Not asking for a rise or a fall, but im just wondering why fini has risen so much lately
i feel very strongly about rising arctozolt & alolatales. ill start off with alolatales since its more obvious then zolt. alolatales has proven to be a very solid screen setter on ho teams that run screens with no hazards. theres lots of reasons for this. setting screens on one turn is super helpful so you dont get put into scenarios where u have to pick and choose what screen you want on the odd occasion like koko and grimm. alolatales has access to to which can act like a weaker form of rocks. this is super helpful to break sturdy on skarm, break sashes, break multiscale and just in general to put things in range of your ho mons. alola tales also has a great utility movepool in encore and hypnosis which can help your ho mons set up. I think this is a no brainer at the moment.
Checks many pokemon like urshifu-r, weavile, dragapult, heatran. misty surge is such a great ability to prevent status to allow stuff like weavile to set up on slowbro, without risking a scald burn. Misty surge also allows you to play around dragault easier since its dragon moves are halved in base power making it much easier to pivot into dragapult, garchomp, and kyurem. Also it is a great scarfer with trick to cripple many pokemon that are common switch ins such as toxapex, ferrothorn, slowking, and clefableNot asking for a rise or a fall, but im just wondering why fini has risen so much lately
If you get rocks up (easy assuming they have to set up weather with Ninetales...Or idk, Vanilluxe), Rillaboom kills after Rocks for examplelook at your teambuilder and see how many can deal with arctozolt well
:)
FWIW- I decided to do this with my teambuilder- most of the recent teams (since Zama suspect) I have lose hard to it, and the one team that doesn't has Scizor as it's main means of dealing with it which is uh not ideal
HDB doesn't make it too weak. Bolt Beak is just naturally that good, and I prefer Boots over Life Orb for the exact reasons you mentioned above; every bit of chip damage you can prevent is crucial for Arctozolt to put in work. Alolatale's Veil support helps in that regard as well.If you get rocks up (easy assuming they have to set up weather with Ninetales...Or idk, Vanilluxe), Rillaboom kills after Rocks for example
252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 0 Def Arctozolt in Grassy Terrain: 261-307 (81.3 - 95.6%) -- guaranteed 2HKO after Grassy Terrain recovery
Ig you can argue the hdb, but wouldn't that make it too weak? Also doesn't Ferrothorn with either BP o GB 1v1? I know you can switch up to Swampert but hails makes lefties not stopping cheap damage, but doesn't for example Kyurem destroy both of them with a Draco Meteor? And this is all assuming you are easily switching a mon with (on the assumption you're using boots so no rocks):
- No recovery move
- No inmunities
- Weak to fire, fighting and ground, resisting only Flying, electric and ice itself
Idk, but on paper and practice I haven't found any problem vs Hail on the ladder. Maybe I'm just not seeing something
HDB doesn't make it too weak. Bolt Beak is just naturally that good, and I prefer Boots over Life Orb for the exact reasons you mentioned above; every bit of chip damage you can prevent is crucial for Arctozolt to put in work. Alolatale's Veil support helps in that regard as well.
Also, bear in mind that nobody's asking Zolt to 6-0 every game; it will struggle with Ferrothorn and Swampert etc. but it's up to the teammates to handle those. And it can slot Low Kick and Freeze-Dry to snipe those two specific pokemon once they're weakened.
My personal favorite set is Adamant HDB 252/252 with Bolt Beak/Icicle Crash/Low Kick/Substitute. Sub really helps Zolt out, it can save you against a priority move and makes it harder for opponents to stall out Hail turns.
see: swap inIf you get rocks up (easy assuming they have to set up weather with Ninetales...Or idk, Vanilluxe), Rillaboom kills after Rocks for example
252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 0 Def Arctozolt in Grassy Terrain: 261-307 (81.3 - 95.6%) -- guaranteed 2HKO after Grassy Terrain recovery
Ig you can argue the hdb, but wouldn't that make it too weak? Also doesn't Ferrothorn with either BP o GB 1v1? I know you can switch up to Swampert but hails makes lefties not stopping cheap damage, but doesn't for example Kyurem destroy both of them with a Draco Meteor? And this is all assuming you are easily switching a mon with (on the assumption you're using boots so no rocks):
- No recovery move
- No inmunities
- Weak to fire, fighting and ground, resisting only Flying, electric and ice itself
Idk, but on paper and practice I haven't found any problem vs Hail on the ladder. Maybe I'm just not seeing something
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Toxtricity C -> C-/UR
Not asking for a rise or a fall, but im just wondering why fini has risen so much lately
check monke, check fire moth, check origami plane, check moist man, check fire frog, heal bell support good, hdb good, multiscale strong, dd strong = goodWhy is dnite A
the damage output was not insane that game, it got 1 ko and that was on a heavily chipped tapu koko.
Heavy Duty Boots. I'm guessing the logic for the drop is that why would I run niche hazard control, which is the main use of Magic Bounce, when I could just use Boots and not have a liability in situations that aren't involving hazards.Why the drop for both Magic Bouncers?
Hatterene mostly uses Magic bounce as a pseudo magic guard because its lack of recovery, common weaknesses, and losing MUs vs most of the tier's rockers over time makes it fairly poor at abusing it for the purpose of deterring hazards. unfortunately for Hatterene, its an incredibly mediocre pokemon that still demands tons of support to make up for its losing MUs vs every steel but Ferrothorn, aforementioned lack of recovery beyond the inconsistent Dkiss, non existent defensive utility despite being reasonably fat, hatred of Knock off, and faces heavy competition with borderline objectively better wincons in Tapu Fini, Reuniclus, and Clefable.Why the drop for both Magic Bouncers?
Hate to be the party pooper, but to nom an unranked mon, you need to provide replays showing it performing in a battle. I'm actually saying this because I really like mienshao and would want to see how best to use it in OU, so I can't wait to see the specific set used
UR > C
Mienshao's Life Orb and Regenerator offensive pivot set is really solid, capable of constantly forcing chip damage with Knock Off without fear of lasting Rocky Helmet chip on the likes of Skarmory or Corviknight. Even would be checks such as Landorus slowly get worn down over the course of a game, and STAB High Jump Kick provides a strong option to continuously pressure it once its item is removed and Knock Off starts hitting like a wet bag. Speaking of High Jump Kick, it 2HKOs Corviknight on the switch-in, greatly discouraging the opponent's use of it to check Mienshao, maintaining Rocks on the field, and adding to the chip damage inflicted on Landorus-T as the game progresses. The combination of U-Turn and Knock Off as we all know provides incredible flexibility for a pivot (especially one with Regenerator to trivialize chip damage), the latter of which strongly discouraging Dragapult from trying to come in on High Jump Kick. High Jump Kick is preferred over Close Combat due to the guaranteed 2HKO on incoming Corviknight and its higher PP aiding in spam in light of Corviknight's Pressure and Landorus's ability to repeatedly switch in; moreover, Regenerator greatly mitigates the risk of missing. Finally, Poison Jab as a coverage option has a favorable roll for a 2HKO versus Tapu Fini on the switch in with Stealth Rock up, and 2HKOs Clefable after minimal chip damage, though if this is not deemed necessary, Stone Edge can be used to hit Zapdos and Dragonite. All in all, Mienshao is difficult to switch into, has Regenerator to facilitate a longevity typically uncommon in offensive pivots, softens physical checks to accommodate other breakers like Kartana and Weavile, and has multiple options to exploit switch-ins. It pairs well with the likes of Kyurem and Tapu Lele who can break past Toxapex for it and provide indiscriminate chip damage with Ice Beam and Psychic/Moonblast respectivelyI to put things in range of High Jump Kick. t's biggest weakness is its lack of immediate breaking power and frailty; HJK relies on chip damage to ensure KOs and its frailty leaves it vulnerable to even mildly powerful attacks. It also faces significant competition and is arguably outclassed in its role by Urshifu-R, who provides a trivially worse Speed tier and lack of longevity/susceptibility to Rocky Helmet in exchange for more power and priority in Aqua Jet. Personally I feel like it deserves a higher ranking than my proposed C, but this seems like a good starting point to open up more discussion.
Hate to be the party pooper, but to nom an unranked mon, you need to provide replays showing it performing in a battle. I'm actually saying this because I really like mienshao and would want to see how best to use it in OU, so I can't wait to see the specific set used