BH Balanced Hackmons Suspects and Bans Thread

Status
Not open for further replies.
I should probably inform you that the two most common magic guard users (Diancie and Aerodactyl) eat those set for breakfast with Brave Bird, Head Smash or Light of Ruin respectively, and while you might see Aerodactyl only with that ability, Diancie still has Pixiliate and with a bit of atk investment can 2HKO both and survive at low health (if it doesn't have investment Extreme Speed deals too much damage and results in a KO).
You might also want to set hazard so you see Magic Guard coming. Aaaaaand you might also want to deinvest your mon in def/spdef, so they are more likely to die and thus trigger Innards out.
Also you forgot to remove Strong Winds from your calcs because Ice Beam OHKOes your set.
252+ SpA Choice Specs Lunala Ice Beam vs. 252 HP / 0 SpD Rayquaza-Mega: 676-796 (163.2 - 192.2%) -- guaranteed OHKO
 
Last edited:
ShedMiddleFinga Problem with those sets, aside from what was already outlined, is you require very good to do anything to your opponent since Choice items. What if you V-Create and they go to Giratina? Or better yet, what if you use High Jump Kick and they go to Giratina? "No switch-ins" only matters if you can guess correctly and they're not running Protect-esque moves. Also, ironically with your username, Shedinja says hello to all three of your sets.


Aaaaaand you might also want to deinvest your mon in def/spdef, so they are more likely to die and thus trigger Innards out.


But if you do that, then they become delicious Imposter-bait! What's not to love about a minimal-defense invested 200+ HP Innards Out with terrifying offensive power and coverage? Especially if the Imposter doesn't have or lost Eviolite?

Heck, the sets are pretty good Imposter-bait as is. Even if Imposter loses to the set, it's still liable to take down the attacker with it because of Innards Out.

...why didn't I think of that when I wrote my pros and cons?
 
I could say that Aerodactyl can revenge kill the imposter. Also nothing is prohibiting you from running non perfect coverage so that you can run a wall to check your imposters. For example Fur Coat Tina can sit and wait on mewtwo as it can't get past tina, Diancie (not mega) under the sand walls the special set of Ray.

And deinvested rayquaza can OHKO the imposter, at the price of its life.

252+ SpA Choice Specs Rayquaza-Mega Draco Meteor vs. 252 HP / 0- SpD Eviolite Rayquaza-Mega: 764-902 (108.5 - 128.1%) -- guaranteed OHKO
 
Last edited:
Yveltal @ Wiki Berry
Ability: Innards Out
EVs: 252 HP / 252 Atk / 4 Spe
Lonely Nature
IVs: 0 Def / 0 SpD
- Power Trip
- Sunsteel Strike
- Dragon Ascent
- Shell Smash

Mewtwo-Mega-Y @ Wiki Berry
Ability: Innards Out
EVs: 252 HP / 252 SpA / 4 Spe
Mild Nature
IVs: 0 Def
- Stored Power
- Clanging Scales
- Ice Beam
- Shell Smash

Buzzwole @ Wiki Berry
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 Spe
Naughty Nature
IVs: 0 SpD
- Close Combat
- Dragon Ascent
- Power Trip
- Shell Smash


OK we made it clear we can come up with 725,483,6091 sets considering Innards Out although the sets I have above are VERY gimmicky.
And I have arrived to the conclusion that I would say Chansey nuke bomb is the best because:

0 Atk Audino-Mega U-turn vs. 252 HP / 0- Def Chansey: 600-707 (85.2 - 100.4%) -- 81.3% chance to OHKO after Stealth Rock
0 Atk Registeel U-turn vs. 252 HP / 0- Def Chansey: 716-843 (101.7 - 119.7%) -- guaranteed OHKO

0 Attack IV on Registeel:

0 Atk Registeel U-turn vs. 252 HP / 0- Def Chansey: 597-703 (84.8 - 99.8%) -- 81.3% chance to OHKO after Stealth Rock


Should you have any disagreements about this, please reply below.


Everyone uses Innards Out, in many different gimmicky forms. It is just in the meta to be hilarious 1v1 trade, so I don't see the point discussing about this as much as we did about CFZ's.
 
"That Buzzwole is the best Innards Out user ever seen!"
Regarding Chansey exploding on U-turn, a stat of 155 in attack ensure maximum damage without the risk of OHKO (99,8% at max). I'm assuming no STAB.
Under 85 base atk you can lower your attack enough to reach that value (155) and be sure to not kill chansey. Between 85 and 99 (included) U-turn might be fatal. At 100 and beyond U-turn will be fatal.
At 135 atk (up to base 73) U-turn let Chansey survive even with Stealth Rocks up.
 
ElMustacho True, but you still lose something to the Imposter who could then switch away from Aerodactyl for free, provided they have a safe switch. And if not, you still go 1 for 1, which is not an ideal scenario, except they can a free switch to regain momentum, whereas KOing with Innards resets it. As for non-perfect coverage, well... you can, but then you run into issues when the opponent has the right wall. Either way, point being, there, fortunately, isn't a perfect offensive Innards Out set.


ShedMiddleFinga You're not being persecuted or anything. This is the Suspect Discussion; anything posted here can, and should, be torn apart word by word to check how valid and solid of an argument it is. I've personally had some of my points utterly shredded by the community on a couple of occasions.


Anyway, unrelated, but I think I'll try to break down Water Bubble soon. I'm expecting a much simpler post than Comaphaze. ...I could be wrong though.
 
.... It seems that there has been an insurgence of offensive Innards Out discussion while I was gone. Alright, I would like to bring up a main point here.
While Innards Out has a high skill floor, it also has a high skill cap, thanks to making Innards Out sweepers both effective and manageable for your team at the same time.
And yes, you can make that possible with a crafty enough mind. Impostors do limit the flavors they come in, but I wouldn't be surprised if it's one of these that convinces all of us that this is suspectable.

Also, those cool sets I was talking about.

Zekrom @ Safety Goggles
Ability: Galvanize
EVs: 188 HP / 252 Atk / 68 Spe
Naughty Nature
- Extreme Speed
- Core Enforcer
- Façade/Return/Ice Hammer/go crazy
- Precipice Blades/coverage

EVs are probably unoptimized, but you get the point. Core Enforcer the incoming counter, and then proceed to wreck it with whatever move that can hit the opponent. No more worrying about Dazzling/Volt Absorb things walling Zekrom now! Impostorproof with a strong Ground type. Primal Groudon/Mega Venasaur can work, depending on what coverage you use. Or if you wish to go FULL STUPID, Volt Absorb Xerneas is a hard wall to this Zekrom.

Diancie-Mega @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 44 SpA / 212 Spe
Hasty Nature
- Head Smash
- Light of Ruin
- Shell Smash
- Precipice Blades/Ice Beam/V-create/Some coverage

This is just a work in progress, as well, but going mixed ought to surprise a bunch of Special walls, who never would have expected Head Smash and Light of Ruin on the same set. Anyways, start with a Shell Smash (making several mindgames at once), and then either obliterate the foe with coverage, or just smash them with a STAB move. It'll hurt if it hits its mark, with both offenses being at base 160. EVs are fairly customizable to your needs; this set just outspeeds all Pheromosa after a Shell Smash. Impostorproof with a steel, and watch out for Shedinja using this one....

Oh, and they both wreck Innards Out, as a nice bonus.

EDIT: I assure you, Water Bubble is probably the most clean-cut ability in the tier. I'm surprised it hasn't been on the chopping block yet with the sheer power it has...
 
Last edited:
lel rumors it was a joke. I don`t actually feel like I`m being persecuted. I`m just not used to being unimportant :(

I feel like i really didnt make myself clear so ima try 1 moar time.
innards out isnt the point
ill say it again.
innards out isnt the point

the point is killing other ppls mons. thats how u win. innards out is just insurance while i blow ur team to hell with my 760 atk mmy
 
Last edited:
Let me talk about something that I think is an overlooked problem in the meta. It's the ability Stakeout.

I was laddering when I came across a user with the name "avalanches above". They used the following set:
mewtwo-megax.png

Mewtwo-Mega-X @ ??? (It didn't take LO recoil and it was able to change moves so maybe it was Leftovers or something)
Ability: Stakeout
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature (best guess)
- Close Combat
- Sunsteel Strike
- Ice Hammer
- idk maybe Knock Off

so I decided to switch in the newest addition to my team: 252/252+ Fur Coat Primal Kyogre. It took like 75% on the switch from Close Combat. I was like what. Sure, it could be forced out offensively, but then it could just pivot back in and get a KO every single time. every. single. time.

Since Stakeout is like Water Bubble in that they both double damage output, I thought I'd compare the two to show that Stakeout is potentially suspect worthy.
  • Water Bubble has counters. You can just switch in your RegenVest Mega Gyarados, your Water Absorber, your Desolate Land Groudon. With Stakeout you can do none of this because the opponent has four coverage moves that all get the buff. If they hit you on the switch then you suddenly have no check anymore.
  • To add to this, basically any offensive Pokémon can use Stakeout effectively. Both Mewtwo, Mega Rayquaza, Primals, etc can be used meaning that you can't prepare for Stakeout or even prepare for just one user because it could randomly beat your "counter". For example, a Fur Coat mon could randomly be thrown off by something like this: +2 0- SpA Mewtwo-Mega-X Earth Power vs. 248 HP / 0 SpD Groudon-Primal: 370-436 (91.8 - 108.1%) -- 50% chance to OHKO
  • Prediction. How hard is it to predict around Stakeout? Pretty hard. Here's a list of things you have to do:
  1. Switch out to a mon the Stakeout user wouldn't predict you to switch to. Unless you're running some kind of lure, this means that you're going to have to switch again because what you're switching to can't handle the Stakeout user.
  2. You are now at Step 1 again. Keep switching for a while and maybe you can eventually win the 50/50 or something.
  • Compare that to Water Bubble. If you switch in your counter, they can't do anything. The worst-case scenario is if they double switch with U-Turn or something and even then Mega Gyarados (which has Regenerator) is the only Water Bubble counter that really takes sizable damage from it.
  • The thing about Stakeout is that it's really easy to get in your user against defensive teams, but it's really easy to just beat something up if you can get the user in against offensive teams.
  • Even if you win the 50/50 with something like U-Turn Registeel + Mega Gengar, you've just forced out the Stakeout user. Congratulations. If you lose, haha you didn't like that mon anyway right?
  • The difference between Stakeout and stuff that's just strong is that it offers higher power and no drawbacks. Think of LO Refrigerate Kyurem-B, Contrary Mega Rayquaza, and Normalize Mega Gengar: Kyurem-B gets worn down by recoil, Mega Rayquaza is vulnerable to Imposter, and Mega Gengar is forced to waste its ability and item slot. More importantly, though, each one has definite counters: Steel-types (or other stuff depending on what coverage it runs), Unaware, and Magic Bounce respectively. Stakeout has no counters. I'm not just saying that because "blah blah it could be any mon using it", but the fact is that a Stakeout mon can easily handle pretty much all of the tier. Taking that Mega Mewtwo X set of Close Combat/Ice Hammer/Sunsteel Strike/Earth Power... what can actually switch into that and take the equivalent of 3 hits? Celesteela?
This might seem a bit crazy, but I might actually compare Stakeout against defensive teams to Sheer Cold. It's basically just an opportunity to roll the dice and hope you hit something. The only way to beat it if you predict wrong is to be able to effectively take three coverage moves so yeah I think we should suspect this.
 
ElMustacho True, but you still lose something to the Imposter who could then switch away from Aerodactyl for free, provided they have a safe switch. And if not, you still go 1 for 1, which is not an ideal scenario, except they can a free switch to regain momentum, whereas KOing with Innards resets it. As for non-perfect coverage, well... you can, but then you run into issues when the opponent has the right wall. Either way, point being, there, fortunately, isn't a perfect offensive Innards Out set.


ShedMiddleFinga You're not being persecuted or anything. This is the Suspect Discussion; anything posted here can, and should, be torn apart word by word to check how valid and solid of an argument it is. I've personally had some of my points utterly shredded by the community on a couple of occasions.


Anyway, unrelated, but I think I'll try to break down Water Bubble soon. I'm expecting a much simpler post than Comaphaze. ...I could be wrong though.

Everything has usually the chance of switch out. However Head Smash, Light of Ruin and earth coverage hits the universe at least neutrally (bar abilities). So a Diancie can do important size of damage to anything.
Regarding the existence of the perfect set, that's something we can talk about. We can split the problem in 3 parts:
1) Being imposter proof on your own. This means running something like Judgement on a ghost, steel or rock Pokemon, so that the imposter's Judgement is either uneffective or doesn't work at all. You still have to carefully deal with the imposter as you die if you hit that with too much strenght.
2) Let a teammate handle the imposter. Be sure not to kill it on the switch as it kills you back. Also your teammate must be able to handle your user.
3) Preemptively remove the imposter. Totally theorizing now, but a Magearna with Magnet Pull that shuffles the opposing team with Dragon Tail is likely to force the imposter in and then you pp stall it. When it's dead you are free to run whatever you like.
So only the first set requires to be "perfect", but it requires the item and 2 moves to be usable (Judgement and coverage).
And it's not even granted that such a thing exists.

Let me talk about something that I think is an overlooked problem in the meta. It's the ability Stakeout.

I was laddering when I came across a user with the name "avalanches above". They used the following set:
mewtwo-megax.png

Mewtwo-Mega-X @ ??? (It didn't take LO recoil and it was able to change moves so maybe it was Leftovers or something)
Ability: Stakeout
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature (best guess)
- Close Combat
- Sunsteel Strike
- Ice Hammer
- idk maybe Knock Off

so I decided to switch in the newest addition to my team: 252/252+ Fur Coat Primal Kyogre. It took like 75% on the switch from Close Combat. I was like what. Sure, it could be forced out offensively, but then it could just pivot back in and get a KO every single time. every. single. time.

Since Stakeout is like Water Bubble in that they both double damage output, I thought I'd compare the two to show that Stakeout is potentially suspect worthy.
  • Water Bubble has counters. You can just switch in your RegenVest Mega Gyarados, your Water Absorber, your Desolate Land Groudon. With Stakeout you can do none of this because the opponent has four coverage moves that all get the buff. If they hit you on the switch then you suddenly have no check anymore.
  • To add to this, basically any offensive Pokémon can use Stakeout effectively. Both Mewtwo, Mega Rayquaza, Primals, etc can be used meaning that you can't prepare for Stakeout or even prepare for just one user because it could randomly beat your "counter". For example, a Fur Coat mon could randomly be thrown off by something like this: +2 0- SpA Mewtwo-Mega-X Earth Power vs. 248 HP / 0 SpD Groudon-Primal: 370-436 (91.8 - 108.1%) -- 50% chance to OHKO
  • Prediction. How hard is it to predict around Stakeout? Pretty hard. Here's a list of things you have to do:
  1. Switch out to a mon the Stakeout user wouldn't predict you to switch to. Unless you're running some kind of lure, this means that you're going to have to switch again because what you're switching to can't handle the Stakeout user.
  2. You are now at Step 1 again. Keep switching for a while and maybe you can eventually win the 50/50 or something.
  • Compare that to Water Bubble. If you switch in your counter, they can't do anything. The worst-case scenario is if they double switch with U-Turn or something and even then Mega Gyarados (which has Regenerator) is the only Water Bubble counter that really takes sizable damage from it.
  • The thing about Stakeout is that it's really easy to get in your user against defensive teams, but it's really easy to just beat something up if you can get the user in against offensive teams.
  • Even if you win the 50/50 with something like U-Turn Registeel + Mega Gengar, you've just forced out the Stakeout user. Congratulations. If you lose, haha you didn't like that mon anyway right?
  • The difference between Stakeout and stuff that's just strong is that it offers higher power and no drawbacks. Think of LO Refrigerate Kyurem-B, Contrary Mega Rayquaza, and Normalize Mega Gengar: Kyurem-B gets worn down by recoil, Mega Rayquaza is vulnerable to Imposter, and Mega Gengar is forced to waste its ability and item slot. More importantly, though, each one has definite counters: Steel-types (or other stuff depending on what coverage it runs), Unaware, and Magic Bounce respectively. Stakeout has no counters. I'm not just saying that because "blah blah it could be any mon using it", but the fact is that a Stakeout mon can easily handle pretty much all of the tier. Taking that Mega Mewtwo X set of Close Combat/Ice Hammer/Sunsteel Strike/Earth Power... what can actually switch into that and take the equivalent of 3 hits? Celesteela?
This might seem a bit crazy, but I might actually compare Stakeout against defensive teams to Sheer Cold. It's basically just an opportunity to roll the dice and hope you hit something. The only way to beat it if you predict wrong is to be able to effectively take three coverage moves so yeah I think we should suspect this.
That's rather vulnerable to imposter and innards out. But I see the problem.
 
Let me talk about something that I think is an overlooked problem in the meta. It's the ability Stakeout.

I was laddering when I came across a user with the name "avalanches above". They used the following set:
mewtwo-megax.png

Mewtwo-Mega-X @ ??? (It didn't take LO recoil and it was able to change moves so maybe it was Leftovers or something)
Ability: Stakeout
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature (best guess)
- Close Combat
- Sunsteel Strike
- Ice Hammer
- idk maybe Knock Off

so I decided to switch in the newest addition to my team: 252/252+ Fur Coat Primal Kyogre. It took like 75% on the switch from Close Combat. I was like what. Sure, it could be forced out offensively, but then it could just pivot back in and get a KO every single time. every. single. time.

Since Stakeout is like Water Bubble in that they both double damage output, I thought I'd compare the two to show that Stakeout is potentially suspect worthy.
  • Water Bubble has counters. You can just switch in your RegenVest Mega Gyarados, your Water Absorber, your Desolate Land Groudon. With Stakeout you can do none of this because the opponent has four coverage moves that all get the buff. If they hit you on the switch then you suddenly have no check anymore.
  • To add to this, basically any offensive Pokémon can use Stakeout effectively. Both Mewtwo, Mega Rayquaza, Primals, etc can be used meaning that you can't prepare for Stakeout or even prepare for just one user because it could randomly beat your "counter". For example, a Fur Coat mon could randomly be thrown off by something like this: +2 0- SpA Mewtwo-Mega-X Earth Power vs. 248 HP / 0 SpD Groudon-Primal: 370-436 (91.8 - 108.1%) -- 50% chance to OHKO
  • Prediction. How hard is it to predict around Stakeout? Pretty hard. Here's a list of things you have to do:
  1. Switch out to a mon the Stakeout user wouldn't predict you to switch to. Unless you're running some kind of lure, this means that you're going to have to switch again because what you're switching to can't handle the Stakeout user.
  2. You are now at Step 1 again. Keep switching for a while and maybe you can eventually win the 50/50 or something.
  • Compare that to Water Bubble. If you switch in your counter, they can't do anything. The worst-case scenario is if they double switch with U-Turn or something and even then Mega Gyarados (which has Regenerator) is the only Water Bubble counter that really takes sizable damage from it.
  • The thing about Stakeout is that it's really easy to get in your user against defensive teams, but it's really easy to just beat something up if you can get the user in against offensive teams.
  • Even if you win the 50/50 with something like U-Turn Registeel + Mega Gengar, you've just forced out the Stakeout user. Congratulations. If you lose, haha you didn't like that mon anyway right?
  • The difference between Stakeout and stuff that's just strong is that it offers higher power and no drawbacks. Think of LO Refrigerate Kyurem-B, Contrary Mega Rayquaza, and Normalize Mega Gengar: Kyurem-B gets worn down by recoil, Mega Rayquaza is vulnerable to Imposter, and Mega Gengar is forced to waste its ability and item slot. More importantly, though, each one has definite counters: Steel-types (or other stuff depending on what coverage it runs), Unaware, and Magic Bounce respectively. Stakeout has no counters. I'm not just saying that because "blah blah it could be any mon using it", but the fact is that a Stakeout mon can easily handle pretty much all of the tier. Taking that Mega Mewtwo X set of Close Combat/Ice Hammer/Sunsteel Strike/Earth Power... what can actually switch into that and take the equivalent of 3 hits? Celesteela?
This might seem a bit crazy, but I might actually compare Stakeout against defensive teams to Sheer Cold. It's basically just an opportunity to roll the dice and hope you hit something. The only way to beat it if you predict wrong is to be able to effectively take three coverage moves so yeah I think we should suspect this.
hey this was me! item was choice band, you must be misremembering me switching moves. also the last move on the set is espeed. i agree that stakeout is suspect worthy due to its absurd wallbreaking power and unpredictability but if we must do suspects one at a time (flint please rethink this) then i feel like stakeout should wait until after water bubble and psychic surge.

to the guy above who said that its weak to imposter: its true that stakeout mons are difficult to anti-imposter (but not impossible: i used fc tapu fini for this m2x) but imposter is hardly a reliable switch in as it takes like 40 from cc and easily gets beat down, especially if you have other pokemon on your team to draw in and weaken imposter. this is not even to mention other stakeout users like mray and pdon, who can often just clean ohko an imposter switching in.

also idk what 'its weak to innards out' is supposed to mean seeing as that applies to literally every offensive mon in the tier lol
 
I think I'll change my opinion on Innards Out: you in fact don't even need bad mons to abuse it at its fullest: Yveltal, for example, is great to bring down just about any offensive threat, given its high 125 HP, and can pull its own weight on offense, with decent 131 Attack, and Power Trip to give yourself a stupidly powerful STAB after a Shell Smash, while having Dragon Ascent to deal good flying damage with the effect of lowering your defenses even more, Sunsteel Strike to hit through Abilities, or even some more gimmicky options like Endeavor to basically ensure a kill and destroy Imposters. Not to mention its Speed is more than decent even uninvested, and is really good when boosted. The ability itself is not quite as open to counterplay as other "anti-all panic buttons" like Imposter or Prankster Haze/DBond; in fact, counterplay is essentially limited to multi-hit moives, which lost a niche in dealing with deospam and are unreliable against chansey in the first place (and often a waste of a moveslot), or Magic Guard, which is only moderately good. It's unpredictable, and while most mons besides chans aren't even that much of a wet paper bag, you can sack your IO mon against an enemy setup sweeper that has gone wild and succeed due to the extremely hard hitting nature of BH offense. All in all, I think it's a thing that deserves a deeper look into it.

ComaPhaze and WB are stupid, but Comatose isn't really much of an useful thing, unless you really want something to avoid Sleeping moves. However, idk much about the philosophy of complex bans, so I'm not going to say much. BAN WB PLZ.

Stakeout is pretty damn good because the simple fact that you get a wallbreaker in means you are scaring something out, so your opponent is put into a position where he/she hopes the Stakeout doesn't use the right move, also, oftentimes, you realize it's a Stakeout mon only when your would-be counter gets heavily chunked and possibly even inabilitated. Hell, you can slap a CB on your thing and fire off attacks of unprecedented power that can threaten even the bulkiest walls in the tier, if you have a good STAB coverage (like idk Stakeout Pdon with V-Create); Imposter does help in checking some Stakeout mons, but I think that some Stakeout mons can chunk Chans considerably, if not even threaten it with a KO, and creative impoproofing methods can be found otherwise.
 
I never felt that threatened by stakeout and never lost a match to it from what I can recall, barring the first time I played it and didn't know what ability it was and kept switching :p lulz. band stuff isn't that difficult to wall and imo stakeout ris a good ability b/c it forces you and your opponent to think. As long as you don't misplay and send in something that gets forced switched you should be fine. IMO we need to look at limiting stakeout b4 banning it b/c at this point i just feel sad for gen 7 as we r effectively all screaming "BAN GEN 7." Not that I like gen 7, but I think that its healthy to have 1 or 2 broken offensive mons just cuz I started playing with -ate which honestly can be just as dmging and more so than stakeout. IMO having a few broken offensive walls makes it easier to teambuild b/c you have less varied offensive threats to prepare for. I'm sorry I like -ate :(

also SHEDINJA
run shedinja and all your problems will go away.
Lel that mewtwo couldn't of done anything to ur team had u had shedinja cuz he woulda been forced to sunsteel which woulda done ehhhhh, around 46% to Kyogre only cuz it ignores FC (made those numbers up but they r probably pretty accurate)
 
Last edited:
also SHEDINJA
run shedinja and all your problems will go away.
Lel that mewtwo couldn't of done anything to ur team had u had shedinja cuz he woulda been forced to sunsteel which woulda done ehhhhh, around 46% to Kyogre only cuz it ignores FC (made those numbers up but they r probably pretty accurate)

SHEDINJA.
I stopped reading the post after this. Not for negative reason though.

Shedinja overall, it can technically wall everything except the ones with Sunsteel or Moongeist. I have used it couple times in Gen 6, but soon I stopped using it because:
* Core Enforcer & Sunsteel & Moongeist
* Innards Out Chansey can still trade its life for Shedinja
* Everyone trying so ****ing hard to set hazards no matter what the cost may be
* Giratina gives me cancer every time

Shedinja, I would say, it is high risk high return.
It can constantly threaten unprepared team with Endeavor but it also requires heavy team support in order to fulfill its role.
Keep in mind that some users still carry Mold + Pursuit...
 
Last edited:
The point is, I like stakeout and water bubble cuz im a bad kid. IMO limit, cuz they r workable sorta like ate is workable. Also running them is fun. Also, running them (water bubble a bit less) requires skill and predictions. Predictions are amazing. Therefore those abilities are amazing

Shed logic. It might not make sense to you, but that doesnt mean there isnt a parallel universe in which it does make sense.
 
I think I'll change my opinion on Innards Out: you in fact don't even need bad mons to abuse it at its fullest: Yveltal, for example, is great to bring down just about any offensive threat, given its high 125 HP, and can pull its own weight on offense, with decent 131 Attack, and Power Trip to give yourself a stupidly powerful STAB after a Shell Smash, while having Dragon Ascent to deal good flying damage with the effect of lowering your defenses even more, Sunsteel Strike to hit through Abilities, or even some more gimmicky options like Endeavor to basically ensure a kill and destroy Imposters. Not to mention its Speed is more than decent even uninvested, and is really good when boosted. The ability itself is not quite as open to counterplay as other "anti-all panic buttons" like Imposter or Prankster Haze/DBond; in fact, counterplay is essentially limited to multi-hit moives, which lost a niche in dealing with deospam and are unreliable against chansey in the first place (and often a waste of a moveslot), or Magic Guard, which is only moderately good. It's unpredictable, and while most mons besides chans aren't even that much of a wet paper bag, you can sack your IO mon against an enemy setup sweeper that has gone wild and succeed due to the extremely hard hitting nature of BH offense. All in all, I think it's a thing that deserves a deeper look into it.

ComaPhaze and WB are stupid, but Comatose isn't really much of an useful thing, unless you really want something to avoid Sleeping moves. However, idk much about the philosophy of complex bans, so I'm not going to say much. BAN WB PLZ.

Stakeout is pretty damn good because the simple fact that you get a wallbreaker in means you are scaring something out, so your opponent is put into a position where he/she hopes the Stakeout doesn't use the right move, also, oftentimes, you realize it's a Stakeout mon only when your would-be counter gets heavily chunked and possibly even inabilitated. Hell, you can slap a CB on your thing and fire off attacks of unprecedented power that can threaten even the bulkiest walls in the tier, if you have a good STAB coverage (like idk Stakeout Pdon with V-Create); Imposter does help in checking some Stakeout mons, but I think that some Stakeout mons can chunk Chans considerably, if not even threaten it with a KO, and creative impoproofing methods can be found otherwise.
I don't have time to write more, but Stakeout Primal Groudon with a Choice Band can OHKO Imposter Chansey on the switch.
+2 252+ Atk Choice Band Groudon-Primal Precipice Blades vs. 252 HP / 0 Def Eviolite Groudon-Primal: 728-860 (103.4 - 122.1%) -- guaranteed OHKO
And Fur Coat Giratina/Zygarde can take an attack back.
+2 252+ Atk Groudon-Primal Precipice Blades vs. 248 HP / 0 Def Fur Coat Giratina: 237-279 (47.1 - 55.4%) -- 17.6% chance to 2HKO after Leftovers recovery
+2 252+ Atk Groudon-Primal Precipice Blades vs. 252 HP / 0 Def Fur Coat Zygarde: 234-276 (36.7 - 43.3%) -- 99.3% chance to 3HKO after Leftovers recovery
 
I'm sorta torn between trying to convince you guys to ban innards and just lulzing with my double innards team. IDK, I do think that if you want to disagree with me about how good or bad innards is you should first try the sets I so nicely posted. I'll let you guys work it out.

Thanks for your time.

I feel like everytime I make a point, at least 1 person misinterprets it, so I'll keep this short

Innards out doesnt need to be an defensive ability

Mega Rayquaza

Some Skill Required (Rayquaza-Mega) @ Choice Band
Ability: Innards Out
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Outrage
- V-create
- Bolt Strike
- Switcheroo

Today is no skill day kids! All you have to do is find a mon with >100 Base Hp and a shi*load of Atk/SpA! Oh boi! Here's another one!

Some Skill Required (Rayquaza-Mega) @ Choice Specs
Ability: Innards Out
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 Def
Adamant Nature
- Clanging Scales
- Oblivion Wing
- Eruption
- Volt Switch


There are actually 0 offensive threats that have both over 414 hp and 226 speed (inb4 some idiot misses the point and says ice beam lunala can 252+ SpA Choice Specs Lunala Ice Beam vs. 252 HP / 0 SpD Rayquaza-Mega: 338-398 (81.6 - 96.1%) it can't :/) that can KO ray and anything slow sure as hell won't have 414 hp when I'm done with it

Scorecard
You are fast= you die
You are slow= you die
You switch= you probably still die
You are magic guard= I switch, you die later
You forfeit= You DON'T die but you still lose :(

Oh and if you don't kill me we get to do this whole thing over again. YAY! :D

The. End.


imo change outrage to d ascent and switcheroo to ice hammer
 
Last edited:
Moving away from Innards Out (which, the more I think about it, seems more like Fridge Kyu-B in early X/Y, Electrify + Lightning Rod M-Gengar, Protean Sash Deo-A, and Light Ball Pikachu), lemme focus more on the next suspect.

Water Bubble itself

Water Bubble is an ability with three effects. The most prominent of those is that is outright doubles the strength of any Water-move used by the user, effectively making it Water-exclusive Huge Power. The second is the user is also protected from burns. The final is Fire-typed attacks do half damage to the user, which stacks with type-based resistance. Simple and not a lot of explanation needed.

It's worth noting that, thanks to how damage is calculated, Water Bubble is somewhat multiplicative. This is true for all boosts, but still worth noting. For example, BP 100 with STAB and Water Bubble would come out to 100 * 1.5 = 150 * 2 = 300. Whereas no STAB means 100 * 2 = 200. Toss in rain and boosting items and the values can quickly become pretty scary.


Water Bubble Abuses

  • Water Bubble is primarily used as an offensive ability to boost the power of high-powered moves to even stronger levels. Such moves include, but are not limited to, Origin Pulse, Crabhammer, Steam Eruption, and Water Spout.
  • Primal-Kyogre, Ash-Greninja, and Palkia are the primary special attackers with Water Bubble, able to strike hard and, in Greninja's case, fast to break walls and obliterate switch-ins. Palkia is notable in that it 4x resists Water, allowing it to check Water Bubble fairly well at the same time.
  • Mega-Gyarados is the primary physical attacker, able to strike hard and avoid one of it's check, Burns, at the same time.
  • Pokemon without STAB, such as Mega-Rayquaza, can potentially use it for surprise, high-powered coverage, as the boost is effectively giving them STAB + Adaptability. This appears to be fairly rare, but worth noting.
  • Theoretically, Water Bubble can be used defensively to resist Fire-types. However, in most cases, Flash Fire outclasses. One potential exception is, again, Palkia, who can severely annoy V-Create Primal Groudon by jumping up to taking 1/8th damage and able to nuke non-Desolate Lands variants back with moves as wimpy as Bubble.
+6 252+ Atk Choice Band Groudon-Primal V-create vs. 200 HP / 0 Def Water Bubble Palkia: 309-363 (83.2 - 97.8%) -- guaranteed 2HKO

0 SpA IV 0- SpA Water Bubble Palkia Bubble vs. 0 HP / 0 SpD Groudon-Primal: 440-528 (129 - 154.8%) -- guaranteed OHKO

252+ SpA Choice Specs Water Bubble Palkia Bubble vs. 0 HP / 0 SpD Groudon-Primal: 1056-1248 (309.6 - 365.9%) -- guaranteed OHKO

  • Pokemon with Water Bubble can use boosting items, such as Choice Specs or Life Orb, to multiply into Water Bubble for even greater damage.
  • Rain, whether summoned by Rain Dance or Drizzle, can also significantly increase the power of moves boosted by Water Bubble and also reduce Fire-damage even more, potentially up to 1/16th on Palkia.
  • Of course, Water Bubbles can also use boosting moves, such as Shift Gear and Quiver Dance, to increase their sweeping potential. Any offensive Pokemon can do this, but worth mentioning regardless.
Water Bubble Counters

  • Water Absorb, Storm Drain, and Dry Skin all grant any Pokemon immunity to Water Bubble boosted moves. These can be bypassed by moves such as Entrainment and Core Enforcer.
  • Desolate Lands prevents Water moves from being used while harsh sunlight is up. However, it too is bypassed by ability removal and can also be replaced by by Primordial Sea or Delta Stream until the user switches out and back again.
  • Fairy-types with those abilities are immune to Core Enforcer, however, becoming perhaps the most reliable Counter as they can also hit back most users hard with their STAB.


Water Bubble Checks


  • Palkia double resists Water-typed moves naturally, but lacks the correct STAB-typing to hit most of them back particularly hard without some sort of boost. Water Bubble users can run Freeze Dry to destroy it, however.
  • Giratina resists Water Bubble as a wall, but is vulnerable to the Dark and Dragon secondary STABs of most of the primary users. Mega-Venusaur is another check, though it is vulnerable to a number of meta-STAB and coverage moves.
  • Offensive checks potentially include Zekrom, Kyurem-B, and Mega-Rayqauza as they resist Water. Zekrom is probably the best since Galvanize sets can threaten even fast or Scarf Water Bubble users.
  • Assault Vest can help stomach special Water Bubble users, but can be overwhelmed, lacks recovery without Regenerator or draining moves, and can be removed with Knock Off.
  • Likewise, Fur Coat helps stops physical variants, though is vulnerable to ability removal.
  • Fur Coat Chansey is particularly tanky, but still struggles to take some of the stronger attacks, such as Palkia's Water Spout, or if the Water Bubble user is boosting or using items like Choice Specs.
  • Imposter can copy a set and potentially threaten a user out, though is vulnerable to usual anti-Imposter strategies and may take significant damage if the Water Bubbler stays in to fight.
  • Sturdy Shedinja stops sets lacking anti-Shedinja strategies, provided other sources of passive damage are not present, such as Stealth Rock.

So what makes Water Bubble suspect worthy?

Water Bubble offers very high power to a specific typing that has some of the best attackers in the tier with some of the best moves in the tier. The power with STAB + Water bubble alone is enough to overwhelm many teams lacking counters, but adding boosts, whether item, weather, or moves, allows them to trivially blow through many walls. Additionally, Water Bubble users can bypass a number of their checks and counters for little cost; often simply running Entrainment is enough. Palkia is ironically both a good user of the ability and a great check with its typing and bulk, but it lacks the proper STABs to deal with most of them in a timely manner except, again ironically, opposing Palkia. However, unless I'm missing someone, no other viable Pokemon have enough resistance to Water-type moves to be an alternative. ...but hey, at least it's better than having to use Flashfire Swadloon to check Primaldon, right?

A good Water Bubble user can make itself nigh-uncheckable, provided good play and prediction, with just an ability removal move and something for Shedinja. Add a STAB that can wreck even resistant walls and it has a fourth move slot to do whatever it wants with, adding a degree of unpredictability to the sets.


So, my opinion then?

I've made it clear a few times before, but I really consider this ability broken. Maybe if Water was, offensively, in a bad place in the tier like Bug or Grass, we could maybe ignore it. But it's not. Some of the best Pokemon in the meta are Water-types along with some of the best moves. It's Huge Power for water. Except better because it has some added frills that, while not major, do add up. Especially with Gyarados, who you can no longer burn to shut down its sweep. It's just too strong of an ability, especially when Primals are back to terrorize us. As such, I personally feel the ability should just simply be banned.

And I'm not kidding on resistant walls.

252+ SpA Water Bubble Palkia Water Spout (150 BP) vs. 252 HP / 252 SpD Giratina: 208-246 (41.2 - 48.8%) -- guaranteed 3HKO

Pogre would hurt even more.


Also, I didn't mention Innards Out because Flint said not to bring up "but checked by Innards!" I'd also have to mention Prankster D.Bond too if I did.
 
Hi, I just want to point out a couple of things regarding Rumor's post on innards out (which I will now refer to as Tony).

First off, comparing or even putting Tony in the same box as Explosion and Prankster dbond is just flawed reasoning and ignores two of the biggest components of innards out.

The first one being that, contrary to Explosion, the player who uses Tony is the one with the power to choose which pokemon is going to die, so he can pick and choose what pokemons troubles him in the opposing team and take care of it, potentially removing the only counter to a wallbreaker or maybe the only threatening wallbreaker on the opposing team. While in the case of Explosion the opponent is the one choosing and can therefore sack the least useful member of his team with potentially no long therm impact on the rest of the battle (and that's assuming it even kills, as no potential explosion user can actually KO its most common counter with explosion).

Second one (and that one is big) being that, contrary to both Destiny Bond and Explosion, Tony doesn't have to be on the field to be a threat. If the explosion user isn't on the field at the beginning of the turn, you don't have to fear explosion. If the Destiny bond mon isn't on the field, you don't have to fear destiny bond. But if the opponent has Tony in his team, your offensive mon is immediately threatened and can potentially die at the end of the turn even if you did your best to grab momentum and gain a favourable matchup.
Even if a switch on Tony is correctly predicted, the same 50/50 will happen again every time the same mon is on field.
As a comparison, if it was Prankster Destiny Bond instead, the destiny bond user would have to sack a mon everytime before bringing in the destiny bond user (that's not even taking the bond nerf into account).
Tony can also easily pivot out against any midground play such as set up and switch the momentum in Tony's user's favour.


Another thing I'd like to point out regarding the idea that Tony is pointless against stall is that Tony has the potential to massively damage any team that relies on a regenVest user (which seems to be most teams nowadays). A combination of Specs Ray and Tony for example would kinda destroy and semi passive team like that as the regenVest user has much to lose no matter what he does, if he u-turns against Ray he might die to a Tony switchin and if he doubles to another mon predicting Tony, a teammate might die to a Boomburst after which he's basically forced back into the Regenvest user for another round of 50/50.
This point is slightly less relevant thought as it can be worked around with less efficient strategies that would work better against Tony.
 
motherlove First, of all, the assumption the opponent controls what the Explosion user hits is flawed since, currently, there is no move in the game that forces a player to use Explosion when the opponent of such a move dictates. Well... except if you Taunt a 3-status + Explosion set, Torment a 1-move-only + Explosion set, Imprison all the moves except Explosion, or somehow Encore Explosion while keeping them trapped so they can't switch. The Explosion user can pick and choose when to explode, especially if the opponent doesn't know about the move. And can play around opponent switches just as the opponent can play around the Explosion user. "Oh, you're going to switch into my Refrigerate Explosion Kyu-B? It's now Baton Passing to Primal Groudon! Have fun!"

Also...

252+ Atk Refrigerate Kyurem-Black Explosion vs. 252 HP / 252+ Def Registeel: 177-209 (48.6 - 57.4%) -- 94.1% chance to 2HKO

I'm fairly sure Registeel doesn't run that EV spread since it gets murdered specially. Probably looks something more like...

252+ Atk Refrigerate Kyurem-Black Explosion vs. 252 HP / 128+ Def Registeel: 192-226 (52.7 - 62%) -- guaranteed 2HKO

Likely backed by... 252+ Atk Kyurem-Black Thousand Arrows vs. 252 HP / 128+ Def Registeel: 156-184 (42.8 - 50.5%) -- 2.3% chance to 2HKO

It doesn't really need to explode vs Registeel, especially if packing the right item. It can KO/force Registeel out with coverage and boom on your next Pokemon, getting effectively 2 for 1 with smart play.

Exceptions to this are non-Scrappy Normal Explosion into Ghost-types and Galvanize Explosion into Ground types or immune abilities.

You don't see Explosion much because it's the hardest 1 for 1 move to use. It requires smart play to get the most out of it, but with the right play, you can almost name your target on the opponent's team. Especially since they have to play super timid if they know about Explosion since very little in the tier can stomach the move. Meanwhile, for Tony, you can just go "lol go Chansey" and reset momentum, but you're only ever going to get 1 for 1.


As for your second point, a lot of it seems to assume the Tony player or D.Bond/Explosion opponent is smarter than the D.Bond/Explosion user. What's stopping the D.Bond/Explosion user from playing mind-games once the opponent knows the strategy with 50/50s of their own? Prankster D.Bond can easily pull crap like "priority Destiny Bond into super slow pivot", effectively stretching its presence out to two turns while getting a safe switch. Heck, they even have the advantage of being much more of a surprise. Tony, you can look at and go "Oh, there's Chansey and Zygarde, there's a good chance of Innards Out." and play accordingly. You can't go "Oh, there's Giratina, here comes Destiny Bond" or "There's Diancie, here comes Explosion." Additionally, the team can switch in if they're built correctly. SpecsRay has been nerfed this generation and we didn't need Tony to deal with it before, so why would the D.Bond/Explosion user be suddenly helpless against it this generation? There are plenty of defensive Pokemon who can switch in on SpecRay. And if the team loses because SpecsRay + Tony, I'd blame them not being properly prepared for Ray or for playing poorly. And, if all else fails and someone really, really wants to D.Bond or Boom, Focus Sash. I lost count of the number of times I wrecked an opponent with Focus Sash Prankster D.Bond Deo-A in the suspect by getting a 2 for 1. Harder now since we don't have CFZs to spam, but you can use stuff like Shedinja's offensive Innards Out sets to easily pull surprise D.Bonds on revenge KOers by tweaking them a little.

...also, the Destiny Bond nerf doesn't really impact much. If you're in a situation where you're having to spam it, you've gotten in a bad situation to begin with and the opponent wasn't going to attack you anyway.



------------------

Towards more in general, here's why I feel Innards Out isn't a big deal and why I mentioned the other flavor of the month sets in previous posts: Innards Out is abusing the current meta teams, plain and simple. I mean, think about it: we're in an offensive meta just coming down from CFZs, which made things offensive as hell, and still have Comphaze for a little longer (which is most reliably answered by punching it in the face before it gets going) and also have Water Bubble as the next suspect, which is a super offensive ability that is nullifying things that should check it. Additionally, most players are accustomed to pivoting like crazy with U-Turn since it used to have no major drawbacks. Even most "stall" teams are basically just a bunch of pivot machines U-Turning over and over and over and over until they finally get an offensive Pokemon in a good position to attack once or twice, before going back to more U-Turn spam. So, is it any surprise that, when the tools came out to do so, someone found a way to seriously punish the meta for spamming the hell out of offense and U-Turn?

A number of us wailed loudly for bans and suspects on stuff like early X/Y Kyu-B and Protean Sash Deo-A since they punished the meta trends of the time dearly. But the suspects never happened and things went away on their own. The meta adapted in a healthy manner by finding a number of reliable checks and counters. And I feel the same will happen with Innards Out. This isn't like CFZ-spam, which utterly overwhelms teams that are not excessively prepared for it and can trivially bypass its counters. This isn't like Water Bubble, where you pretty much need to run Water Absorb to stand a chance at walling it. This isn't like Comaphaze, where if you don't counter it, one misplay means you'll be spending 32 turns doing nothing.

Guys, I'm asking you to listen to Flint about not worrying about Innards Out right now. Let the meta-stabilize after CFZs and, if banned, after Comaphaze and Water Bubble are gone too. Adapt. Is Chansey KOing you because you used U-Turn? Then stop U-Turning, you have Volt Switch, Parting Shot, and Baton Pass as options too. Sure, they're not perfect, but U-Turn clearly isn't anymore either. Are Innards Out sweepers knocking being too threatening? Get some good walls and lay down some residual damage instead of just spamming Shell Smash Power Trip. Are your sweepers getting KOed with random Innards Out? Then stop spamming them without proper scouting. You don't throw your boosted sweepers out willy-nilly when an Imposter or Shedinja is around if they don't counter them, so why would you do the same when you think Innards Out is on the prowl?

Also... it's worth noting, Innards Out isn't super super horrible. It gets one KO and resets momentum. 1 for 1 trades are not ideal situations, they're last minute "oh crap!" answers to stuff. You don't explode your Explosion user the first chance you get, you wait until it matters. If you're using Destiny Bond, you ideally want to go through the whole match never having to use it. If people are just throwing their Innards Out Chanseys at whatever is in their face, find ways to punish that careless behavior.

I dunno though, maybe I'm a bit biased since I play a variety of play styles rather than just hinging onto a couple of strategies in a certain spectrum, nor do I tend to try to mimic meta-trends. (No offense to you guys who do since a number of you are really damn good players regardless of how broad or narrow your strategies are.) So, it might be easier for me to adapt to threats than some others. I dunno, could be wrong, I never claimed to be right in every regard.


As for my stall vs Innards Out comments, when I mention stall, I mean full stall. Stuff like Adrian's Paranoid Stall levels of stall, which might have a sweeper. These teams are Baton Passing and Parting Shotting everywhere, not U-Turning into things blindly because of stuff like Baleful Bunker can punish them too much. They do mostly passive damage, so Innards Out isn't doing anything to them and is basically being a dead slot if the stall player is smart. As for semi-stall, a smart Innards Out player would want to save it for their one or two sweepers/attackers since many of these teams rely on them to close the game and really struggle to do so once they're gone. Exceptions are those who are stopped by one one of the walls and they want to eliminate it. In which case, its the fault of the semi-stall player for bringing a move that can be punished that hard rather than Innards Out, IMO.
 
I think I expressed my opinion in wrong way about Innards Out. I meant to say it is not broken because the user also has to sacrifice itself to inflict nuclear-sized damage. I am saying this because today in PS, I heard one of my spectators saying 'what you said in forum about Innards Out being 1v1 fair trade is BS'.

So I decided to make some experiments using some Chansies (or Chansey's IDK) and make evaluations about Innards Out overall. I know Rumors made a gigantic and constructive post above, but I would like to show it in a way that is somewhat more simple.

* I do not intend to make fun of anyone who I battled against.
* I am absolutely terrible at using Imposter. I never use it in any other games other than when using this team, so please don't remind me about it with comments.
* I know my 1st and 5th battle was absolutely terrible. I was playing Pokemon Sun and Pokemon Revolution at the same time so I wasn't even paying attention. This is my excuse for using Boomburst on confirmed Soundproof Magearna. XD

So what am I trying to express through the replays below? Well, it is that:
- Innards Out is NOT a fair trade due to the fact that:

* It completely ruins the momentum of the opponent
* The 'fair trade' will be an exchange of Chansey and one of the mons that your opponent is willing to sacrifice. In this case, you can choose who do you want to explode with Chansey. In that sense, it is random kill for opponent.
* It can sometimes lead to 1 to 2 trade (look at my team below)...



Egg Surge 1

Egg Surge 2

Egg Surge 3 - Apologies to Electrolyte about long match. If't be true thy Gengar didst not wake up in one turn, this long haul would not has't hath happened.

Egg Surge 4

Egg Surge 5

Egg Surge 6

Egg Surge 7

Egg Surge 8



=== [gen7balancedhackmons] Cancer ===

Cancer (Chansey) @ Safety Goggles
Ability: Innards Out
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 0 Atk / 0 Def / 0 Spe
- Stealth Rock
- Final Gambit
- Whirlwind
- Milk Drink

Cancer (Chansey) @ Safety Goggles
Ability: Innards Out
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 0 Atk / 0 Def / 0 Spe
- Spikes
- Final Gambit
- Whirlwind
- Milk Drink

Cancer (Chansey) @ Eviolite
Ability: Imposter
Shiny: Yes
Happiness: 0
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Skill Swap
- Final Gambit
- Milk Drink
- Whirlwind

Cancer (Chansey) @ Eviolite
Ability: Magic Bounce
Shiny: Yes
EVs: 156 HP / 252 Def / 100 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Metal Burst
- Milk Drink
- Aromatherapy

Cancer (Chansey) @ Focus Sash
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 0 Def / 0 Spe
- Metal Burst
- Destiny Bond
- Encore / Perish Song
- Milk Drink

Different Cancer (Kyurem-White) @ Choice Scarf
Ability: Refrigerate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Clanging Scales
- Moongeist Beam
- Switcheroo


Innards Out has been enough 'cancer' throughout PS. I think we have to talk about something else. 'Something else' that I consider the most urgent is Water Bubble.
 
Last edited:
RNGIsCancer I appreciate the relays and I respect your opinion, but I feel they reinforce my point of "people are attacking carelessly and Innards Out is punishing them for it." Most of your replays are you just tossing them out against the first two offensive threats without your opponent seeming to stop and consider "you know, five Chanseys, I bet there's at least a couple of Innards Out or bulky Metal Bursters out there", so they just drop to them with no effort. Granted, it looks like they were all offensive teams, so they might not have had many other options, but it also suggests I'm not wrong about the meta being very offensively slanted right now.
 
Status
Not open for further replies.
Back
Top