So much of what goes into a team is focused on the lead pokemon. I think it would be a good idea, as a community, to try to further our understanding of leads with more than just trial and error in the current metagame. I propose we describe what we want a lead to do in-depth for a team and how it fits in to the rest of the battle (if at all). Here are some ideas I've come up with I'd like to discuss.
1) The purpose of a lead is to gain momentum for your team:
A lot of teams lose from the get-go because their lead pokemon, for whatever reason, is unable to get the momentum of the match flowing in their favor. If they recieve a bad matchup in lead vs. lead, they try to quickly SR and die. THIS IS NOT AN EFFECTIVE LEAD! Many Aerodactl go down to my Kingdra lead without ever dealing a hit, its poor playing. IMO, suicide leads aren't much better because the second pokemon becomes a coin toss. Leads, and therefore teams, often fail because they fail to gain momentum. What point is laying down SR if you can't make me switch?
2) Don't think of your lead as a single pokemon, think of it as an opening strategy:
In chess one plays one of several openings. Openings are dependant on how the early game develops. The goal of an opening is to set up control of the match so that you can play your strategy, and not allow your opponent's strategy to develop.
Going back to my Kingdra lead: my strategy for most games is to put my opponent in a reactive position and scout. Yawn forces switches or explosions, often bringing out their best Kingdra counter. I can opt do double Yawn if I have no fear of the opening pokemon returning, getting me to a third pokemon scouted, often a status absorber/inflictor like celebi. I Dragon Dance on the second switch and attempt to 2HKO the switch with either Waterfall or Outrage. My Kingdra carries Lum berry to absorb 1 status which almost always comes forcing my opponent to sacrifice a pokemon or at least get into revenge killing range. After absorbing 1 status, if I'm not locked into Outrage I can switch based on what status is coming. T-Wave: switch to Swampert and set up SR, Toxic: switch to scizor, U-turn to Swampert (who deals with a lot of scizor counters) and set up SR.
On average, in the end, I've scouted 2-4 pokemon, possibly taken out one (if not at least severely weakened 2), possibly put 1 to sleep, set up SR, and have a favorable Swampert matchup, all at the price of 6-18% health on SR damage and a statused or dead Kingdra... That is a successful lead to me. Kingdra has even 6-0'ed a lot of teams.
It all sounds very specific but the strategy works 9/10 matches. Very rarely do I end up without SR up by the time I'm done with the opening moves.
All teams should develop a few "plays" that should get their team ready to carry out the basic strategy of the team. This includes contingency plans for if the matchup is just so bad you can't play out your normal strategy. The end of an opening should leave your team ready to act and have a favorable matchup to work from.
3) An overy telegraphed lead loses effectiveness.
Any extremely predictable lead is less effective than it could be, therefore flexibility is important. I say this because if your goal is to gain momentum, and your opponent knows what you are going to do, they can plan accordingly. Another team I was working on with a Kingdra lead baited explosion with Yawn, then switched to Rotom-w to set up dual screen.
SR suicide leads lose to ghost and sometimes steel switch-in's. Trick scarf leads lose to choice switch-ins or pokemon that make good use of scarf and can threaten the lead. Taunt leads lose to offensive leads. It all seems like matchup problems that are out of your control but that's not true. It's all about planning and knowing your opponents goal. If your whole opening strategy revolves around a single pokemon doing a single set of actions, you will find yourself at a disadvantage to a good player.
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I think overall, the metagame has developed in such a way that it supports these ideas. The current popular leads, for the most part, are effective. My goal is to try to better our understanding of how leads should work and measure our current leads by those standards. Can we improve on what we have? Are there other possibilities we are ignoring? The only thing I don't want to see is a lead with a goal and no strategy.
My standards may be way off-base, that's why I'd like as many people as possible to contribute. Feel free to post questions, thoughts, strategies, movesets, or analysis of current ideas.
1) The purpose of a lead is to gain momentum for your team:
A lot of teams lose from the get-go because their lead pokemon, for whatever reason, is unable to get the momentum of the match flowing in their favor. If they recieve a bad matchup in lead vs. lead, they try to quickly SR and die. THIS IS NOT AN EFFECTIVE LEAD! Many Aerodactl go down to my Kingdra lead without ever dealing a hit, its poor playing. IMO, suicide leads aren't much better because the second pokemon becomes a coin toss. Leads, and therefore teams, often fail because they fail to gain momentum. What point is laying down SR if you can't make me switch?
2) Don't think of your lead as a single pokemon, think of it as an opening strategy:
In chess one plays one of several openings. Openings are dependant on how the early game develops. The goal of an opening is to set up control of the match so that you can play your strategy, and not allow your opponent's strategy to develop.
Going back to my Kingdra lead: my strategy for most games is to put my opponent in a reactive position and scout. Yawn forces switches or explosions, often bringing out their best Kingdra counter. I can opt do double Yawn if I have no fear of the opening pokemon returning, getting me to a third pokemon scouted, often a status absorber/inflictor like celebi. I Dragon Dance on the second switch and attempt to 2HKO the switch with either Waterfall or Outrage. My Kingdra carries Lum berry to absorb 1 status which almost always comes forcing my opponent to sacrifice a pokemon or at least get into revenge killing range. After absorbing 1 status, if I'm not locked into Outrage I can switch based on what status is coming. T-Wave: switch to Swampert and set up SR, Toxic: switch to scizor, U-turn to Swampert (who deals with a lot of scizor counters) and set up SR.
On average, in the end, I've scouted 2-4 pokemon, possibly taken out one (if not at least severely weakened 2), possibly put 1 to sleep, set up SR, and have a favorable Swampert matchup, all at the price of 6-18% health on SR damage and a statused or dead Kingdra... That is a successful lead to me. Kingdra has even 6-0'ed a lot of teams.
It all sounds very specific but the strategy works 9/10 matches. Very rarely do I end up without SR up by the time I'm done with the opening moves.
All teams should develop a few "plays" that should get their team ready to carry out the basic strategy of the team. This includes contingency plans for if the matchup is just so bad you can't play out your normal strategy. The end of an opening should leave your team ready to act and have a favorable matchup to work from.
3) An overy telegraphed lead loses effectiveness.
Any extremely predictable lead is less effective than it could be, therefore flexibility is important. I say this because if your goal is to gain momentum, and your opponent knows what you are going to do, they can plan accordingly. Another team I was working on with a Kingdra lead baited explosion with Yawn, then switched to Rotom-w to set up dual screen.
SR suicide leads lose to ghost and sometimes steel switch-in's. Trick scarf leads lose to choice switch-ins or pokemon that make good use of scarf and can threaten the lead. Taunt leads lose to offensive leads. It all seems like matchup problems that are out of your control but that's not true. It's all about planning and knowing your opponents goal. If your whole opening strategy revolves around a single pokemon doing a single set of actions, you will find yourself at a disadvantage to a good player.
-----------------------------
I think overall, the metagame has developed in such a way that it supports these ideas. The current popular leads, for the most part, are effective. My goal is to try to better our understanding of how leads should work and measure our current leads by those standards. Can we improve on what we have? Are there other possibilities we are ignoring? The only thing I don't want to see is a lead with a goal and no strategy.
My standards may be way off-base, that's why I'd like as many people as possible to contribute. Feel free to post questions, thoughts, strategies, movesets, or analysis of current ideas.