What roles do these moves best support/encourage?
The few examples we do have of these moves being successfully used is on Pokemon with substantial defensive ability, or in the case of CM Slowbro and BH Dialga, Pokemon that can afford to take a hit while they boost SpA to turn Future Sight/Doom Desire into a breaker move. "The Slows" in general also use RegenVest and Slowking can shuffle, so there is also some sense that pivoting is effective with those sets in those metagames.
Steel and Psychic are both somewhat questionable offensive types in themselves. The most notable quality of the powerful psychics is less that they are Psychic and more that MegaZam, MegaCham, and Lele have ridiculous offensive potential, and Lele really only has it on its Psychic moves. That leaves M-Latios as the more tanky prominent Psychic type, and even it has 160 Base SpA / 110 Base Spe so... Yeah, the Psychic mons can dish out a hit.
Contrast Steel, which just doesn't have that many hardcore offensive breaking threats (Mega Mawile, formerly Mega Meta), and honestly Steel being resisted by Fire/Water/Electric/Steel gives it a tougher time breaking through, especially in CAP Meta. Magearna I suppose counts, but most of that is Fleur Cannon and its crazy coverage.
So really, neither move is inherently better suited to one role versus another, but the nature of Pokemon with the typing skew perceptions more than they otherwise would. Future Sight does have one significant advantage offensively in that Psychic Terrain will buff it, but the other Tapus can counter that the turn it would hit. I don't think requiring Lele as a go-to partner is all that wise.
What tools work best with delayed attack moves?
To fully answer the question, it's not so much they are delayed attack moves, they have 3 unique qualities.
1. Powerful Z-Move
These are the strongest special-attack based Z-Moves available for these types (barring Psycho Boost), with a much more significant power differential on the Steel consideration. Notably, these Z-Moves can be used in the interim after the delay initiation, so obviously against neutral targets this presents an issue. More importantly, even though Doom Desire and Future Sight can't be active at the same time, nothing stops you from using the Z-Move from one while the other is in play. Psychic covers one of Steel's weaknesses (Fighting), Steel doesn't cover any of Psychic's weaknesses, but it does nuke Fairy types.
If you are staying in for the duration, special attack boosting has been used by Slowbro and BH Dialga to add another layer to the offense, and obviously boosts to SpA also benefit the Z-Moves. If you can successfully begin DD/FS, remove what is in front of you with a Z-Move, and then boost on the final turn the overall damage done is immense.
Relevant Tools: Steelium-Z / Psychium-Z, SpA Boosts.
2. Lag Time
The most important strategic quality of these moves is that you use them, and have one turn of "lag time," a turn where your opponent doesn't suffer an immediate consequence for switching and your Pokemon is open to attack, "Protect," or pivot. This one turn delay presents an opportunity and a threat. The opportunity is that it makes it a lot easier to switch or slow pivot to a Pokemon that can set up knowing an opponent can't switch into Doom Desire or Future Sight on the second turn as a response. Chiefly this benefits Dark, Fighting, and Dragon types weak to Fairies, though obviously Rock or Ice types will avoid it as well, they just aren't as common. Many of CAP's fighting types, especially Tomohawk and Arghonaut (And Mollux/Crucibelle) do not want to eat a super-effective Future Sight on top of another attack. There are also the sacrifice options which are a more permanent way to buy a turn for a teammate to set up with DD/FS waiting in the wings.
Phazing moves provide a potentially huge risk/reward payoff if the shuffle goes your way. You can simultaneously switch in an opponent that can't take a DD/FS next turn and put yourself in a better position. Alternatively if you get a bad matchup you can just switch out or Protect to cause some residual damage before switching out. Phazing can also be used on the turn immediately before the DD/FS hit to try and shuffle in a target. This becomes more reliable in the mid to late game if you can isolate and remove all the targets that could otherwise tank the DD/FS hit. Then your shuffle can take out the last bit of their defense that is preventing you from claiming the win. For example shuffling in a Tomohawk right before a Future Sight hits can devastate their momentum if Future Sight can take the KO.
Partial trapping could also be interesting as it forces a situation where the target can be held until the damaging turn either by using it before Doom Desire / Future Sight or in the turn afterward. If used before, the Pokemon then has to survive the DD/FS turn as well so it could be troublesome. These delayed-attack moves really are not kind to anything insufficiently sturdy. This strategy seems plausible but more questionable. A turn used for these could be a turn you are boosting SpA, and you'll end up doing more damage if you can stick it out the next turn.
One could argue that two-turn evasive attacks could also fit here, but locking yourself into something like Bounce/Dig/Dive/Phantom Force and telegraphing the two types you'll hit with next turn is probably not an ideal use. Each of these moves also uses Attack rather than DD/FS's Special Attack, so it probably stretches stats far too much to be considered.
Relevant Tools: "Protect" moves, Phazing moves, slow U-turn/Volt Switch/Parting Shot, sacrifice moves, double switches.
3. Breakthrough Damage
What Doom Desire and Future Sight offer is a window of opportunity to break through difficult opponents on the turn the moves hit, and also arguably the turn afterward if they survive. Priority is good to note here, because it usually beats out healing options (all except Triage Rev's Drain Punch/Moonlight or Prankster Roost from Tomohawk, really) and leads to the further ability to overwhelm. Moves that can block the opponent from healing this damage are also good follow-ups. Pursuit also warrants a mention here as it can also provide a finishing blow to a greatly weakened Regenerator Pokemon, which are not uncommon. I know it is somewhat of a polljump to mention it specifically, but nothing really does what it does and it is mechanically important to breaking through. It does suffer from being based on Attack rather than Special Attack and stretches stats, however.
Relevant Tools: Priority, recovery denial moves, Pursuit.
What can we do with that momentum- and how can these added tools incentivize the moves without overshadowing them?
Slow pivoting, priority, and sacrifice moves all have their place on various Pokemon, but they tend not to be all that effective in and of themselves. The best pivots tend to be fast because their intent is to chip away to make way for a sweep, not tank a hit to let a frailer ally in. They are in many ways already good support tools, but few Pokemon focus on them as a primary role. Mega-Scizor might be the exception when it comes to slow pivoting, though defensive Cyclohm with Volt Switch can act similarly. These categories of moves (in these uses) seem to inherently lend themselves to support, not primacy.
The few examples we do have of these moves being successfully used is on Pokemon with substantial defensive ability, or in the case of CM Slowbro and BH Dialga, Pokemon that can afford to take a hit while they boost SpA to turn Future Sight/Doom Desire into a breaker move. "The Slows" in general also use RegenVest and Slowking can shuffle, so there is also some sense that pivoting is effective with those sets in those metagames.
SHSP said:The discussion I have observed has leaned towards a pivoting role being the best role for a FS/DD mon, but are there other roles that can be done well thanks to these delayed moves? What options do these moves open up/limit? Is either move better suited to a role than the other?
Steel and Psychic are both somewhat questionable offensive types in themselves. The most notable quality of the powerful psychics is less that they are Psychic and more that MegaZam, MegaCham, and Lele have ridiculous offensive potential, and Lele really only has it on its Psychic moves. That leaves M-Latios as the more tanky prominent Psychic type, and even it has 160 Base SpA / 110 Base Spe so... Yeah, the Psychic mons can dish out a hit.
Contrast Steel, which just doesn't have that many hardcore offensive breaking threats (Mega Mawile, formerly Mega Meta), and honestly Steel being resisted by Fire/Water/Electric/Steel gives it a tougher time breaking through, especially in CAP Meta. Magearna I suppose counts, but most of that is Fleur Cannon and its crazy coverage.
So really, neither move is inherently better suited to one role versus another, but the nature of Pokemon with the typing skew perceptions more than they otherwise would. Future Sight does have one significant advantage offensively in that Psychic Terrain will buff it, but the other Tapus can counter that the turn it would hit. I don't think requiring Lele as a go-to partner is all that wise.
What tools work best with delayed attack moves?
To fully answer the question, it's not so much they are delayed attack moves, they have 3 unique qualities.
1. Powerful Z-Move
These are the strongest special-attack based Z-Moves available for these types (barring Psycho Boost), with a much more significant power differential on the Steel consideration. Notably, these Z-Moves can be used in the interim after the delay initiation, so obviously against neutral targets this presents an issue. More importantly, even though Doom Desire and Future Sight can't be active at the same time, nothing stops you from using the Z-Move from one while the other is in play. Psychic covers one of Steel's weaknesses (Fighting), Steel doesn't cover any of Psychic's weaknesses, but it does nuke Fairy types.
If you are staying in for the duration, special attack boosting has been used by Slowbro and BH Dialga to add another layer to the offense, and obviously boosts to SpA also benefit the Z-Moves. If you can successfully begin DD/FS, remove what is in front of you with a Z-Move, and then boost on the final turn the overall damage done is immense.
Relevant Tools: Steelium-Z / Psychium-Z, SpA Boosts.
2. Lag Time
The most important strategic quality of these moves is that you use them, and have one turn of "lag time," a turn where your opponent doesn't suffer an immediate consequence for switching and your Pokemon is open to attack, "Protect," or pivot. This one turn delay presents an opportunity and a threat. The opportunity is that it makes it a lot easier to switch or slow pivot to a Pokemon that can set up knowing an opponent can't switch into Doom Desire or Future Sight on the second turn as a response. Chiefly this benefits Dark, Fighting, and Dragon types weak to Fairies, though obviously Rock or Ice types will avoid it as well, they just aren't as common. Many of CAP's fighting types, especially Tomohawk and Arghonaut (And Mollux/Crucibelle) do not want to eat a super-effective Future Sight on top of another attack. There are also the sacrifice options which are a more permanent way to buy a turn for a teammate to set up with DD/FS waiting in the wings.
Phazing moves provide a potentially huge risk/reward payoff if the shuffle goes your way. You can simultaneously switch in an opponent that can't take a DD/FS next turn and put yourself in a better position. Alternatively if you get a bad matchup you can just switch out or Protect to cause some residual damage before switching out. Phazing can also be used on the turn immediately before the DD/FS hit to try and shuffle in a target. This becomes more reliable in the mid to late game if you can isolate and remove all the targets that could otherwise tank the DD/FS hit. Then your shuffle can take out the last bit of their defense that is preventing you from claiming the win. For example shuffling in a Tomohawk right before a Future Sight hits can devastate their momentum if Future Sight can take the KO.
Partial trapping could also be interesting as it forces a situation where the target can be held until the damaging turn either by using it before Doom Desire / Future Sight or in the turn afterward. If used before, the Pokemon then has to survive the DD/FS turn as well so it could be troublesome. These delayed-attack moves really are not kind to anything insufficiently sturdy. This strategy seems plausible but more questionable. A turn used for these could be a turn you are boosting SpA, and you'll end up doing more damage if you can stick it out the next turn.
One could argue that two-turn evasive attacks could also fit here, but locking yourself into something like Bounce/Dig/Dive/Phantom Force and telegraphing the two types you'll hit with next turn is probably not an ideal use. Each of these moves also uses Attack rather than DD/FS's Special Attack, so it probably stretches stats far too much to be considered.
Relevant Tools: "Protect" moves, Phazing moves, slow U-turn/Volt Switch/Parting Shot, sacrifice moves, double switches.
3. Breakthrough Damage
What Doom Desire and Future Sight offer is a window of opportunity to break through difficult opponents on the turn the moves hit, and also arguably the turn afterward if they survive. Priority is good to note here, because it usually beats out healing options (all except Triage Rev's Drain Punch/Moonlight or Prankster Roost from Tomohawk, really) and leads to the further ability to overwhelm. Moves that can block the opponent from healing this damage are also good follow-ups. Pursuit also warrants a mention here as it can also provide a finishing blow to a greatly weakened Regenerator Pokemon, which are not uncommon. I know it is somewhat of a polljump to mention it specifically, but nothing really does what it does and it is mechanically important to breaking through. It does suffer from being based on Attack rather than Special Attack and stretches stats, however.
Relevant Tools: Priority, recovery denial moves, Pursuit.
What can we do with that momentum- and how can these added tools incentivize the moves without overshadowing them?
Slow pivoting, priority, and sacrifice moves all have their place on various Pokemon, but they tend not to be all that effective in and of themselves. The best pivots tend to be fast because their intent is to chip away to make way for a sweep, not tank a hit to let a frailer ally in. They are in many ways already good support tools, but few Pokemon focus on them as a primary role. Mega-Scizor might be the exception when it comes to slow pivoting, though defensive Cyclohm with Volt Switch can act similarly. These categories of moves (in these uses) seem to inherently lend themselves to support, not primacy.
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