitty defenses and 80 base speed not being enough, but the 100 SpA and 80 Spe compared to last gens 80 Spa and 60 Spe makes a huge difference and it does have niches over a lot of quiver dance mons.
It has access to Intimdate allowing it to survive shit other bugs can't survive and it has access to Ice Beam and hydro pump which no other quiver dance user gets. not to mention with Aegislash banned, and Talonflame nerfed it can put in more work. That being said you most likely need u-turn / volt switch support in order to get this guy in safetly and it still dies to scissor's BP and Azu's Aqua Jet and basically any other priority that isn't mach punch.
Masquerain @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Air Slash / Ice Beam
- Hydro Pump / Ice Beam
- Bug Buzz
Not saying by any means its going to be strong in the meta so sorry if i shouldn't have posted this here, but I would love to hear input on if it now has potential in UU and OU due with support or if it will still be a PU shitmon.
that was back when the legend pokes were the only ones with bst over 600. That argument just doesn't fly anymore Aegislash would have been a top tier legend pokemon in any of the older gens but now you can catch a pokemon that can ko the old god mewtwo on route 6
The fact that most Greninja ran Hydro Pump/Ice Beam/Dark Pulse when Aegislash was around was the main reason it had reasonable checks which could work most of the time. Now it just feels like guesswork with its 4mss alleviated.Let's talk about![]()
In a post-Aegislash metagame where Greninja is no longer basically forced to run Dark Pulse, many more options are opened up for it because the only move that is truly mandatory is Ice Beam, for obvious reasons related to its potency as neutral coverage and dealing with typical Grasses/Dragons used to check offensive Waters. The basic idea you want to consider when building a Greninja set is how your team deals with various threats, because Greninja can be adapted to cover/lure pretty much anything if you want. The rest of this post will cover the specific options that exist in detail, some that are heavily used and some that are used less frequently, just so people can get an idea of what they can use with Greninja instead of just opting for some sort of very standard set without thinking and calling it a day. Remember that every time I talk about a specific combination being favored or unfavored that any given team can choose to break anything I say. It's just for the purpose of communicating some general ideas.
Gunk Shot is traditionally used to deal with Clefable, and also excels in light of other new Fairies, specifically achieving OHKOs on Tapu Fini, Tapu Lele, and Tapu Koko. The main point of this option is to get rid of the new Fairies, specifically Tapu Fini and Tapu Lele (non-Scarf, though Greninja's Psychic immunity can help counterplay it regardless). Gunk Shot is also the only move that Greninja has to OHKO Tapu Koko (it even tanks an Ice Beam after Rocks from full), and can potentially bust through Mantine with the help of a 30% Poison chance. It's otherwise notable for doing good neutral damage to Waters, specifically Keldeo, Rotom-W, and Manaphy, and doing the most damage to Zard Y. For its help with Fairies and general neutral coverage, Gunk Shot is a strong option for Greninja. The largest disadvantage to it is imperfect accuracy, which Greninja tends to have the luxury to avoid with most its options, but 80% is enough that accuracy shouldn't be too large of a deterrent. There can also be some redundancy with certain other options, though no matter what it is always an option.
Hydro Pump's purpose is simple: it's the strongest special move in Greninja's viable arsenal by far. Other than hitting Heatran and Tyranitar, there's not a whole lot it does coverage-wise, but it helps out a lot with damage against neutral targets. For instance, Hydro Pump is the only non-Gunk Shot move Greninja possesses that has a chance to OHKO Tapu Koko from full or is guaranteed after Rocks, deals far more to Genesect (81-96 vs 59.3-70.3) than any non-HP Fire option, 2HKOes most any Mega Sableye, and 2HKOes bulky Mega Scizor. Aside from the specific targets, the primary takeaway you should get is the difference in strength vs neutral targets; for targets that are hit neutrally by both, Hydro Pump is ~37-37.5% stronger than Dark Pulse and ~22% stronger than Ice Beam. I wouldn't necessarily run Hydro Pump on every set because there are certainly many cases where the specific lures and super effective coverage can be superior for your team, and I also wouldn't use it with Spikes because there's only 3 slots for coverage, but Hydro Pump should always be considered a great option just because it is Greninja's strongest move.
Spikes Greninja is really good against more defensive teams that carry certain solid answers to it. Greninja is typically a Pokemon that forces many switches, providing many opportunities to set up the hazard and also apply pressure with it. Teams that can keep up the offensive tempo with other strong Pokemon, particularly VoltTurn and Landorus, can wear at opposing defensive cores very efficiently in a way that makes it fairly difficult to outlast the Greninja user, and Greninja can be adapted to beat any Defog user or Mega Sableye. I've said this in another post, but SR Landorus-I+Spikes Greninja with the right anti-Defogger lures puts absurd amounts of pressure and limitations on stall, to the point where it can be quite difficult to win. Not every team will want to run Spikes because you don't really want to run Defog+Spikes, which limits the types of teams and certain Pokemon you can use, but it's a strong option to add to the pressure Greninja applies.
HP Electric is a bit of a hidden gem in the current metagame, effectively luring Mantine. That makes it a big deal if you're running Spikes because then that can't Defog on you. I might argue that other sets can get by with Gunk Shot to break through Mantine, but being able to lure Mantine and prevent a Defog is such a strong option that I thought it was worth noting on its own. The other primary targets for HP Electric are other Waters, as it deals much more to Keldeo than Gunk Shot (73-86), 2HKOes Toxapex which basically gives you a free hole in something else or a kill if you predict the switch correctly, does more to Manaphy than anything else (63-76), OHKOes Pelipper (otherwise it could U-turn on you into dangerous rain sweeper for free and set rain again later), and prevents Gyara from setting up on you for free. It also OHKOes Skarm after Rocks which prevents an emergency Defog and hits Celesteela way harder than anything else. It does depend on your team a bit, but I'd generally pick between this move and Gunk Shot as opposed to running both. You hit most of the targets for Gunk Shot's neutral coverage and Tapu Fini as well, making them a bit redundant together.
Extrasensory hits Toxapex for like 70 or so, which is enough to make it a legit lure. It does similar amounts to non-spdef Venus, even does like 60 to max spdef Amoonguss, does the same to certain Dark Pulse targets (Manaphy and phys def Rotom-W come to mind), and OHKOes Keldeo/Buzzwole.
HP Fire is a Ferrothorn lure and also turns Greninja into a solid Mega Scizor check for teams that need one. You can also use it to hit Celesteela the hardest of any option and for Genesect, particularly without Hydro Pump. Use ESens with this if you don't want to be totally walled by Toxapex, but otherwise HP Fire+Gunk is fine for what you need. If you have HP Fire+Gunk, I probably wouldn't bother with Hydro though and just use ESens because there isn't exactly a whole lot else to run.
Dark Pulse is redundant with Aegislash banned. There are either super effective or better neutral coverage options to hit virtually everything you can hit with Dark Pulse, rendering it an inferior option for the most part. You can use this move for the sake of Dark STAB being good and random Psychics if you need that for some reason, but it really brings litlte to the table compared to other options in Greninja's arsenal.
No. HSF breaks both. People spammed the shit out of CB Hoopa on ladder when Aegi was around because if it got in, Aegi or something else died, period.and in the case of Hoopa-U it could have it's choice of lock scouted out by King's Shield if a Sub wasn't up.
Isn't heart stamp better than ZHB?Since someone brought up Starmie, who dropped to UU last time Aegislash was legal in OU, let me bring up someone else that shared the same fate then bounced back:
![]()
Jirachi @ Normalium Z
Ability: Serene Grace
Shiny: Yes
EVs: 20 HP / 252 Atk / 236 Spe
Adamant Nature
- Happy Hour
- Iron Head
- Zen Headbutt/Fire Punch
- Ice Punch/Fire Punch
People hyped up Happy Hour Jirachi and then it completely failed to materialize, probably due in part to Aegislash, as it eats Fire Punch and threatens Jirachi out with Shadow Ball + Sneak. Perhaps this set now has time to shine! For those unaware, Z-Happy Hour acts like Z-Conversion in that it boosts all stats by +1. Neutral 236 Speed outpaces all non-Scarf Pheromosa at +1, but you can go Jolly + max if you want to outspeed everything that Scarf Jirachi typically does. You could also invest more in bulk to setup easier, but I'm completely unsure what benchmarks to hit at this time. Moveset is flexible other than Iron Head. Zen Headbutt is particularly nice if paired with Tapu Lele due to the damage boost and priority blocking. Ice Punch hits Lando/Chomp while Fire Punch hits Scizor/Ferro/Kartana/Celesteela/Skarmory/etc. You can also experiment with Jirachi's wide special movepool with moves like Psychic, Thunderbolt, Icy Wind and even Doom Desire. Mainly, though, the point of this set is to rely on fewer flinches to beat down foes, as +1 Adamant attacks hit the same as a Jolly Band Pokemon with base 115. However, flinches are now easier than ever to get, as you outspeed everything slower than Ninjask if they lack Scarf/boosts. You can also tank quite a few hits at +1/+1 due to your natural bulk, easily living EQ from defensive Garchomp/Landorus and maybe even 3 Lava Plumes from defensive Heatran if you're lucky.
Like Porygon-Z, Jirachi can initiate a GeoXern-esque late game sweep, trading a bit of power for a lot of bulk and utility. Due to Jirachi's flexibility, I expect many variations of this set to crop up in OU.
EDIT: Mildly Greninja'd by bludz
Really liking Ninja in post-Aegi meta on Lele Hyper Offense. ESense gets a sizable boost from terrain for it to break more bulky teams and Low Kick is a godsent for Psychic spam to get rid of Bisharp, Tran and Tar more reliablyLet's talk about![]()
In a post-Aegislash metagame where Greninja is no longer basically forced to run Dark Pulse, many more options are opened up for it because the only move that is truly mandatory is Ice Beam, for obvious reasons related to its potency as neutral coverage and dealing with typical Grasses/Dragons used to check offensive Waters. The basic idea you want to consider when building a Greninja set is how your team deals with various threats, because Greninja can be adapted to cover/lure pretty much anything if you want. The rest of this post will cover the specific options that exist in detail, some that are heavily used and some that are used less frequently, just so people can get an idea of what they can use with Greninja instead of just opting for some sort of very standard set without thinking and calling it a day. Remember that every time I talk about a specific combination being favored or unfavored that any given team can choose to break anything I say. It's just for the purpose of communicating some general ideas.
Gunk Shot is traditionally used to deal with Clefable, and also excels in light of other new Fairies, specifically achieving OHKOs on Tapu Fini, Tapu Lele, and Tapu Koko. The main point of this option is to get rid of the new Fairies, specifically Tapu Fini and Tapu Lele (non-Scarf, though Greninja's Psychic immunity can help counterplay it regardless). Gunk Shot is also the only move that Greninja has to OHKO Tapu Koko (it even tanks an Ice Beam after Rocks from full), and can potentially bust through Mantine with the help of a 30% Poison chance. It's otherwise notable for doing good neutral damage to Waters, specifically Keldeo, Rotom-W, and Manaphy, and doing the most damage to Zard Y. For its help with Fairies and general neutral coverage, Gunk Shot is a strong option for Greninja. The largest disadvantage to it is imperfect accuracy, which Greninja tends to have the luxury to avoid with most its options, but 80% is enough that accuracy shouldn't be too large of a deterrent. There can also be some redundancy with certain other options, though no matter what it is always an option.
Hydro Pump's purpose is simple: it's the strongest special move in Greninja's viable arsenal by far. Other than hitting Heatran and Tyranitar, there's not a whole lot it does coverage-wise, but it helps out a lot with damage against neutral targets. For instance, Hydro Pump is the only non-Gunk Shot move Greninja possesses that has a chance to OHKO Tapu Koko from full or is guaranteed after Rocks, deals far more to Genesect (81-96 vs 59.3-70.3) than any non-HP Fire option, 2HKOes most any Mega Sableye, and 2HKOes bulky Mega Scizor. Aside from the specific targets, the primary takeaway you should get is the difference in strength vs neutral targets; for targets that are hit neutrally by both, Hydro Pump is ~37-37.5% stronger than Dark Pulse and ~22% stronger than Ice Beam. I wouldn't necessarily run Hydro Pump on every set because there are certainly many cases where the specific lures and super effective coverage can be superior for your team, and I also wouldn't use it with Spikes because there's only 3 slots for coverage, but Hydro Pump should always be considered a great option just because it is Greninja's strongest move.
Spikes Greninja is really good against more defensive teams that carry certain solid answers to it. Greninja is typically a Pokemon that forces many switches, providing many opportunities to set up the hazard and also apply pressure with it. Teams that can keep up the offensive tempo with other strong Pokemon, particularly VoltTurn and Landorus, can wear at opposing defensive cores very efficiently in a way that makes it fairly difficult to outlast the Greninja user, and Greninja can be adapted to beat any Defog user or Mega Sableye. I've said this in another post, but SR Landorus-I+Spikes Greninja with the right anti-Defogger lures puts absurd amounts of pressure and limitations on stall, to the point where it can be quite difficult to win. Not every team will want to run Spikes because you don't really want to run Defog+Spikes, which limits the types of teams and certain Pokemon you can use, but it's a strong option to add to the pressure Greninja applies.
HP Electric is a bit of a hidden gem in the current metagame, effectively luring Mantine. That makes it a big deal if you're running Spikes because then that can't Defog on you. I might argue that other sets can get by with Gunk Shot to break through Mantine, but being able to lure Mantine and prevent a Defog is such a strong option that I thought it was worth noting on its own. The other primary targets for HP Electric are other Waters, as it deals much more to Keldeo than Gunk Shot (73-86), 2HKOes Toxapex which basically gives you a free hole in something else or a kill if you predict the switch correctly, does more to Manaphy than anything else (63-76), OHKOes Pelipper (otherwise it could U-turn on you into dangerous rain sweeper for free and set rain again later), and prevents Gyara from setting up on you for free. It also OHKOes Skarm after Rocks which prevents an emergency Defog and hits Celesteela way harder than anything else. It does depend on your team a bit, but I'd generally pick between this move and Gunk Shot as opposed to running both. You hit most of the targets for Gunk Shot's neutral coverage and Tapu Fini as well, making them a bit redundant together.
Extrasensory hits Toxapex for like 70 or so, which is enough to make it a legit lure. It does similar amounts to non-spdef Venus, even does like 60 to max spdef Amoonguss, does the same to certain Dark Pulse targets (Manaphy and phys def Rotom-W come to mind), and OHKOes Keldeo/Buzzwole.
HP Fire is a Ferrothorn lure and also turns Greninja into a solid Mega Scizor check for teams that need one. You can also use it to hit Celesteela the hardest of any option and for Genesect, particularly without Hydro Pump. Use ESens with this if you don't want to be totally walled by Toxapex, but otherwise HP Fire+Gunk is fine for what you need. If you have HP Fire+Gunk, I probably wouldn't bother with Hydro though and just use ESens because there isn't exactly a whole lot else to run.
Dark Pulse is redundant with Aegislash banned. There are either super effective or better neutral coverage options to hit virtually everything you can hit with Dark Pulse, rendering it an inferior option for the most part. You can use this move for the sake of Dark STAB being good and random Psychics if you need that for some reason, but it really brings litlte to the table compared to other options in Greninja's arsenal.