Those fucking punks! Those shameless punks ripped off my shitmon!!!!!!!!!!!!!!!!!!
I have some insight on those 3 Pokemon that were added:
I’ve never used Stomping Tantrum even once, so you look to be a good means of understanding it better- evidently Protect blocking doesn’t give a boost, but what about missing? If not misses, what does that leave besides immunity? I figure absorption doesn’t count, either, since the move is technically still registering.Hi friends what up
Here is a story told in two pictures:
100 and counting in the USUM Battle Tree, maybe I'm the first to triple digits? I was excited to work with USUM, less so because of the new Pokemon and more because of the new move tutors. In particular I think there are a few Pokemon that benefited greatly from them, and I've showcased a collection of them in this team. The team may not be all that great for the Tree—in the time I've been on hiatus I appear to have forgotten how to hax-proof a team—but it seems to work somewhat. Not as good as PheroLele but honestly nothing is.
Speed Control: The Team
The team sprung from my intention to test out non-Missagross™, a set with three 100%-accurate moves: Iron Head, Thunder Punch, and a surprisingly effective new addition from USUM move tutors, Stomping Tantrum. I decided I wanted to pair this with Koko to boost Thunder Punch's damage output, effectively giving Metagross the equivalent of an Electric STAB, but this core left me with:
I figured the Z-Move issue was easier to address and also that Garchomp-3 would eventually sort itself out, like it always does (the AI locking itself into one move makes it incredibly easy to play around as long as your team has good defensive synergy). The thing about a Z-Move is that ideally you want it to be a type with as many super-effective or even normal-effective hits as possible; there's no point in running, for example, Acid Downpour just to pick up a KO on Altaria-3, since most of the time you won't even see it. Tectonic Rage was the Z-Move that most readily came to mind, and with it, Garchomp; this set me up for a neat Koko / Garchomp lead. Still wanting a Ground resist and another way to chunk Steel-types, I looked for Fighting-types which resist Ground, and Buzzwole showed up. I figured it wouldn't hurt to try, and indeed it has not disappointed.
- two Ground-type weaknesses and thus a weakness to Garchomp-3;
- no Z-Move;
- a rather lackluster frontline, seeing as Thunder Punch was redundant on Metagross next to Tapu Koko.
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
- Dazzling Gleam
- Volt Switch
Choice Specs Koko is the same good ol' breaker it was back in SM. I found that I clicked Grass Knot basically not at all because even when I was in front of a Rhyperior or Golem I was still paranoid about Sturdy and wanted to switch out, and Grass Knot doesn't even pick up some of the KOs it really should be getting (Gastrodon-4, Swampert-4). Electroweb, on the other hand, gives Garchomp an easier time against some opponents it might be scared of, not only breaking their sashes but lowering their speed so Garchomp can get the jump on them: most Lati@s, for example, come to mind as prime targets. Electric-type spread damage is also always welcomed, for instance against the Sceptile-and-Electric-weak leads Youth Athletes tend to bring disproportionately often. Not much else to say, I haven't really clicked Electroweb much (just twice, I think) but it's probably better than most alternatives.
Garchomp @ Groundium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
- Rock Tomb
- Dragon Claw / Poison Jab
Standard Garchomp set here. The only oddity on this team is Rock Tomb, which was chosen because I wanted a Rock-type move which didn't miss and wasn't as weak as Rock Slide. Well, Rock Tomb is a little stronger and a little more accurate, so I guess it fit the bill, kind of. In particular, Rock Tomb is neat against opposing Charizard before they reveal if they're X or Y, since you're doing something useful either way: lowering Charizard-X's speed to negate a Dragon Dance or straight up OHKOing Charizard-Y. With that on the set I had to make a decision between Poison Jab and Dragon Claw, and ultimately I figured I'd rather have a consistent single-target damage output over a way to consistently OHKO Whimsicott-4 and Shiinotic-4 (which lose to Metagross anyway).
Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
- Iron Head
- Thunder Punch
- Stomping Tantrum
Non-Missagross™! Buy yours today, for only 28 BP! Not having to have a heart attack every time I click a move is really nice, and Stomping Tantrum is also a nice touch to bop many Steel-, Electric- and Fire-types that Metagross would otherwise be powerless against. Even without the boost from a failed move, it's basically a Ground-type elemental punch, and gains the Tough Claws boost:
252 Atk Tough Claws Metagross-Mega Stomping Tantrum vs. 252 HP / 0 Def Magmortar: 168-198 (92.3 - 108.7%) -- 56.3% chance to OHKO
252 Atk Tough Claws Metagross-Mega Stomping Tantrum vs. 0 HP / 0 Def Arcanine: 146-172 (88.4 - 104.2%) -- 25% chance to OHKO
252 Atk Tough Claws Metagross-Mega Stomping Tantrum vs. 252 HP / 0 Def Bastiodon: 156-188 (93.4 - 112.5%) -- 68.8% chance to OHKO
252 Atk Tough Claws Metagross-Mega Stomping Tantrum vs. 0 HP / 0 Def Raikou: 154-182 (93.3 - 110.3%) -- 56.3% chance to OHKO
...actually, I didn't realise these weren't guaranteed KOs until I checked the calc. Guess I should look into that.
Buzzwole @ Assault Vest
Ability: Beast Boost
EVs: 52 HP / 108 Atk / 4 Def / 180 SpD / 164 Spe
- Drain Punch
- Leech Life
- Ice Punch
- Rock Tomb
SPEEDY Buzzwole is a really funky set. I know what you're thinking: "But Level 51! The tier at 119 only has set 1 and 2 Pokemon, and the tier at 118 is empty! Why not drop 16 EVs to go down to 118 speed?". Or, well, maybe you weren't thinking it, but you're thinking it now! Isn't psychosuggestion wonderful?
Anyway, at 120 speed stat Buzzwole outruns the entirety of the 179/178 speed tiers at -1, after Koko's Electroweb or Garchomp's / Buzzwole's Rock Tomb. That's no insignificant feat, since it encompasses the base 111s and 110s: Thundurus, Tornadus, Archeops, Raichu, Espeon, Lati@s, Mega Gallade, Mega Metagross, and a bunch more stuff. On the defensive side, it survives Volcarona-3's Overheat and Alakazam-1's Psychic, the same benchmarks as kneeshoeshoe's Buzzwole from his 572 streak.
I kinda just posted this because I wanted to be the first to hit some kinda milestone, so there we go! The team is probably pretty suboptimal and upon reviewing its calcs and everything I'm seriously not sure how it's made it to 100. I guess that shows that anything can hit 100, lol. I'll probably be back soon enough with a loss post, since I don't really expect much of the team.
#052: HTFW-WWWW-WWW9-UFRR: Buzzwole is good (plus: me playing really badly)
#099: JDSG-WWWW-WWW9-VTBH: Registeel-4 is scary (plus: me playing really badly)
#100: HVUG-WWWW-WWW9-VTC8: 100. yay (plus: Wally having the easiest sets possible)
If you are bored enough the Mechanic Research topic on the USUM section has plenty of data on Stomping Tantrum specifically.I’ve never used Stomping Tantrum even once, so you look to be a good means of understanding it better- evidently Protect blocking doesn’t give a boost, but what about missing? If not misses, what does that leave besides immunity? I figure absorption doesn’t count, either, since the move is technically still registering.
I’ve never been drawn to the move specifically because it looked too situational for its learnbase, but if it gets peoples’ approval...
Was happy to see the snide remark with the bulbapedia article was basically ignored, because the article is too vague.If you are bored enough the Mechanic Research topic on the USUM section has plenty of data on Stomping Tantrum specifically.