does quash work can you make force your opponent to move last the first turn you’re out?
Competitive success is for satisfaction, enjoyment is what matters :)the biggest issue this runs into is reflect + any physical wall. i don't think corv is that good with max defense reflect and its really quite easy to exploit too but the ability to set reflect with a strong defensive typing and good mixed bulk while also having uturn + defog is really potent. my current go-to partners are sap sinistcha, withdraw pecharunt, idef hands (when with a wishpasser like scream tail or vaporeon), and ive even started experimenting with defensive bloodmoon sets, and all but that guy do well into lilli-h.
the main issue im trying to highlight is longevity. how many times are you getting it in versus a well-built team and how much are you really doing? even revavroom can only in 3-4 times, so something like lilli-h that has gholdengoh-no syndrome until it teras probably has that but even worse. pecharunt also completely walls it which hurts it even further, and that guy is genuinely splashable.
not discounting the mon but its probably best running cb just like revavroom
No, because Quash only applies during the turn that your Pokemon is switching in.does quash work can you make force your opponent to move last the first turn you’re out?
not happening, theyre not broken on their own
(ps: there are some cool ideas here, but you can just run snowscape on kyurem!)someone's very big and passionate text abt the tier, which you can view below
Kyurem is an absolutely insane breaker. Choice Specs with Blizzard and a Slowking-G in the back to pivot it in with Chilly Reception makes Kyurem able to blast almost everything in the tier with a Tera Ice boosted Specs Blizzard. Bulky waters like Milotic have to consider Freeze-Dry as a deterrent from switching in since combined with hazard support it can become incredibly difficult to actually keep you Kyurem check healthy. AV Milotic and AV Roaring Moon (crazy ik) can switch in reasonably well and could stomach it's attacks but both hate having to deal with hazards. While hazards are a big part of Kyurem being able to break everything, hazards being allowed makes spamming Recovery move Trademarks more punishing as mons like Meowscarada can just click Knock and the hazard damage will start to take affect. Normally resulting in the Recovery mon healing only a fraction of it's health. Hazards are also not very hard to remove currently and I haven't ever had any issues with removal. Corviknight is an amazing mon that is hard to not just throw onto every team I make so I always have some kind of a Defog user. Great Tusk is amazing since it can Rock on entry and spin which is huge for hazard stacking. Gholdengo can be played around as long as you know how to predict the switch in, as Ghold would have to be running either Air Balloon or Shuca Berry to even confidently stay in on Tusk. Roaring Moon also shuts down all Ghold sets other than Hex TWave since you'd hate being Para'd.
Gouging Fire also is very threatening but not as much as the last paragraph. Tera Fire +1 Sun boosted Flare Blitz can be absolutely annoying to try and think of a mon to sac to it. The only mon I've seen take that hit "well" is Phys Def Milotic.
Hopefully my huge wall of text doesn't make me seem like a weirdo. I am very passionate about this tier since TM is a tier that isn't picked very often as OMotM. Anyway I hope whoever reads all of this has an amazing day.
not happening, as it needs specific support to really do anything as a boosting breaker and grass is easy to resist
fundamentally would break the tier and make it unfun, so no
Endure and wish(with recovery moves limit) should also be tested imo. Instead of drifblin we can instead look at imprison.
endure would be probably unbanned if disable went, but endure + disable creates near-unbreakable loops on their own. wish would need to be tested first, but it'd likely still be broken. imprison restrict could be considered, but for now no since drifblim isnt receiving action.I wonder if banning imprison is the play instead of the abusers, considering there are a lot more imprison knock users, but there actually aren't many imprison defog users, and drifblim is currently the only one that can spinblock.
this is kind of unenforceable, its too broad. 1ac on heal would only include 50% heal moves and strength sap, though.I would prefer a restriction to any sort of doubling up of trademarks that do approximately the same thing (bulk up/curse/coil, calm mind/take heart, healing moves) over merely hitting healing moves.I also feel that a healing restriction should not apply to life dew, jungle healing, and other smaller heals
There's no point in holding a survey if decision are ultimately made by one person, who acts counteractively to the results of the survey regardless.]
Let's get onto the meat of the post now. To clarify, I voted on this alone since I got no responses over the past 5 days, but I raised points with multiple people both on PS! and in the OMs Discord server as to collect as much information as possible to remove as much bias as possible.
:tr26: (:sinistcha::roaring-moon::milotic::cresselia::blissey::gouging-fire:)
Heal moves aren't too splashable without significant cost right now. Milotic is very good, yes, and Sinistcha is genuinely borderline broken, but the more heal move users there are the more the team suffers when it comes to true defensive abilities (IDef/Amnesia, Screens, Disable etc). We do understand the frustration brought about by these moves, which is why I will be writing a post on how to actively address these moves, but for the time being there will be no action. This does not mean there will not be any in the future - the Spikes restrict will only make them stronger. However, it is very much possible to overwhelm these Pokemon and they are also extremely susceptible to Knock Off, so just keep that in mind while we analyse their place in the new meta.
:zacian::iron-crown::iron-moth::roaring-moon::corviknight::palossand: SDLO Zac-H TSpikes Bulky Balance (kinda shit)
:walking-wake::ogerpon-wellspring::slowking-galar::zapdos::ting-lu::great-tusk: Growth Wellspring Balance (example of how to synergise breakers, even if its an imperfect team)
:zacian-crowned::ceruledge::latios::great-tusk::milotic::corviknight: Zac-C Ladderslop (also kinda bad BUT CERULEDGE IS NOT)
:regieleki::blissey::clodsire::alomomola::corviknight::zapdos-galar: GZap Eleki Hazstack Fat (goated team, gzap 2hkoes most of the tier and all w/ spikes supp but blissey is kinda do-nothing)
Define “fun” as it is in your dictionaryTook a break from PokeAAA to climb to rank 1 here on an alt. Been a wild month for me but it was a nice breath of fresh air to play a new format, and I have a few thoughts. Will also share the team I used to climb, it really has not strayed incredibly far from its original concept outside of one big change in mons.
View attachment 856022
Heal Spam StallAnywho onto my thoughts with the tier. Of course, as a stall player first and foremost my takes are biased so take that as you will.
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https://pokepast.es/257be8a47fdba1c0
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Pecharunt @ Rocky Helmet
Ability: Recover
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Hex
- Parting Shot
- Toxic
- Sludge Bomb
THE physical wall of physical walls, literally takes on the entire format almost entirely by itself and I haven't the faintest fucking clue why I don't see Recover Pecha everywhere. It genuinely cannot be 2HKO'd by almost any mon, and as such can always force progress between Toxic, Rocky Helmet and Hex (honestly should be SBall for Corvi specifically). And if they ever dare try to setup like with Zacian on you to break through you, womp womp you go into Ditto and reverse sweep them. Genuinely the most bullshit mon ever.
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Quaquaval @ Assault Vest
Ability: Roost
Tera Type: Ground
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Rapid Spin
- U-turn
- Close Combat
- Knock Off
Insanely underrated Assault Vest special check/pivot. Has so much role compression with Uturn, Spin, Knock and healing with Roost and its typing lets it take on a staggering amount of threats like Specs CM Darkrais. It is a crime I don't see this thing more, its only issue is it struggles into ghosts but who cares when you can just... Uturn out lmfao
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Corviknight @ Leftovers
Ability: Light Screen
Tera Type: Fire
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Brave Bird
- Roost
- U-turn
- Defog
The other special wall, takes on other threats like Iron Valiant, and serves as a backup hazard remover. Very good special wall with its typing, I think the physical wall set is a bit overrated with how easy it is to chip down if it gets knocked.
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Ting-Lu @ Heavy-Duty Boots
Ability: stealthrock
Tera Type: Ghost
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
IVs: 29 Spe
- Spikes
- Rest
- Whirlwind
- Earthquake
It's the bullshit powercreep mon that sets every hazard in the game! Nah but seriously, the spikes restrict does literally fuckall for Ting, like sure Stonks don't have as much disgusting immediate damage when stacked but if anything Rocks are better anyways as they are guaranteed and often permanent chip damage that racks up fast. Rest to keep it healthy and fight back against status, and EQ over Ruination because I've missed too many fucking Ruins against Corvis and ran into too many annoying ass Moths so I slotted in EQ instead. EVs are to specifically always live a Tera Ice Modest Eleki TB after spikes while dumping the rest into physdef iirc. IVs are to always underspeed Corvi.
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Ditto @ Choice Scarf
Ability: Imposter
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 30 Atk / 0 Spe
- Transform
I genuinely do not know how this actual demon isn't banned imma be so real, much less not put at the top of every tier list. Shits on every single attacker that uses a setup move in the format and reverse sweeps them, has free healing by leeching off recovery mons like Milo. Sets hazards as well against opposing rocks mons. Literally just does everything lmfao
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Sinistcha @ Heavy-Duty Boots
Ability: Strength Sap
Tera Type: Normal
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Matcha Gotcha
- Calm Mind
- Hex
- Curse
Used to be an Iron Valiant and was a semi-stall team until I finally pulled the trigger (aka the Tusk matchup was too spotty and IVal while a bullshit strong button masher using Specs CM and Tera Fairy MB just... didn't fit the team) so I went with this. Forces progress with burns from Matcha, Curse damage and if all else fails using CM to break through bulky teams. All while it literally shits on every single physical attacker with Strength Sap spam alongside Pecha, and being an amazing second spin blocker because hazard spam stays the best thing ever. VERY strong mon, arguably ban-worthy imho.
Zacian is the most mid thing ever. Idk if the alt counted for the req, can't remember if I made it before the suspect but I digress I'll share my thoughts. It just... idk, it's a fast attacker with meh coverage? Like, we have plenty of those but it just can't break through bulky teams for the life of it, and gets worn down so insanely fast because Crown can't have boots and Hero needs a CB to do anything (and even with a CB it's pretty weak imo). Like, idk, it's a physical attacker that literally can't handle ghosts and the two best and imo should be most common walls literally walk all over it.
As for the rest of the tier not named Zacian, yeah recovery spam needs to GO. This style of team is way too easy to just plug and play. Sure, games may take a bit longer but it is almost guaranteed a win against so many teams because you just outlast them. The only small sorta weakness is if they run a Defog ability mon but like- you can threaten mons not named Corvi with Toxic from Pecha, or Corvi with burns from Sin, and if they aren't running boots you just wear them down anyways with rocks. 8 Roost PP only goes so far, and if they are running Roost Corvi you just like... outlast Defog instead.
Idk, it's a very boring way to play but it feels like it almost always guarantees a win for me unless I make a really stupid mistake or get astronomically bad luck. Crits don't matter when you can just keep healing every mon on your team by 50% anyways, and so long as you stay above 12% (or less on rocks resists like Quaq) you just never die. Like, I'd argue the best way to change this is to make it so only 2 mons max can run recovery moves as abilities but the problem also comes from if you ban healing moves or restrict it to only one mon having it, defensive teams would feel so much weaker because of how potent the wallbreakers of the tier are by virtue of the fact almost everything is running around with either 1.5x or 2.25x damage (or even more with things like Growgerpon).
Anyways, fun team, stall stays winning as always and wishing all you lovelies the best :)
Alright, gonna share a replay to also give a visual example to explain why I think recovery moves need to be limited to 2 max as abilities. Been laddering a good deal and decided to also ladder my main which is currently sitting at 1526
View attachment 856740
https://replay.pokemonshowdown.com/gen9trademarked-2666788806-in314v8jp9j7nh6xgv4qb9075m2se5xpw
So, granted, this is Stall vs Stall (and a Spite Corviknight at that), notoriously boring and slow matchups HOWEVER- attempts at progress CAN be made. Slow, incremental wins such as predicting your opponent to go Ditto and killing it. PP stalling out your opponent's hazard removal, etc. etc.
However, as it stands with the metagame right now, and this even goes for Stall vs Offense, these wins just DO NOT MATTER. It does not matter that you took out a big piece of your opponent's defensive core, because frankly, games can continuously with these types of recovery spam teams just degenerate every single time into swapping between your recovery mons and either slowly wearing your opponent down through hazard damage/status/rocky helmet, or worse, PP stalling them. And hazards literally do not matter because of either boots spam, or the fact you STILL GET A NOTICEABLE HEAL even if your opponent managed to put up Stealth Rocks AND 3 layers of spikes!
And this happens. Every. Single. Game. It is the exact same degenerate strategy and, barring you have proper failsafes to beat certain setup mons (that are kinda cheese otherwise imo), wins almost every game or resolves in a stalemate because the optimal move to do every single time is swap to just another fat mon that gets a free 50% of their HP on switch-in or else you're wasting PP, or just... not healing when it's optimal to heal. Offense while strong really still can't handle a well-built team from my experience playing ladder.
It's a very degenerate gameplay loop and imo is the best strategy bar none to use to win, and the only reason I do not see it on ladder much is because, yeah, a lot of games boil down to just switch spamming and that's boring as bricks to both play as and against. Hazards don't matter because the damage is pretty worthless compared to 50% (and you also heal up after the hazard damage so a lot of breakers that could hit for like, 45% and break through using the chip from stealth rocks can't). Physical attackers are literally meme picks imo because of the loop of going between a Strength Sap mon like Sinistcha and another physically bulky recover mon like Pecha or Mandibuzz invalidates quite literally anything they do, and special attackers while still pretty strong also get powercrept by the fact you can run very bulky AV mons like Milo that also recover 50% of their HP on switch-in. And the only way to beat this recovery spam (or rather, stalemate it tbh) is, you guessed it- your own recovery spam, even if it's just something like Roost Roaring Moon.
EDIT: One thing to add on, I think the Spikes restrict actually also made this problem exponentially worse, because at least Spikes damage being as large is it was, was one of the few ways to genuinely pressure these types of teams. But now that it's gone and PP being such a vital resource (not to mention the turns needed to setup 3 layers of spikes), recovery spam is able to run rampant with basically no real counter if you build to account for a few key setup threats like Tera Poison Sinistcha.
https://replay.pokemonshowdown.com/gen9trademarked-2666849105-dboelb1cinuom5862bgdhcvlhscpnr0pwI think there do exist good enough breakers with good utility such as gfire, lando, tusk and valiant among many others that can very easily punish all heal teams.
Although yes they can be incredibly annoying to play against and not fun at all, and the spikes restriction has made it much easier for them to recover from a bad position.
Still, further banning more TMs is really not the solution imo.
I completely agree on the spikes ban. As said in a previous post, I think the meta was in a somewhat good place before the latest ban slate. It wasn't perfect, but atleast it was fun. As you put it, spikes gave you more options to resolve the infinite recovery recycling that has now become so dominant.Alright, gonna share a replay to also give a visual example to explain why I think recovery moves need to be limited to 2 max as abilities. Been laddering a good deal and decided to also ladder my main which is currently sitting at 1526
View attachment 856740
https://replay.pokemonshowdown.com/gen9trademarked-2666788806-in314v8jp9j7nh6xgv4qb9075m2se5xpw
So, granted, this is Stall vs Stall (and a Spite Corviknight at that), notoriously boring and slow matchups HOWEVER- attempts at progress CAN be made. Slow, incremental wins such as predicting your opponent to go Ditto and killing it. PP stalling out your opponent's hazard removal, etc. etc.
However, as it stands with the metagame right now, and this even goes for Stall vs Offense, these wins just DO NOT MATTER. It does not matter that you took out a big piece of your opponent's defensive core, because frankly, games can continuously with these types of recovery spam teams just degenerate every single time into swapping between your recovery mons and either slowly wearing your opponent down through hazard damage/status/rocky helmet, or worse, PP stalling them. And hazards literally do not matter because of either boots spam, or the fact you STILL GET A NOTICEABLE HEAL even if your opponent managed to put up Stealth Rocks AND 3 layers of spikes!
And this happens. Every. Single. Game. It is the exact same degenerate strategy and, barring you have proper failsafes to beat certain setup mons (that are kinda cheese otherwise imo), wins almost every game or resolves in a stalemate because the optimal move to do every single time is swap to just another fat mon that gets a free 50% of their HP on switch-in or else you're wasting PP, or just... not healing when it's optimal to heal. Offense while strong really still can't handle a well-built team from my experience playing ladder.
It's a very degenerate gameplay loop and imo is the best strategy bar none to use to win, and the only reason I do not see it on ladder much is because, yeah, a lot of games boil down to just switch spamming and that's boring as bricks to both play as and against. Hazards don't matter because the damage is pretty worthless compared to 50% (and you also heal up after the hazard damage so a lot of breakers that could hit for like, 45% and break through using the chip from stealth rocks can't). Physical attackers are literally meme picks imo because of the loop of going between a Strength Sap mon like Sinistcha and another physically bulky recover mon like Pecha or Mandibuzz invalidates quite literally anything they do, and special attackers while still pretty strong also get powercrept by the fact you can run very bulky AV mons like Milo that also recover 50% of their HP on switch-in. And the only way to beat this recovery spam (or rather, stalemate it tbh) is, you guessed it- your own recovery spam, even if it's just something like Roost Roaring Moon.
EDIT: One thing to add on, I think the Spikes restrict actually also made this problem exponentially worse, because at least Spikes damage being as large is it was, was one of the few ways to genuinely pressure these types of teams. But now that it's gone and PP being such a vital resource (not to mention the turns needed to setup 3 layers of spikes), recovery spam is able to run rampant with basically no real counter if you build to account for a few key setup threats like Tera Poison Sinistcha.
https://replay.pokemonshowdown.com/gen9trademarked-2666849105-dboelb1cinuom5862bgdhcvlhscpnr0pw
I am not sure if this replay proves my point or just shows gouging fire is that broken(it is).
Heres the team with which I got rank 1 again.
:https://pokepast.es/508f01f97bc09cb0
Started out as a fun gimmick to beat sinistcha with landorus and was a bit lackluster until I brought in gfire.
Tell us the solution then, the breakers you mentioned other than Gouging fire do not really punish heal spam at all let alone punishing them easily, something I've seen a lot of ppl here just neglect to mention is that when we talk about heal spam we aren't just talking about a team with 6 bulky mons with healing move TMs, that's a garbage team that can be easily overpowered, We talk about those teams that compliment heal spam mons ( :pecharunt: :toxapex: etc) with other bulky staples and TMs like Screens :corviknight: and that demon strength sap :sinistcha: along with other stuff like protect disable to effectively block choice mons from ever making any progress,I think there do exist good enough breakers with good utility such as gfire, lando, tusk and valiant among many others that can very easily punish all heal teams.
Although yes they can be incredibly annoying to play against and not fun at all, and the spikes restriction has made it much easier for them to recover from a bad position.
Still, further banning more TMs is really not the solution imo.
Spikes should be unbanned and recovery moves should be restricted to 1 per team. Reverse all of the decisions, bar the Ingrain unban. The council should be expanded as well, as promised but not delivered on.
I thought the discussion was around restricting recovery moves, which is why i opposed it. I do think that 2 recovery/regen mons should be allowed but also spikes, toxic, endure, taunt and dd/tw/agility should be unrestricted. Right now even offensive mons use recovery because theres no faster mons to punish them. This means less boosting mons resulting in healspam which in theory should struggle against +1 lo/band/specs attacks. Giving offensive mons tools to check other offensive mons will automatically reduce non defensive mons using healing TMS, and the resulting increase in boosted attackers should punish healspam more.Now talking bout your second paragraph, you admit that they are really incredibly annoying to fight and the spikes restriction bolstered them even further, but then you just say "i don't think banning more TMs is the solution" then what's the solution in your opinion? And just to be clear I don't want them banned either I think they are really significant in handling some of the nuclear strong offensive mons in the meta, I just want them restricted to one per team so we don't have teams where 3 mons just have regenerator on steroids.
Also I watched your replay and ngl that's one sick team
https://replay.pokemonshowdown.com/gen9trademarked-2666849105-dboelb1cinuom5862bgdhcvlhscpnr0pw
I am not sure if this replay proves my point or just shows gouging fire is that broken(it is).
Heres the team with which I got rank 1 again.
:https://pokepast.es/508f01f97bc09cb0
Started out as a fun gimmick to beat sinistcha with landorus and was a bit lackluster until I brought in gfire.