as i keep telling everyone who votes against banning gengarite
BAN magnet pull
DO NOT BAN gengarite
Let me explain why.
In metas like OU or UU, offensive and defensive playstyles are usually balanced, sometimes one is better than the other but not always.
In BH, however, offensive is much stronger than defensive, because of all the broken abilities available, the coverage moves and the sheer power behind. This makes defensive role compression in one team really high, specially with imposter running around, meaning that if you lose a mon that was meant to wall something in particular, you are going on a real struggle. Magnet Pull can easily trap and kill steel types, a key part of nearly all defensive cores, (as it can stop many strategies from going crazy). Magnet pull doesnt even require you to make great predictions, as any lost u-turn can completely change the course of the battle, because as a steel type the only thing you can do is pray v-create misses. And yes, prankster could save you, but with gen 7 priority nerfs I don´t think prankster is that usefull. You may think you could play around magnet pull, but the difference between gengarite and magnet pull is that you see gengarite coming, while you dont see magnet pull coming, making it even harder to beat. How do you know the enemy groudon has got magnet pull? Unless you see desolate land coming, you dont. Maybe he has tinted lens and you are all the time playing carefully so he doesnt trap you, which is litterally playing a 5 vs 6.
Gengarite, however, is different. Yes, it can trap ANYTHING, but you can beat it, mainly because you expect it. Is it difficult? Yes, it definitely is, but it´s also difficult to beat mega-ray, to beat the primals, mewtwo x and y, etc. Playing around him, and having a game plan is crucial, but i dont think its ban worthy.
Remember it´s my opinion if u dont agree pls dont be mean. Peace.
I think you mean it gets Magic Bounce, either way it's still pretty useless in that scenario.RatchetDaddyK
- Magic Bounce bounces Entrainment back, giving Gengar Normalize. This allows you to knock the spooky plate off.
fam the way it works is that the steel spams dragon tail/circle throw (roar + soundproof works too). if imposter gets dragged in, they immediately switch to the other magnet pull user (which is immune to the phazing move) while imposter can't do a thing. basically the regi user has a chance of winning every time they click a phazing move.View attachment 84120
I will vote for NOT BAN on both Gengarite and Magnet Pull. Gengarite can only be used on normal Gengar in order to obtain Shadow Tag, which people will be aware of immediately in the team scouting stage of the battle. The way of using Magnet Pull that some asked for a ban is gimmicky and will work only on Imposter pokemon, which are not only unreliable but also depends on how bad the other player is as most team have numerous steel type switchins that are way better than Chansey/Blissey (or Pikachu! jk). The normal way of using Magnet Pull (for example on Primal Groudon) is actually healthy for the metagame, as it actually give teams some way to target Steel Type pokemon that they are weak to. Other reason for Gengarite and Magnet Pull to not be banned would be that they target only defensive Pokemon, which often bring either U-turn, Volt Switch, Parting Shot or Baton Pass. This limits these trapping abilities from letting a Pokemon set up freely and sweep the whole team. To add on to these reasons, trapping abilities allow teams to break down some defensive cores otherwise hard to destroy. This adds on to the current defensive inclinced Balanced Hackmons meta and allow more play styles to be used.
ive only been familiar with this meta for like 5 days since i saw this suspect thread randomly, ive never had any problem with magnet pull (probably because ive never used any steels in BH lol), and ive only seen registeel as the main steel, which always carries u-turn, or the occasional aegislash/celesteela. i dont feel gengarite is broken either, however the entrainment mega gengar set is something else. id rather just not have mega gengar in general. but im voting to keep both of these trapping mechanics, its honestly not as bad as many other strategies in bh.
the best no ban reasoning right here folksbut im voting to keep both of these trapping mechanics, its honestly not as bad as many other strategies in bh.
I'd like to have a discussion on trapping. Specifically, how it impacts the play of the match and skews predictions extremely in the user's favor. Let's start at team preview. You see a non-mega Gengar, and assume it's running illusion. It could be running something else like Intimidate as well but you don't know if it is, so your only real play is to assume it's illusion. You make your choice and select a lead. Let's say you lead with something that isn't Chansey(or don't have Chansey on your team) and find that you have the momentum advantage. You have no idea whether the thing in front of you is an illusion or not, so you can't blindly click a non-pivot move or attack since they could just mega evolve and encore you and then you've lost a mon right off the bat. You're forced to U-turn out to be sure this isn't an illusion. If it turns out to be Gengar, then you made the only non-losing play. But if it's not an illusion, then they've managed to leave you unable to capitalize on your momentum, and even done some damage to you in the process. Not only that, but you have to guess whether something's an illusion every time a mon switches in undamaged, forcing you to take massive risks to capitalize on any momentum you have.
And your opponent hasn't even mega evolved yet.
Note that simply by being on the foe's team, Gengar poses a huge threat. No other mon in the tier does that. -Ates and Groudon may be absolutely nasty to face, but they can't threaten you when they aren't on the field.
So after that they've fucked with your mind and some U-turns have been used, your opponent decides that it's the time to evolve Gengar. At this point in the game, you have to do a complete shift in the way you play the match. Before, your safe options were pretty limited, but only versus things that could possibly be an illusion. Now, your safe options versus EVERYTHING are extremely limited. If you ever click a move that
and your Pokemon is not Magic Bounce, Ghost-type, holding a Shed Shell, and does not have Prankster Parting Shot/Baton Pass, then you run the risk of losing that Pokemon to Gengar. In fact, if your Pokemon doesn't have a pivot move and can't KO/phaze Gengar or remove its ability, then it doesn't matter whether they have Magic Bounce or not - everything they do is unsafe and liable to be trapped by Gengar. Even switching them in is unsafe, and you can consider that Pokemon to be a dead slot until Gengar faints. Even if a Pokemon is semi-safe, some moves they do are unsafe.
- does not pivot you out
- does not phaze the opponent
- does not 2HKO Gengar
- does not nullify or change the foe's ability
- does not prevent Gengar from using Encore the following turn
- and has more than 5 PP remaining
The only Pokemon that are completely safe from Gengar are Magic Bounce Pokemon with pivoting moves, Ghost types, faster Pokemon with pivot moves (pretty much just Mewtwo Y, which Gengar does not like staying in on anyway) and Prankster Parting Shot/Baton Pass Pokemon. Everything else cannot do any of the following:
That's pretty big.
- Use a healing move
- Use a Protect clone
- Use weak coverage moves, resisted STAB moves, and damaging utility moves
- Set entry hazards
- Remove entry hazards
- Use Haze, Topsy-Turvy, Heart Swap, or Destiny Bond (common anti-setup moves)
- Attempt to burn a foe (either with Scald or Will-o-Wisp)
- Use Trick or Switcheroo
The first two items on the list basically mean that any healing your Pokemon do must be completely passive. Your walls are much easier to break when they're recovering only 1/8 per turn at best. The third item means that slow Pokemon(typically regenvest walls) cannot use most coverage moves, and some utility moves like Metal Burst and Nature's Madness. The fourth and fifth items are the biggest issues. As soon as your foe Mega evolves Gengar, they gain near-complete control over the hazard game. Playing the entire game with hazards on your side and no way to remove them is an uphill battle. The sixth item neuters most anti-setup Pokemon (if they weren't already taking a hard enough hit from the lack of healing). The seventh item protects Gengar's teammates, as Gengar doesn't fear a burn or weak Scalds. With Gengar evolved, nearly all of your options have extremely unfavorable risk/reward. This skews predictions heavily in the favor of the Gengar player. One(or more) of your teamslots faints the instant it touches the field, and most of your options are grayed out. Even the "safe" options do negligible damage thanks to Gengar's double resistance to Bug, and usually just maintain the status quo.
Lastly, Imposters are actually safe to use against Gengar. (unless you imposter something that lacks a pivot move or the Gengar has Spore or Disable) Assuming you use an "unsafe" move as Gengar switches in, then as the Perish count hits 1, you will run out of PP on the move you're encored into and will be able to pivot out on the perish turn unless the Gengar user decides to go for a double down with a Protect clone.
http://replay.pokemonshowdown.com/gen7balancedhackmons-588988665 (Turn 107)
http://replay.pokemonshowdown.com/gen7balancedhackmons-589527089 Also a second match in which I pester my opponent with illusion throughout the first half of the match, and eventually trap his regenvest Groudon and lock it into Poison Fang, letting Mewtwo clean his team.
Magnet pull is completely different in how it affects your decisions both before and after it's revealed, and I'll cover that later. Same goes for Normalize+Anchor Shot Gengar.
stop it. just stop. this argument makes no sense whatsoever and frankly i'm disappointed. come on guys you can make better arguments than thisLast thing I'll say... The same people who want trapping to be banned are the same people who use imposter and say "You should improof your team so you don't get counter swept"
Right, I should do that."Hey RNG you can just use Fleur Cannon because it has the least consequence even if you miss the prediction and can potentially kill 2 'mons"
"Facing Gengarite is like doing a brain surgery with a chainsaw - you slip once, and you are dead"
- Anna says hi
* Primal Groudon was useless since there were no Steel-types on Pikachuun's team and it also couldn't break Fur Coat Chansey / FC Giratina / PH Gyarados , and using Switcheroo always failed thanks to Giratina
Think about it this way. Groudon has many better sets to run that do exactly the same thing over a period of time, yet chip more of an opposing team - magnet pull groudon is really only good at trapping steels and then it's mostly useless thereafter.
I imagine if you weren't magnet pull P-don your matchup would have been better.
I know bb. Just hi-jacking your post to use it as an example for others that are calling for magnet pull ban.It would have been much better indeed if I had stuff like tinted lens or other ability. This is part of the reason why I say Magnet Pull isn't that problematic due to the user losing viability a lot outsides trapping Steel-types.
well it's not like he lacked the coverage to break a wall or something. in fact he could have potentially 6-0d the opposing team with mmy alone except that gengar was stupid. groudon didn't really need to do anythingI know bb. Just hi-jacking your post to use it as an example for others that are calling for magnet pull ban.
well it's not like he lacked the coverage to break a wall or something. in fact he could have potentially 6-0d the opposing team with mmy alone except that gengar was stupid. groudon didn't really need to do anything
also if you don't mind me asking are you still no ban on gengarite? and if so, why?