here are some mons that i wanna talk about regarding their place on the metagame:
this mon is needed in very specific teams, but it is incredibly at what it does. shellos checks everything, it is insane you cannot kill it. it is capable of switching into all of the biggest threats in the metagame: life orb stunky, diglett alola, torchic, life orb wingull, vullaby, mudbray, growlithe, even mienfoo. it is, at the same time, a rocker that both beats the rockers (mudbray, glimmet, tinkatink) and the spinners (toedscool, alolan sandshrew, defog vull). its only problem, which is admittedly huge, is its passivity. it does do all of that, but at the cost of being a free switch into mienfoo (especially sd), evio mareanie or evio foongus every time. it also suffers vs uturn vull if you dont have another solid check to it, and it hates having rocks up in general. if you overcome this huge downside, it will perform way better than you expect it to.
both of these electrics are underrated currently i think. they do different things, but both of them are eclipsed by elekid fsr at the moment, even tho i think the three of them are around as good. elekid does have knock and immediate speed, but magnemite packs a punch and a half, has an incredibly typing and it has two really good sets in magnet pull and analytic (both scarf), that do generally the same (being fast + good typing which allows it to check a plethora of mons like stunky vullaby mareanie wingull gothita etc), but one is able to trap steels like tinkatink for your teammates, while the other just has absolutely no switch ins and it eases prediction a lot. chinchou, on the other hand, is impossible to switch into if you play it well, generates a lot of momentum and, more importantly, is able to check both chinchou and vullaby. it threatens almost every single defensive core, the only mons that want to eat its hits are mienfoo (gets scald burned) or foongus (it needs evio + no rocks to not get 2hkoed by ice beam). thanks to volt switch it pairs incredibly well with things like vullaby, gothita or a fire type, and it checks other electric types as well. both are incredible mons atm imo, and they should get a lot more use. wattrel too but i havent given that one too much thought.
we all know offensive water types are on the rise, with finizen and wingull making waves and destroying the metagame with their non water stab moves. however, one that i think is underrated, even tho i dont think its as good as the other two is froakie. as i see it, froakie has three sets that set it apart from its competition: as a scarfer with uturn and spikes, as an offensive spiker or as a trailblaze sweeper. spikes are, obviously, one of the best moves in the game, and froakie forces so many switches into mareanie that its able to use them really well. it shares checks with mienfoo, which means you can lure them with one so the other has an easier path to victory. its also got 17 speed, which means it outspeeds and threatens vullaby, mudbray and glimmet. the scarf version is capable of sweeping very well or adding to your teams utility, since it gets fast uturn and is able to sweep late game with unresisted ice beams. here's a tournament replay where froakie shows its value.
people keep using it wrong and that makes them think its bad. no, snubbull isnt bad because "it loses to uturn". this thing is not an alomomola, it doesnt switch into mienfoo or vullaby passively forever, its not meant to. this thing finds opportunities to hit the field and hit something hard, that's what it does. stop trying with thunder wave nonesense, dont you realize they all go into grounds/electrics anyway? i see snubbull as a mon that uses the two best mons,, mienfoo and vullaby, as excuses to kill stuff. also, intimidate is INCREDIBLE, i cant stress it enough. it gives you the certainty that you can, in fact, check that shellder or even that stunky if you really need it to. great mon, super under used.
i dont have a set for this, i havent built with it but i want to. its seemed awesome in the games ive watched, with moves from the pool of axel, eq, spin, sd, ice shard, it is able to break incredibly well while checking stuff like vullaby or foongus. add that to a tera fairy to beat mienfoo too, and you have a mon that works even outside of snow teams. recommended.
i dont have a set for these either, but offensive fires that aren't torchic have seemed really good to me so far. yes, gawain is obsessed with wisp magby, and hes alone in that, but i see potential in these guys between their coverage and speed. who's gonna be the first to nail a wingull with thunderpunch magby? lol fire resists are hard to fit so these guys should have an easy time breaking
i think its good dont get me wrong, but i think its been a long time since this was in our top 4 of mons. evio sets dont hit that hard, and life orb sets have no defensive utility and 4 mss. while it definitely can do it, its rare enough that it breaks effectively, for a top 4 mon anyway.
why the fuck do you guys keep using this shit, id even use salandit before growlithe my god. i feel like i shouldnt even explain it but here we are: predicting is bad, locking is bad, missing is worse. the amount of games this thing sweeps is 0, its got negative winrate across all tours. seriously, why?
i know people will never stop using bad pokemon, or even think they are good, but i think they should.
Shellos @ Eviolite
Ability: Sticky Hold
Level: 5
Shiny: Yes
Tera Type: Ground
EVs: 228 HP / 212 Def / 20 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Recover
- Ice Beam
- Earth Power
Ability: Sticky Hold
Level: 5
Shiny: Yes
Tera Type: Ground
EVs: 228 HP / 212 Def / 20 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Recover
- Ice Beam
- Earth Power
252 Atk Life Orb Stunky Gunk Shot vs. 228 HP / 212+ Def Eviolite Shellos: 12-16 (44.4 - 59.2%) -- 12.1% chance to 2HKO
236 Atk Life Orb Diglett-Alola Earthquake vs. 228 HP / 212+ Def Eviolite Shellos: 9-13 (33.3 - 48.1%) -- guaranteed 3HKO
196+ SpA Life Orb Tera Ground Torchic Tera Blast (80 BP) vs. 228 HP / 20 SpD Eviolite Shellos: 9-13 (33.3 - 48.1%) -- guaranteed 3HKO
252 SpA Life Orb Wingull Hurricane vs. 228 HP / 20 SpD Eviolite Shellos: 12-16 (44.4 - 59.2%) -- 12.1% chance to 2HKO
236+ Atk Vullaby Brave Bird vs. 228 HP / 212+ Def Eviolite Shellos: 9-12 (33.3 - 44.4%) -- 0.4% chance to 2HKO after Stealth Rock
236 Atk Life Orb Diglett-Alola Earthquake vs. 228 HP / 212+ Def Eviolite Shellos: 9-13 (33.3 - 48.1%) -- guaranteed 3HKO
196+ SpA Life Orb Tera Ground Torchic Tera Blast (80 BP) vs. 228 HP / 20 SpD Eviolite Shellos: 9-13 (33.3 - 48.1%) -- guaranteed 3HKO
252 SpA Life Orb Wingull Hurricane vs. 228 HP / 20 SpD Eviolite Shellos: 12-16 (44.4 - 59.2%) -- 12.1% chance to 2HKO
236+ Atk Vullaby Brave Bird vs. 228 HP / 212+ Def Eviolite Shellos: 9-12 (33.3 - 44.4%) -- 0.4% chance to 2HKO after Stealth Rock
both of these electrics are underrated currently i think. they do different things, but both of them are eclipsed by elekid fsr at the moment, even tho i think the three of them are around as good. elekid does have knock and immediate speed, but magnemite packs a punch and a half, has an incredibly typing and it has two really good sets in magnet pull and analytic (both scarf), that do generally the same (being fast + good typing which allows it to check a plethora of mons like stunky vullaby mareanie wingull gothita etc), but one is able to trap steels like tinkatink for your teammates, while the other just has absolutely no switch ins and it eases prediction a lot. chinchou, on the other hand, is impossible to switch into if you play it well, generates a lot of momentum and, more importantly, is able to check both chinchou and vullaby. it threatens almost every single defensive core, the only mons that want to eat its hits are mienfoo (gets scald burned) or foongus (it needs evio + no rocks to not get 2hkoed by ice beam). thanks to volt switch it pairs incredibly well with things like vullaby, gothita or a fire type, and it checks other electric types as well. both are incredible mons atm imo, and they should get a lot more use. wattrel too but i havent given that one too much thought.
Froakie @ Eviolite
Ability: Torrent/Protean
Level: 5
Tera Type: Psychic/Ground
EVs: 28 HP / 36 Def / 180 SpA / 4 SpD / 188 Spe
Timid Nature
- Hydro Pump
- Tera Blast
- Ice Beam
- Spikes/Trailblaze
Froakie @ Choice Scarf
Ability: Protean
Level: 5
Tera Type: Psychic/Ground/Ghost
EVs: 28 HP / 68 Atk / 36 Def / 180 SpA / 4 SpD / 188 Spe
Timid Nature
- U-turn
- Ice Beam
- Hydro Pump
- Tera Blast/Spikes
Ability: Torrent/Protean
Level: 5
Tera Type: Psychic/Ground
EVs: 28 HP / 36 Def / 180 SpA / 4 SpD / 188 Spe
Timid Nature
- Hydro Pump
- Tera Blast
- Ice Beam
- Spikes/Trailblaze
Froakie @ Choice Scarf
Ability: Protean
Level: 5
Tera Type: Psychic/Ground/Ghost
EVs: 28 HP / 68 Atk / 36 Def / 180 SpA / 4 SpD / 188 Spe
Timid Nature
- U-turn
- Ice Beam
- Hydro Pump
- Tera Blast/Spikes
Snubbull @ Eviolite
Ability: Intimidate
Level: 5
Tera Type: Poison/Ground/Steel
EVs: 36 HP / 196 Atk / 196 Def / 36 SpD / 36 Spe
Adamant Nature
- Play Rough
- Psychic Fangs
- Earthquake
- Thief
Ability: Intimidate
Level: 5
Tera Type: Poison/Ground/Steel
EVs: 36 HP / 196 Atk / 196 Def / 36 SpD / 36 Spe
Adamant Nature
- Play Rough
- Psychic Fangs
- Earthquake
- Thief
i dont have a set for this, i havent built with it but i want to. its seemed awesome in the games ive watched, with moves from the pool of axel, eq, spin, sd, ice shard, it is able to break incredibly well while checking stuff like vullaby or foongus. add that to a tera fairy to beat mienfoo too, and you have a mon that works even outside of snow teams. recommended.
i dont have a set for these either, but offensive fires that aren't torchic have seemed really good to me so far. yes, gawain is obsessed with wisp magby, and hes alone in that, but i see potential in these guys between their coverage and speed. who's gonna be the first to nail a wingull with thunderpunch magby? lol fire resists are hard to fit so these guys should have an easy time breaking
i think its good dont get me wrong, but i think its been a long time since this was in our top 4 of mons. evio sets dont hit that hard, and life orb sets have no defensive utility and 4 mss. while it definitely can do it, its rare enough that it breaks effectively, for a top 4 mon anyway.
why the fuck do you guys keep using this shit, id even use salandit before growlithe my god. i feel like i shouldnt even explain it but here we are: predicting is bad, locking is bad, missing is worse. the amount of games this thing sweeps is 0, its got negative winrate across all tours. seriously, why?
i know people will never stop using bad pokemon, or even think they are good, but i think they should.
Wingull @ Heavy-Duty Boots
Ability: Hydration
Level: 5
Tera Type: Ghost
EVs: 36 HP / 236 SpA / 236 Spe
Timid Nature
- Surf
- Hurricane
- Ice Beam
- U-turn
yes, im the boots guy still. anyone surprised? people use this thing with evio or life orb so far, but i think most teams dont need its bulk, and/or cant sustain a life orb one with rocks up. thus, boots wingull hits the field. with this, it is able to hit the battle infinitely to throw attacks that are really hard to resist. you know, the more times you get to fire off moves, the better. not saying you should spam boots wingull, but i do think its the best fit for teams that already have life orb users and have no removal, or that have other torchic checks lol
Ability: Hydration
Level: 5
Tera Type: Ghost
EVs: 36 HP / 236 SpA / 236 Spe
Timid Nature
- Surf
- Hurricane
- Ice Beam
- U-turn
yes, im the boots guy still. anyone surprised? people use this thing with evio or life orb so far, but i think most teams dont need its bulk, and/or cant sustain a life orb one with rocks up. thus, boots wingull hits the field. with this, it is able to hit the battle infinitely to throw attacks that are really hard to resist. you know, the more times you get to fire off moves, the better. not saying you should spam boots wingull, but i do think its the best fit for teams that already have life orb users and have no removal, or that have other torchic checks lol
Stunky @ Life Orb
Ability: Aftermath
Level: 5
Tera Type: Ghost/Fairy/Ground
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Knock Off
- Gunk Shot/Play Rough
- Foul Play
- Temper Flare/Tera Blast
i think that, at this point, we all know how deadly life orb stunky can be, right? if it has the right set it can just roll over. however, it often doesnt actually carry the right 4th move, because its very restricted with its first 3 moves. or is it? ive been noticing that it doesnt really hit sucker that much, am i alone in that? so, i thought that we could just drop it and get all moves we want at once, that way this stunky set should be unstoppable defensively, as long as you play it knowing it cannot sucker, and build around it. its options between gunk/prough and temper/terablast i think just depend on personal preference.
Ability: Aftermath
Level: 5
Tera Type: Ghost/Fairy/Ground
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Knock Off
- Gunk Shot/Play Rough
- Foul Play
- Temper Flare/Tera Blast
i think that, at this point, we all know how deadly life orb stunky can be, right? if it has the right set it can just roll over. however, it often doesnt actually carry the right 4th move, because its very restricted with its first 3 moves. or is it? ive been noticing that it doesnt really hit sucker that much, am i alone in that? so, i thought that we could just drop it and get all moves we want at once, that way this stunky set should be unstoppable defensively, as long as you play it knowing it cannot sucker, and build around it. its options between gunk/prough and temper/terablast i think just depend on personal preference.
obviously i want tera gone. other than that, i think the only current options regarding tiering are as follows, from most important to least:
ive wanted this thing gone forever, never stopped wanting to ban it. i think its baffling that shellder is somehow legal after last lcpl, and even more incredible that it has remained legal. this thing has an outstanding ability of just robbing games like its nobodys business its insane. yes, saying "every team gets 6-0ed by a specific shellder set" is lazy, but its way more deep than that. multiple sets are able to 6-0 lots of teams, its really easy to just revolutionize the shellder metagame and run away with an undeserved win. how do you plan a game vs a mon that can either tera out of electric weakness, tera into ghost vs your scarf mienfoo, tera rock/stellar to boost rock blast and kill mareanie, tera ice/water to kill mienfoo, tera steel to get two boosts vs foongus/mareanie, tera electric/ground to get unresisted stabs, not even tera and win alone with a surprise sub/protect/ice shard/3 attacks. mon's insane, i think its our biggest mistake since ive been playing. and its only gotten worse after voltorbs departure, getting lots more opportunities to set up and win.
i already made a post about this, but it is not broken and should be unbanned. it was rightfullly banned out of fear, but it wasnt unbanned when discoveries were made and more outrageously broken mons like porygon were legal. the day cinccino beats anyone ever i will allow you to disagree with me.
hey im not saying its broken, but i would surely not miss it. terrible to face and terrible to play. revolves the whole game around it, can tera to any type now and surprise ko your supposed "check", but it also can just miss?? definitely not needed defensively either so why do we keep it really
ive wanted this thing gone forever, never stopped wanting to ban it. i think its baffling that shellder is somehow legal after last lcpl, and even more incredible that it has remained legal. this thing has an outstanding ability of just robbing games like its nobodys business its insane. yes, saying "every team gets 6-0ed by a specific shellder set" is lazy, but its way more deep than that. multiple sets are able to 6-0 lots of teams, its really easy to just revolutionize the shellder metagame and run away with an undeserved win. how do you plan a game vs a mon that can either tera out of electric weakness, tera into ghost vs your scarf mienfoo, tera rock/stellar to boost rock blast and kill mareanie, tera ice/water to kill mienfoo, tera steel to get two boosts vs foongus/mareanie, tera electric/ground to get unresisted stabs, not even tera and win alone with a surprise sub/protect/ice shard/3 attacks. mon's insane, i think its our biggest mistake since ive been playing. and its only gotten worse after voltorbs departure, getting lots more opportunities to set up and win.
i already made a post about this, but it is not broken and should be unbanned. it was rightfullly banned out of fear, but it wasnt unbanned when discoveries were made and more outrageously broken mons like porygon were legal. the day cinccino beats anyone ever i will allow you to disagree with me.
hey im not saying its broken, but i would surely not miss it. terrible to face and terrible to play. revolves the whole game around it, can tera to any type now and surprise ko your supposed "check", but it also can just miss?? definitely not needed defensively either so why do we keep it really