Chain Chomp is scary, but not to Donphan users, or Infernape.
But one advantage is that you can restart the weather once T.Tar comes in, then he has to leave and come back.
Or, you can start Rain or Sun, then predict T.Tar coming in to change the Weather and either use your Weather move on the Switch (Negating T.Tar's ability) or Knock out T.Tar.
There is an advantage to having an ability that induces weather, and I wish more pokemon had Drizzle or Drought, but packing a weather inducing move isn't a terrible idea.
I've personally never have seen a good sunny day team >_> I'm certain they can do it... but I can't think of how it would work.
A short sighted argument. Sandveil is and should be considered as a bonus on top of everything else. Gliscor doesn't even compare to the raw destructive tendencies and defensive stats of Garchomp. You're trying to exclude one from the other and thats quite frankly a simplistic point.Don't bring sandveil into this arguement because that cant be changed and if you do then you need to get rid of a lot of pokemon (like gliscor)
Oh I'm absolutely sure nobody has used Garchomp in a real battle. It's only the number 1 most used Pokemon in the entire game.is because to many things end up looking WAY harder to stop on paper and in theorymon than in an actual battle.
Out of the current top 40 most used Pokemon in the game only 9 are actually weak to ice.And as far as needing an ice move being overcentralized, no. just no. There are like 15+ very common pokemon weak to ice, we should be using it anyways.
Probably because if you try taking full advantage of it your typing turns into ass. Tangrowth and Typhlosion are about the best Sunnyday setups available but it should be obvious a fire type gets mauled by the Sandstormers and SR and a grass fears Ice constantly.I've personally never have seen a good sunny day team >_> I'm certain they can do it... but I can't think of how it would work.
Just have something sturdy that can use sunny day, and then stick in a few fire types, solarbeamers and anything that learns chlorophyll. It will be very hard though, because you'll have to stop hippowdon or tyranitar from getting a safe switch in.
I can vouch for this. Hail teams especially encounter this problem vs (good) Rain Dance teams. Unless your opponent is running T-Tar + Hippowdon, then they too will run into the same problem.
I've personally never have seen a good sunny day team >_> I'm certain they can do it... but I can't think of how it would work.
I'd look towards the fact that Morning Sun and Moonlight pop up to 100% Recovery in a Sunny Day. Synthesis does too, but that's almost useless as most of the users of Synthesis are grass types, and fire is increasing in power too (Which is very useful in and of itself).
http://www.smogon.com/dp/moves/moonlight
http://www.smogon.com/dp/moves/morning_sun
http://www.smogon.com/dp/moves/synthesis
Only heals 2/3, and with only 5 PP, it isn't exactly a reliable recovery.
Both Serebii and Marriland dex say it's 100%. I've ran sunnyday, both on Shoddy and Wifi, but can't recall the heal amount.
DragonTamer's right. I've tested it myself. 2/3 recovery.
I'd like to make a Sunny Day team, but I don't feel it's practical in any Single Battle tier that includes Tyranitar. Doubles Sunny Day teams are much more practical, especially with Pokémon like Cherrim and Eruption Typhlosion at your disposal.
This whole arguement is useless. Honestly. Look at other pokemon that are hard to counter because of what? again multiple sets. Try to counter salamence and i could make a set that makes him beat that counter. The reason versatality should not be taken into consideration when your deciding if something is to good for OU (garchomp definately isnt) is because to many things end up looking WAY harder to stop on paper and in theorymon than in an actual battle.
A few Pokemon that are as versatile or more versatile than Garchomp:
Salamence
Tyranitar
Gengar
Infernape
those are just a few. oh and also think about this, when you see a garchomp you know its moveset is a combo dragon, ground, fire, sub, swords dance
Look at the pokes on my list. They are a lot more than chomp
Don't bring sandveil into this arguement because that cant be changed and if you do then you need to get rid of a lot of pokemon (like gliscor)
Metagames adapt, we have adapted to garchomp, of course he affects the metagame he's strong, but he's not to strong. if you claim he causes overcentralization then your being a moron. Look at Blissey, it causes adaption by forcing pure special attacking teams away. in the end it all balances out.
And as far as needing an ice move being overcentralized, no. just no. There are like 15+ very common pokemon weak to ice, we should be using it anyways. Not to mention Ice is arguably the best attacking type
The only reliable, 'stop-right-there' approach to the SubSD set is Skarmory.
DragonTamer's right. I've tested it myself. 2/3 recovery.
Well in my nooby opinion I don't think T-tar or Hippo like to switch in on a STAB grass attack (I used a sunny team once and I used another grass move next to solarbeam just for this).
As far as garchomp is concerned he's swept me a few times but mostly it where just my random test teams. But as I still think Cresselia is a decent counter as the chance of crunch is pretty low (I hardly ever see it) and I think the Resttalker may be able to outstall it as long as it isn't a sub/SD version (not sure though)
When you switch in Hippowdon / Tyranitar wouldn't that start up the sand, and force Solarbeam to charge?
When you switch in Hippowdon / Tyranitar wouldn't that start up the sand, and force Solarbeam to charge?
Well, at the very worst you would be charging while Tyranitar/Hippowdon switched in and they would be hit by Solarbeam the following turn. Considering the grass weakness of both these Pokemon, it's not going to feel very good.
Bronzong disagrees with you.