I saw a game where someone had Hyper Beam. I know this is normally a no no, but has anyone tried or run some stats on how many OHKOs you could get with it? Life Orb + STAB could maybe take out some bigger threats. Has anyone tried using it?
Hyper beam is always a no no. It's just an invitation for someone to bring in a setup sweeper and get a free turn to sweep your team. Besides, you do more damage in the same amount of turns with 2 dark pulses.I saw a game where someone had Hyper Beam. I know this is normally a no no, but has anyone tried or run some stats on how many OHKOs you could get with it? Life Orb + STAB could maybe take out some bigger threats. Has anyone tried using it?
I saw a game where someone had Hyper Beam. I know this is normally a no no, but has anyone tried or run some stats on how many OHKOs you could get with it? Life Orb + STAB could maybe take out some bigger threats. Has anyone tried using it?
Greninja can also switch out and let a teammate deal with it. Breloom can also Spore, and probably will as well, since it expects Greninja to switch.
Even if it doesn't it'll just switch out after your Sneak does ~0 damage.
So you're saying either you get forced out, or you run Shadow Sneak and force him out. I don't see how that isn't profitable for you?
Hyper Beam could be useable as a last powerful hit before you go down. That way you avoid the recharge turn and maximize your damage output for that one turn. Mega Venusaur without SpDef EV's gets 2HKO'd by Dark Pulse + Hyper Beam, but specially defensive sets need more prior damage. It could work semi well as a sort of wallbreaker, but you're probably gonna sacrifice Greninja in the process.
Hyper Beam could be useable as a last powerful hit before you go down.
The problem is, Breloom doesn't have to switch out; it is entirely free to drop a Spore on you before leaving.
As for Hyper Beam, how is that going to work? If Greninja outspeeds, you're still stuck with a recharge time, meaning that something REALLY scary gets to come in and set up (MegaLucario thanks you kindly for the free SD). If it doesn't outspeed, it's not gonna survive whatever the opponent is going to hit it with. It's not. Period. Especially if you're using it as a sacrifical lamb.
The only situation there where Hyper Beam won't screw you in a big way is if you kill yourself with residual or LO damage in the process, and setting that up is far more trouble than it's going to be worth considering that you could just run an extra attacking move.
So, best case scenario you kill yourself after the Beam. Most likely scenario, you die to priority. Worst case scenario, you give something a free switch and a chance to set up. Doesn't sound worth it to me.
Greninja 2HKOs so many things already with the appropriate move. Why would you need to run a move that high risk when you only intend to use it ONCE over a move with more sustainability and provide SE coverage? What does Greninja KO with Hyper Beam that he doesn't with something that he learns (bearing in mind that he gets STAB Hidden Power) that would make you think about running it?You get off a big hit with Hyper Beam before you get killed off. Ofcourse you should only consider this when you don't need Greninja anymore. A Protean Life Orb Hyper Beam hits pretty damn hard and has good neutral coverage with Hydro Pump, and if it nets you an important 2HKO you wouldn't get otherwise then Greninja already did its job. Also, Breloom gets OHKO'd by Ice Beam, so it has to Mach Punch or predict and risk getting killed without doing anything. Risky play in my opinion.
Greninja 2HKOs so many things already with the appropriate move. Why would you need to run a move that high risk when you only intend to use it ONCE over a move with more sustainability and provide SE coverage? What does Greninja KO with Hyper Beam that he doesn't with something that he learns (bearing in mind that he gets STAB Hidden Power) that would make you think about running it?
I'm genuinely asking because all I can think of is Rotom-W and even he can be 2HKO'd by HP Grass and possibly Dark Pulse depending on his set/EV spread.
I'm not saying that you should use it, just that it's not completely unviable. Not many pokes can use a 225 base power move, so it's a small niche. It also hits a wider variety of pokes really hard than a specific Hidden Power or any other coverage move really. Only Steel/Rock/Ghost resists it, of which the latter two Greninja easily handles in general. Again, it's a sacrificial move pretty much like Explosion. You kinda have to see it that way. Explosion isn't a great move after the 5th gen nerf, but it's not completely unviable either. That's what I was saying.
Explosion, unlike second-turn recharge moves, doesn't give your opponent a free turn to do whatever he/she has in mind.I'm not saying that you should use it, just that it's not completely unviable. Not many pokes can use a 225 base power move, so it's a small niche. It also hits a wider variety of pokes really hard than a specific Hidden Power or any other coverage move really. Only Steel/Rock/Ghost resists it, of which the latter two Greninja easily handles in general. Again, it's a sacrificial move pretty much like Explosion. You kinda have to see it that way. Explosion isn't a great move after the 5th gen nerf, but it's not completely unviable either. That's what I was saying.
Explosion, unlike second-turn recharge moves, doesn't give your opponent a free turn to do whatever he/she has in mind.
Let's just make a comparison.
Explosion: 250 BP Move unstabbed. One Turn move. Your Pokemon dies in one Turn. No free turn to your opponent. You can use it to sack one of your opponent's mons and you will give him no free DD, SD, Nasty Plot, Bulk Up, Calm Mind, Autotomize... the list goes on.
Hyper Beam and siblings: 225 BP Move When stabbed. Two turns move. Your Pokemon dies the turn after he attacks or the one after that (if your opponent is so dumb not to have something to outspeed and OHKO after a free switch in and a free set-up turn, then he's... well, dumb and he deserves a second HB).
It packs less power, stabbed or unstabbed, gives up momentum, you have no switch in... HB and similar cases are not even in the same league as explosion. They're a step further than healing wave, though. But only because we're talking 'bout single battles I guess.
My answer was to this statement:This comparison is kinda pointless. Greninja gets Hyper Beam, not Explosion. Ofcourse you can argue that Explosion is better than Hyper Beam. I can also argue that your free-turn argument to setup makes no sense as you're letting Greninja escape when you have a free shot to kill it. Explosion also kills you instantly, even if it kills the opponent you have a double down which isn't beneficial either. If you explode on a Ghost you're screwed as well. Again, pointless comparison that really doesn't add to the point. I never said it was a good option, but at least I'm not 100% biased like everyone else posting here (about Hyper Beam). It's good to be open towards different ideas, even when they don't seem that great. Just saying "Hyper Beam is god awful" isn't really adding much to the discussion.
To me, Explosion is much more viable than Hyper Beam, even factoring in Greninja's protean. My comparison was about the moves as they stands, as you might use them in similar situation: you absolutely need to get rid of one mon and you have no other way to do that anyway. Well, I guess Explosion is useful on Trick Room teams that use Uxie/Azelf to set and then explode to get you a free switch-in. To me, Hyper Beam has one and only use: final 1 on 1 (or 2 on 1, but your other mon is a death fodder to the last standing on the opposite side) when you can't OHKO a target with no other move. As greninja doesn't get explosion (you have a good point about Greninja not getting Explosion, but as I said it was just a mere moves analysis), let's stick with standard Greninja: you really need scald/surf/hydro pump and ice beam. Then, if you want to have room for Hyper Beam, you basically need to drop U-turn or the last moveslot consisting of Dark Pulse/Hidden Power of choice/Extrasensory (I personally run extrasensory as ice beam is more than enough mach punch bait) for that only scenario. I can't see any other scenario to run Hyper Beam or where it will be more useful than one of those coverage moves, that's all, and sacrificing a coverage move for HB is a waste on greninja in my honest opinion. Greninja wants to maximize coverage and effectiveness thanks to protean, and, again, in my honest opinion, HB goes in the opposite direction.Again, it's a sacrificial move pretty much like Explosion. You kinda have to see it that way. Explosion isn't a great move after the 5th gen nerf, but it's not completely unviable either. That's what I was saying.
Hyper Beam is god awful because it provides zero coverage alongside Greninja's already decent movepool to the point where it is, in fact, nonviable.This comparison is kinda pointless. Greninja gets Hyper Beam, not Explosion. Ofcourse you can argue that Explosion is better than Hyper Beam. I can also argue that your free-turn argument to setup makes no sense as you're letting Greninja escape when you have a free shot to kill it. Explosion also kills you instantly, even if it kills the opponent you have a double down which isn't beneficial either. If you explode on a Ghost you're screwed as well. Again, pointless comparison that really doesn't add to the point. I never said it was a good option, but at least I'm not 100% biased like everyone else posting here (about Hyper Beam). It's good to be open towards different ideas, even when they don't seem that great. Just saying "Hyper Beam is god awful" isn't really adding much to the discussion.
If we can deduce that there is no instance where in Hyper Beam is useful over (insert coverage option), and hence is not worth using, would that not be considered conductive to discussion?
Tbh all I've read from you is completely biased and not based on anything. Everything you're saying comes down to "omg Hyper Beam is garbage don't use it". I wonder if you've even tested Hyper Beam Greninja at all. Ofcourse you can use other coverage moves. I showed an example where Bold Mega Venusaur dies to a Dark Pulse on the switch + a Hyper Beam on the next turn. Ofcourse you can use Extrasensory instead. Worth noting though that Extrasensory only has 120 base power after Protean and really is only beneficial against Mega Venusaur/Conkeldurr in OU. Specific Hidden Powers are even a lot weaker and don't hit that many threats hard, just to give another example. Hyper Beam maxes out at 225 base power and hits every type barring Steel/Rock/Ghost really hard. That's a pretty significant difference. Just because it's different from what people normally use doesn't mean it is "god awful". Please.
I KNOW this looks like a pathetic gimmick, but how about a bulkier lead set.
Greninja @ Leftovers
Protean
252 HP / 252 Attack / 4 Speed
-Shadow Sneak
-Hidden Power Steel
-Spikes
-Water Shuriken
Start setting up Spikes, then when a threat enters, use Greninja's Priority and blitzing speed to change into a resistant
type before it hits you, also dealing damage. The threat will most likely have to switch out, and you can change type before
the new counter hits you. At the same time, all new counters will start taking additional damage from instant STAB and the
spikes.
I know from the start this looks terrible, and I'm no extreme veteran to competitive battling, but I just thought there might be a chance.
It's based on the fact that a super effective coverage move does comparable if not more damage without having to recharge and gives superior coverage? As I've said like three times now? If that doesn't make something awful, what does? Just because you can run a move doesn't mean you should if the move is riskier with fewer benefits than his other options.Tbh all I've read from you is completely biased and not based on anything. Everything you're saying comes down to "omg Hyper Beam is garbage don't use it". I wonder if you've even tested Hyper Beam Greninja at all. Ofcourse you can use other coverage moves. I showed an example where Bold Mega Venusaur dies to a Dark Pulse on the switch + a Hyper Beam on the next turn. Ofcourse you can use Extrasensory instead. Worth noting though that Extrasensory only has 120 base power after Protean and really is only beneficial against Mega Venusaur/Conkeldurr in OU. Specific Hidden Powers are even a lot weaker and don't hit that many threats hard, just to give another example. Hyper Beam maxes out at 225 base power and hits every type barring Steel/Rock/Ghost really hard. That's a pretty significant difference. Just because it's different from what people normally use doesn't mean it is "god awful". Please.