No, nothing on my end is off, I double checked.
31.8% - 37.6%
On average, you deal about 34%.
I come in on Spikes: 100-25% = 75%
Hit me with specs Hydro Pump in Rain: 75-34% = 41%
Leftovers recovery: 41+6% = 47%
No chance to KO next turn.
If we assumed max every hit: 75-37% = 38%
Leftovers recovery: 38+6% = 44%
No chance to KO next turn.
Here's a screenshot with the calcs.
As far as I can tell, I didn't do anything wrong and my math isn't off. Chansey really does counter every special-based rain sweeper and can either cripple them or the switch-in with Twave.
@SJCrew
Incorrect: 47.7% - 56.2%
100% 2hko
FlareBlitz said:For one, rain sweepers have legitimate uses outside of rain teams; Kabutops makes a great lead, Ludicolo makes a good seeder/annoyer, Omastar is an excellent support Pokemon, etc. If Damp Rock is what makes all these Pokemon broken, then we'd rather ban Damp Rock, not three or four Pokemon.
Gyarados is only one sweeper, yes, but then, if you stall out 7 turns of rain, you only stalled out ONE rain period.
It can... but that's of course just interesting trivia at most, since it's really the entry hazards that are doing a lot of the work there, amounting for about 37% of Chansey's health loss by themselves (with that kind of support, I'm sure numerous Pokemon could have similar results). Not to mention the unlikeliness of you actually finding the turns to get 4 entry hazards up (if something actually lets you do that, I'm pretty sure that's the Pokemon I'd accuse of being broken, or otherwise your opponent was most likely... not very good), using a Choiced Pokemon on a team where turns are vital (if we're talking about Specs Goberyss on a Rain Team after the Rain had ended; not really sure, as the post doesn't make it clear), and consecutively hitting with 2 Hydro Pumps (a 64% chance). In other words, a scenario that should almost never really happen, so it's a pretty meaningless statistic, really.Ctrl + F: Stealth Rock.
0 of 0.
Hell Specs Gorebyss can 2HKO Chansey WITHOUT rain up with 2 Hydro Pumps, 3 layers of Spikes, and SR up.
I've seen absolutely no one use Specs Gorebyss, that's why I'm doing calcs. The closest I've seen was LO Gorebyss with Hydro Pump and Chansey walled that bitch to death.Of course, any knowledgeable player could use their common sense to see that that calculation is wrong.
Frankly, I don't even see why this is being discussed. "Rain will be less broken if we get rid of all the good rain sweepers!" Well, no shit. Obamasnow would probably be acceptable in UU if we got rid of all the ice types too, but you don't see anyone advocating that.
The argument being made right now is that if Pokemon X, Y, and Z is broken under supporting condition Y, we should get rid of all three Pokemon instead of just getting rid of the supporting condition. If we're going to do that, we even HAVE a support clause? Why not just ban all the good sweepers being aided? "Hey guys, Wobbuffet helps Salamence, Lucario, Kingdra, etc. sweep, if we get rid of all of them and force people to use shit like Sunflora it won't be broken anymore!!111".
Honestly -___-
RBG, I already addressed your argument in my post above. You're right in that if we got rid of all the good Swift Swimmers, rain will probably not be broken. Just like if we got rid of Salamence, Lucario, [insert good OU sweeper here], Wobbuffet probably wouldn't be broken.
When nominating something under the support clause, the argument against its nomination should not be "Why don't we just ban the thing it's supporting?" Because then, frankly, we shouldn't have a support clause at all, as that same argument can apply to literally everything that has ever been banned under it, including things like Soul Dew (why not just ban Latias?), Mew (why not just ban everything except shit like Spinda?), Crobat, Abomasnow, etc. I think you get the point.
Your comparison to Heat Rock is utterly irrelevant. It's kinda like saying "Well, Stick on Farfetch'd isn't broken, but Soul Dew is on Latias, so why not just ban Latias?" Yes, obviously the Pokemon who benefit from support are relevant, but that's no reason to ban them over banning the supporting cause.
I've expanded the section in my nomination "paragraph", and I figure I'd post it here, as I think it highlights the fact that the Rock is the culprit:
There is an aboslutely significant difference between a team with rocks and one without. It's time to toss out a couple numbers.
SD Kabutops is probably the best sweeper in the UU metagame, being able to OHKO such walls as Milotic and Hariyama after a swords dance, and it always gets to go first. Even against priority, because Kabutops gets Aqua Jet. With a Damp Rock, here's how the turns go:
1. Dance
2. Switch/U-Turn
3. Swords Dance
4. Sweep
5. Sweep
6. Sweep
7. Sweep
8. Sweep
9. Switch
10. Dance
11. Switch/U-turn
12. Swords Dance?
As you can see, three turns of setup yields five turns of sweep. The turns that are italicized represent turns where your opponent more or less gets free shots at your team. If you count switching back to a Dancer, you're sweeping 5 turns out of 9. If you let Kabutops die instead, it's 5 turns out of 8. That's 55.5% and 62.5% of the time, respectively. Subsequent sweepers like Gorebyss that don't set up will net you 6 out of 8 or 9, for 66.7%-75%. Without the rock, you get:
1. Dance
2. Switch/U-Turn
3. Swords Dance
4. Sweep
5. Sweep
6. Switch back to Dancer
7. Repeat
You'll notice that this drastically reduces the effectiveness of Rain's premiere sweeper. The mighty Kabutops, which with the Damp Rock, gets five turns of +2 ATK sweeping, now gets only two. That's less than half. And he dearly needs that Rain. Pretty much anything with a good fighting attack or Earthquake (Which is only the whole freaking metagame) will do serious damage if they survive or go first. After a switch, dance, and Life Orb recoil, Kabutops is good as dead. Only two turns out of six are dedicated to sweeping under the rain, which is a paltry 33%. The difference between 55% and 33% might seem a bit smaller than it is: without the Rock, you only get about 60% of the sweeping turns. Of course, if you don't use Swords Dance every switch (and you won't), that's still 75% vs 50%, where a non-Rocker gets 66.7% of the sweeping turns that a rocker gets in a given time frame.
This might not seem too bad, and it isn't, until you remember that once the rain's gone, you get to trash the other team for a bit. With 50% of the turns being dedicated to rain sweeping and 50% to rain setting, you get an equal-opportunity slugfest against a team with limited resistances and predictable setup routines. One of the crucial points in rock vs. non-rock is that damage incurred during the initial period of rain. With the rock, you get five or six turns of Hell. Even dedicated walls often only sponge two or three turns. You're almost guaranteed to lose at least a third of your team, though half is probably more accurate unless you're running stall. This pretty much takes away your ability to utilize team synergy, as you've got a giant, gaping hole in it. Without the rock, though, you might lose one wall the first time around, plus a support if you're really unlucky, then have the opportunity to agility up or whatever and mount your counteroffensive. After that, you've probably got even odds or so (if you can figure out how to KO a single poke in 3 turns), and the battle proceeds from there, with their setups being a bit worn around the edges and vulnerable for the next time they have to set up.
This is the absolute core of the issue. Nothing can take an unlimited amount of hits, and Dancers are no exceptions. There is a fairly limited spectrum of bulky Dancers (Lanturn, Raikou, and Uxie, mostly), and it's not hard to take them down, due to the fact that they must repeatedly switch in and take whatever hits you throw at them, and then proceed to use a non-offensive move. After that, it's another switch, where you can pursuit or predict the switch (or just use Thunderbolt) to heavily damage, cripple, or kill their chosen sweeper.
The TL;DR of it all (As I'm horribly longwinded) is that without the rock, you:
1. Cannot destroy their hopes with the initial sweep, and
2. Aren't even sweeping half the time, which means that
3. You may well lose your Dancers after a couple setups, then proceed to lose horribly.
I'll try to join in this discussion, and for your informations, I support this Damp Rock banning. A couple of questions people constantly ask:
Is banning Damp Rock the answer as supposed to banning the sweepers?
Yes it is. Banning the rain dance sweepers, which in my opinion is everyone, would not be the solution. Most of these sweepers are mediocre/good at what they do outside of rain sweeping, and banning them would be unfair. For instance, Kabutops makes a great sweeper, albeit not a broken sweeper. Omastar makes a great Spikes support, albeit not a broken supporter. Banning these potential suspects based on their rain dance performance would be unfair. Just because they are powerful at rain, doesn't mean we should remove them entirely from the tier when they are mediocre/good at best outside their rain dance sweeping role. On the other hand, I've been saying this for a long time now, banning Damp Rock would be a "no harm done" decision. In a sense, Damp Rock full-fills the support characteristic by adding more turns for the sweepers, therefore helping them sweep sufficiently easier. We don't need to remove the sweepers, but instead we weaken or "nerf" Rain Dance. This raises the next question.
Why would banning Damp Rock make it less broken?
Sometimes actions speak louder than words. Tell a friend to whip out a team without Damp Rock and you'll see how much easier it is to handle a Rain Dance team. With five turns on the ticker now, it is much easier to weather the hits with only a few amount of turns (three less is a lot). This means that you'll accumulate less damage in total compared to eight turns. In my opinion, Rain Dance is just a timed offensive team, and without their Speed, most of these sweepers are slow. With five turns on the timer, this makes it more manageable and its only a matter of turns until the sweepers get slower. The need to set up Rain Dance will be more frequent now, therefore it will make it more manageable to stop the set up Pokemon since they will pop up more often now. With Damp Rock, the set up mons often make an appearance only once or twice in a match, making it difficult for the opponent to take down the set up mons.
Why is eight turns of rain so broken?
We all know Rain Dance teams hit hard. Duplicate Speed threatens a portion of the fast sweepers, while the added Water boost applies pressure on the defense Pokemon. Why is this relevant to the question? An average Rain Dance team set up more than once in a game. Assuming Damp Rock is in play, we are talking about 16 turns of Rain on the field (2 times of set up). 16 turns of incredible pressure, taking hits from x1.5 Water-boosted hits, while you can't threaten it back with a fast Pokemon unless you are running a fast Scarfer or using priority to beat it. Basically you are almost forced to run a defensive Pokemon to truly weather the hits for 16 turns. 16 turns is ultimately too much and you will most likely accumulate too much damage from the constant bombarding from the rain sweepers. On the other hand, without Damp Rock, two-set ups is only a "measly" 10 turns. This is six turns sliced down, therefore making it more manageable.
(Heysup is going to love this one) Lol. What kind of argument is that?Damp Rock augments any Pokemon that uses a Water Move, in addition to those with the Swift Swim ability.
They are broken, in the rain, presumably because the additional amount of turns they have to setup or do whatever. Hey, here is a crazy idea. Lets test the item that allows this scenario. If it isn't the item then perhaps it is in fact the Pokemon.My expectation is to see reasoning stating why the Pokemon themselves aren't broken.
Seriously, I've had to restart this post soooo many times because I'm attempting to not flame you rbg because...
We already know what Rain Teams are capable of with 8-Turn rain. We don't know what it is like playing a rain team that is running on a 5-Turn timer. Unfortunately, this will present us with "which do you like better scenario" but, this is the only scenario.
Voting Damp Rock as a suspect ISN'T THE END OF THE FUCKING WORLD. We are testing it to see if it really is the culprit. Why test 4 Pokemon when we could test an item?
(Heysup is going to love this one) Lol. What kind of argument is that?
They are broken, in the rain, presumably because the additional amount of turns they have to setup or do whatever. Hey, here is a crazy idea. Lets test the item that allows this scenario. If it isn't the item then perhaps it is in fact the Pokemon.