Amane Misa
Bring Them Home Now!
Everyone summed everything going for Conkeldurr, so I won't bother writing my own essay about it. Also, in case you were wondering, I will be voting ban.
Looks like I am the first to get reqs, yay me.
Anyway, I would like to talk about my team picks a bit...
Since Conkeldurr is not allowed during the suspect ladder, my natural pick was go to with stall.
1)
You got it right, my first team was Accelgor's Kyurem stall. I wanted a consistent stall team and Accelgor's stall team seemed like a great choice. Not only it proved to be as reliable as it has always been, it even showed way better results without Conkeldurr tearing it apart. I used this team for 1000ELO~1300ELO.
2)
I was pretty bored of using the same team and wanted to see how well can I build stall, therefore I started building around Shedinja, a stall toy I wanted to use ever since UU alhpa days. I previously had Mantine over Tentacruel, but I was really Toxic Spikes weak. Shame, because Mantine worked better in the team. Anyway, once again, stall had proven itself to be really successful. This time, I faced new threats including Guts Heracross and Guts Machamp, all seemed pretty threatening for stall but I had a way easier time dealing with them, because of their lack of recovery. I used this team for 1300~1400ELO, and peaked #1 with it (until I went to sleep and was like #13 when I woke up).
3)
Broke the mold and used the completely opposite playstyle, hyper offense. Since Conk almost 6-0'd my previous Trick Room team, I really wanted to rebuild it and give it a go. I had many quick games with it and won almost every game until I got the reqs.
CONCLUSIONS (assuming Conkeldurr is getting banned)
Heracross @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Facade
- Bulk Up / Swords Dance / Sleep Talk
- Rest
On paper, looks like this set destroys slower teams, mainly Stall. As I used stall and faced Guts Heracross, the only counterplay I had against it is to either revenge kill or stall it of HP (due to burn). Then, I thought for myself: "if it has Rest, might as well forfeit". This is when I thought of this set. The combination Close Combat + Facade literally deals with everything Stall has to offer, so I don't really see a point of having Knock Off (correct me if I am wrong).
Until the next broken Pokémon~
Looks like I am the first to get reqs, yay me.
Anyway, I would like to talk about my team picks a bit...
Since Conkeldurr is not allowed during the suspect ladder, my natural pick was go to with stall.
1)
You got it right, my first team was Accelgor's Kyurem stall. I wanted a consistent stall team and Accelgor's stall team seemed like a great choice. Not only it proved to be as reliable as it has always been, it even showed way better results without Conkeldurr tearing it apart. I used this team for 1000ELO~1300ELO.
2)
I was pretty bored of using the same team and wanted to see how well can I build stall, therefore I started building around Shedinja, a stall toy I wanted to use ever since UU alhpa days. I previously had Mantine over Tentacruel, but I was really Toxic Spikes weak. Shame, because Mantine worked better in the team. Anyway, once again, stall had proven itself to be really successful. This time, I faced new threats including Guts Heracross and Guts Machamp, all seemed pretty threatening for stall but I had a way easier time dealing with them, because of their lack of recovery. I used this team for 1300~1400ELO, and peaked #1 with it (until I went to sleep and was like #13 when I woke up).
3)
Broke the mold and used the completely opposite playstyle, hyper offense. Since Conk almost 6-0'd my previous Trick Room team, I really wanted to rebuild it and give it a go. I had many quick games with it and won almost every game until I got the reqs.
CONCLUSIONS (assuming Conkeldurr is getting banned)
- Thought stall was hard to beat? Trust me, you'll hate stall even more than you did earlier.
- Dark-types are going to to dominate the metagame, especially Mega-Sharpedo.
- During the suspect test, I had way more freedom in teambuilding than I did before. Unlike before, I didn't need to have at least three Conkeldurr checks in order to not automatically lose to it.
Heracross @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Facade
- Bulk Up / Swords Dance / Sleep Talk
- Rest
On paper, looks like this set destroys slower teams, mainly Stall. As I used stall and faced Guts Heracross, the only counterplay I had against it is to either revenge kill or stall it of HP (due to burn). Then, I thought for myself: "if it has Rest, might as well forfeit". This is when I thought of this set. The combination Close Combat + Facade literally deals with everything Stall has to offer, so I don't really see a point of having Knock Off (correct me if I am wrong).
Until the next broken Pokémon~
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