Ladder Monotype [Read post #393 for Tiering Updates]

Status
Not open for further replies.
Sadly one of the types that has a positive matchup against Ground is Ice. Ground has to pretty much get sand up and hope Iron Head flinches on Avalugg, otherwise it loses something once Kyurem-B steps in. Also once Gastro is gone, Weavile or Mamo have a field day

Not at all, Excadrill is easily one of the biggest threats to Ice teams. It is guaranteed a kill every time in comes out, as Avalugg cannot switch into it if there are rocks, and very very barely switches into it without rocks, as with any prior damage it will die as well. Kyurem-b is walled by either Hippowdon or Gastrodon depending on the moveset. By playing well with Excadrill while pivoting into Gastrodon, you have a very solid chance at winning the game. This isn't even considering the fact that there is immense pressure for Avalugg to spin away the rocks. The overall result is that Ground ends up beating Ice more than it loses to it.

Also not sure what you mean by sadly, Ice should be beating Ground not the other way around lol.
 
I will never understand why everyone suggest flying's core is broken when every single type can beat it without overcentralizing.

Another point
Keldeo is very broken in the meta.

Keldeo is only countered by Psychic(slowbro), Water(Slowbro/Azu/Tentacruel), Grass (Mega Venu), Poison(Mega Venu) and Fairy(Sylveon/Azu/Florges).

That is less than half of the 16 types having definite switch-ins to MLP

Oh and it threatens to sweep at any given moment with the Sub+CM set, giving off enormous defensive and offensive pressure to make you think twice before clicking scarf f-blast, draco, etc. The Sub+CM set also handles soft walls to keldeo.

Now all of the above isn't much of a problem if you run HO except for Sub+CM perhaps. However this blue bastard has a perfectly viable scarf set, with a awesome speed tier it will most likely be outspeeding your pokes and to pokes it can't kill it has the potential of leaving a nasty burn.
Now I use Stall Flying, (#BringBackBigBird) and keldeo is so powerful to the point where I just have to bank on it missing hydro on chari-x
Here is a replay for analysis:
http://replay.pokemonshowdown.com/nimbus-monotype-25059
This was the finals of a tour, if he were to land that hydro he could have swapped it and eventually end up picking off every poke I have one by one and just keep doing hit n' runs.
 
Last edited:
Not at all, Excadrill is easily one of the biggest threats to Ice teams. It is guaranteed a kill every time in comes out, as Avalugg cannot switch into it if there are rocks, and very very barely switches into it without rocks, as with any prior damage it will die as well. Kyurem-b is walled by either Hippowdon or Gastrodon depending on the moveset. By playing well with Excadrill while pivoting into Gastrodon, you have a very solid chance at winning the game. This isn't even considering the fact that there is immense pressure for Avalugg to spin away the rocks. The overall result is that Ground ends up beating Ice more than it loses to it.

Also not sure what you mean by sadly, Ice should be beating Ground not the other way around lol.

OK, couple of things to clarify:
1) Sadly because while Ice has a favorable matchup against Flying and Ground (and pretty much autowin against Dragon and Grass), it does terrible against other types such as Steel, Fighting, Fire and Bug. So you could infere not many people play Monoice

2) Yeah I know Exca is a huge threat, I kinda said it on my first two lines? However 2/3 of a decent Ice team is a threat to a Ground team. So it's even easier to apply pressure from Ice's side. Ground is pretty much starting an uphill battle with mixed Kyurem-B leading. Gastro gets pivoted as Ice has at least one solid switch in to it (Articuno or Abomasnow for example) which restarts the cycle of something saced from Ground's side if they want Exca to come in. Pilowswine or Avalugg can take a hit and cripple if not KO Exca back barring a flinch (which I mentioned on my previous post as well). Trust me, Ice has the upper hand if both players are about the same skill. Double switching into Hippo with Kyurem-W or Articuno into Gastro is a guaranteed kill.

I've probably played +30 Ice/Ground matches with two different teams and have lost only twice, one of them being due to a scarf Sand Force Lando surprising me (seriously who uses that) and the other one due to Exca flinching my Babiri berry Avalugg twice in a row 3HKOing him.
 
Last edited:
Ok, there goes any free time I was hoping to have today. Oh well.
I feel like you guys need to read this, me and many fire users are concerned abou how low is fire in this meta :/ http://pastebin.com/xs37Yam2
So uhm, think about it! ñ3ñ
Where to start? Firstly, Talon was not banned because it was felt Flying needed a nerf. At the time Flying was certainly one of the top types, but I'm not sure there was such a clear-cut certainty that Flying was definitely the best. After all, this was before Generic Flying came along, and moreover it was our first ban so we were still very much remembering how the meta had been last generation when it was Dragons + Weather. Rather, Talonflame was banned because it made games too matchup-based. And things have only become worse since then.

Let's look at possible counters to Talonflame that are available on Bug, Grass and Fighting:
Scarf Terrakion can't switch in, so isn't a counter. Cobalion can't switch in, so isn't a counter. Armaldo can come in on Talon and live two Brave Birds about two thirds of the time, while even two hits of rock blast KOs back, so it's a shaky counter. Cradily can come in on Talon about 95% of the time and KO back, so finally an actual counter. Except, this requires Cradily to be physically defensive, and without SpD Cradily you're going to have a very tough time dealing with threats like Zard Y. So in this case, even if Talon wasn't broken due to its own power against grass, it'd be broken due to overcentralisation vs. grass!
Moreover, let's not forget that Armaldo has no recovery outside of leftovers, and Bug has no wishpassers, meaning that even though it can come in once it's not going to be able to come in all that often. Moreover it's bug's spinner, so it's very easy to wear down. Neither of these are satisfactory answers to Talon.

Ok, so let's look at checks, revenge killers and other ways of beating it such as wearing it down.
Cobalion checks Talon, due to living two Brave Birds from CB Talon and KOing back with Stone Edge. However, this still requires an entire teamslot to be taken up just to check Talon, and if you get predicted and it goes for Flare Blitz then it's a wasted teamslot that doesn't even help you in the 5% of games where you are against a Talonflame. Also, it's likely to be your Stealth Rock setter, and losing it vs. a Fire team (even if it does beat Talon for you) isn't going to be worthwhile.
All the sashed mons you mentioned are worth exactly 0.
EDIT BY HAUNTER: DO YOU REALIZE THAT YOU'RE QUOTING A POST FROM LITERALLY 9 MONTHS AGO?!?
Any residual damage and the sash is gone, not to mention that revenge killing isn't exactly an amazing achievement in itself given... it can just switch out and come back in at a later time. Even with things like Scarf Terrakion: I mean, sure they revenge kill and all, but after only ~20% damage from residual damage or a little priority to weaken it up, suddenly you can't even revenge kill. And the fact that Talon can just switch out, then come back in and get another certain kill, makes it most certainly broken.
And finally Ferro. Yeah, given it's a grass team, going for Flare Blitz probably won't cost you much at the worst of times, and Ferrothorn can be very predictable given everyone knows how Talon dislikes residual damage.

Ok, but those are all the same arguments as from when it was banned, and the metagame's changed a bit since we banned it. Surely some new way of beating it will have popped up since ORAS? Well, actually, the opposite is true. There are suddenly far more Talonflame sets around than there were back then. Want to switch in Ferrothorn? Enjoy the WoW/Taunt/Roost that this Talon's using. Want to send in Armaldo? Yeah, now it's a burned armaldo, vs. a bulk up Talon that's walling it unless it gets 5 rock blast hits three times in a row. Thought cradily could use the free switch to stockpile up? Yeah, now that SD Talon's gonna sweep.

Ok, but surely your points about it helping with Fire's worst matchups were right, right? Well, uh...
When you want to counter Talon, going for Phys Def Hippowdon's probably one of your best options. So that thing about Talon helping vs. Ground... yeah no, sorry. Equally, Garchomp is a pretty good option for beating it. And vs. Dragon? Yeah, honestly they don't care if you can revenge kill, the entirety of playing against dragons is their ability to revenge kill and be revenge killed. It's not uncommon for a dragon vs. dragon game, especially one where M-Altaria plays little part in it, to last less than 12 turns. Talon's going to revenge kill one or two things maybe, but Dragon still has the upper hand. And remember that thing about Garchomp? Well, I forgot to mention that Dragon teams can be pretty good at getting up SR as well. Yeah, talon will help, but not as much as it will against Grass, Bug and Fighting, which aren't the types you need help against!

tl;dr DO NOT UNBAN TALONFLAME.

I will never understand why everyone suggest flying's core is broken when every single type can beat it without overcentralizing.

Another point
Keldeo is very broken in the meta.

Keldeo is only countered by Psychic(slowbro), Water(Slowbro/Azu/Tentacruel), Grass (Mega Venu), Poison(Mega Venu) and Fairy(Sylveon/Azu/Florges).

That is less than half of the 16 types having definite switch-ins to MLP

Oh and it threatens to sweep at any given moment with the Sub+CM set, giving off enormous defensive and offensive pressure to make you think twice before clicking scarf f-blast, draco, etc. The Sub+CM set also handles soft walls to keldeo.

Now all of the above isn't much of a problem if you run HO except for Sub+CM perhaps. However this blue bastard has a perfectly viable scarf set, with a awesome speed tier it will most likely be outspeeding your pokes and to pokes it can't kill it has the potential of leaving a nasty burn.
Now I use Stall Flying, (#BringBackBigBird) and keldeo is so powerful to the point where I just have to bank on it missing hydro on chari-x
Here is a replay for analysis:
http://replay.pokemonshowdown.com/nimbus-monotype-25059
This was the finals of a tour, if he were to land that hydro he could have swapped it and eventually end up picking off every poke I have one by one and just keep doing hit n' runs.
Specs Keldeo is quickly getting taken over by SubCM as you've noted, and that set is easily countered by things such as Thundurus and M-Altaria, which also happen to beat Specs Keldeo if it doesn't go for icy wind (in which case other things wall it instead, such as gyarados). Dragon has the latis, Ground has Gastrodon or even Seismitoad to wall it, Normal has AV Meloetta, Ghost has a whole load of mons, Electric has no end of mons to cause it annoyance, and while other types have to predict to beat it that's not to say they auto-lose by any means. For example, with correct predictions Dark will wall it between Umbreon and Sableye, after only a little prior damage Scarf Jirachi can counter on steel, Bug can threaten the opposing team with Mega Pinsir if it comes in on a kill, and Sticky Web will reduce the threat significantly.

I'm not saying Keldeo isn't a significant threat, and it's perfectly possible it deserves a suspect. However your analysis of what types can beat it, as well as the idea you're forced to bank on it missing a hydro pump rather than being able to change your team to better handle it, are both wrong.

I mainly use Flying, where I can beat it reasonably easily, and Normal, where I counter it with AV melo, so I can't honestly say whether Keldeo is or isn't truely broken. From what I can see it isn't broken, but I'll await more in-depth analysis from people who do use it before I'm certain. However, I'm really not sure it needs to be looked at. Tagging scpinion for his thoughts.
 
Last edited by a moderator:
Wait, people are getting frustrated that their favorite type isn't in the top 3? You say they want to bring down a pokemon that was previously banned and obviously OP just so their lives are easier? Does that not sound familiar??? Have we forgotten what happened to Shaymin-S and Kyurem-W?

The moment Talonflame gets unbanned for ANY reason is the moment I give up on this entire metagame. Fire users, to be perfectly blunt, suck it up. So what if your type isn't that good? Fire is one of the last types that needs help right now. Unbanning Talonflame is one of the most ridiculous arguments I've heard in a while.

I was going to respond to some of the other absurd arguments that were made last week, but it looks like those were settled and I'd rather not start them up again. Really people, use your heads.
 
Last edited:
In fairness, I've actually thought in the past that Talonflame on Fire wouldn't be that ridiculous when you consider that 2 of the types it beats up on would be destroyed by Fire anyhow in Grass and Bug. It was always the case that while Fighting was also hard pressed to deal with the burd, it fared significantly better than the other 2 types. I can put any fears of it ever being even considered on Flying to rest though, that won't ever happen. I know Omega has also thought about this in the past but like I say, it's only thinking about it, not considering it as a proposal.
 
Ok, there goes any free time I was hoping to have today. Oh well.

Where to start? Firstly, Talon was not banned because it was felt Flying needed a nerf. At the time Flying was certainly one of the top types, but I'm not sure there was such a clear-cut certainty that Flying was definitely the best. After all, this was before Generic Flying came along, and moreover it was our first ban so we were still very much remembering how the meta had been last generation when it was Dragons + Weather. Rather, Talonflame was banned because it made games too matchup-based. And things have only become worse since then.

Let's look at possible counters to Talonflame that are available on Bug, Grass and Fighting:
Scarf Terrakion can't switch in, so isn't a counter. Cobalion can't switch in, so isn't a counter. Armaldo can come in on Talon and live two Brave Birds about two thirds of the time, while even two hits of rock blast KOs back, so it's a shaky counter. Cradily can come in on Talon about 95% of the time and KO back, so finally an actual counter. Except, this requires Cradily to be physically defensive, and without SpD Cradily you're going to have a very tough time dealing with threats like Zard Y. So in this case, even if Talon wasn't broken due to its own power against grass, it'd be broken due to overcentralisation vs. grass!
Moreover, let's not forget that Armaldo has no recovery outside of leftovers, and Bug has no wishpassers, meaning that even though it can come in once it's not going to be able to come in all that often. Moreover it's bug's spinner, so it's very easy to wear down. Neither of these are satisfactory answers to Talon.

Ok, so let's look at checks, revenge killers and other ways of beating it such as wearing it down.
Cobalion checks Talon, due to living two Brave Birds from CB Talon and KOing back with Stone Edge. However, this still requires an entire teamslot to be taken up just to check Talon, and if you get predicted and it goes for Flare Blitz then it's a wasted teamslot that doesn't even help you in the 5% of games where you are against a Talonflame. Also, it's likely to be your Stealth Rock setter, and losing it vs. a Fire team (even if it does beat Talon for you) isn't going to be worthwhile.
All the sashed mons you mentioned are worth exactly 0.

Any residual damage and the sash is gone, not to mention that revenge killing isn't exactly an amazing achievement in itself given... it can just switch out and come back in at a later time. Even with things like Scarf Terrakion: I mean, sure they revenge kill and all, but after only ~20% damage from residual damage or a little priority to weaken it up, suddenly you can't even revenge kill. And the fact that Talon can just switch out, then come back in and get another certain kill, makes it most certainly broken.
And finally Ferro. Yeah, given it's a grass team, going for Flare Blitz probably won't cost you much at the worst of times, and Ferrothorn can be very predictable given everyone knows how Talon dislikes residual damage.

Ok, but those are all the same arguments as from when it was banned, and the metagame's changed a bit since we banned it. Surely some new way of beating it will have popped up since ORAS? Well, actually, the opposite is true. There are suddenly far more Talonflame sets around than there were back then. Want to switch in Ferrothorn? Enjoy the WoW/Taunt/Roost that this Talon's using. Want to send in Armaldo? Yeah, now it's a burned armaldo, vs. a bulk up Talon that's walling it unless it gets 5 rock blast hits three times in a row. Thought cradily could use the free switch to stockpile up? Yeah, now that SD Talon's gonna sweep.

Ok, but surely your points about it helping with Fire's worst matchups were right, right? Well, uh...
When you want to counter Talon, going for Phys Def Hippowdon's probably one of your best options. So that thing about Talon helping vs. Ground... yeah no, sorry. Equally, Garchomp is a pretty good option for beating it. And vs. Dragon? Yeah, honestly they don't care if you can revenge kill, the entirety of playing against dragons is their ability to revenge kill and be revenge killed. It's not uncommon for a dragon vs. dragon game, especially one where M-Altaria plays little part in it, to last less than 12 turns. Talon's going to revenge kill one or two things maybe, but Dragon still has the upper hand. And remember that thing about Garchomp? Well, I forgot to mention that Dragon teams can be pretty good at getting up SR as well. Yeah, talon will help, but not as much as it will against Grass, Bug and Fighting, which aren't the types you need help against!

tl;dr DO NOT UNBAN TALONFLAME.

Specs Keldeo is quickly getting taken over by SubCM as you've noted, and that set is easily countered by things such as Thundurus and M-Altaria, which also happen to beat Specs Keldeo if it doesn't go for icy wind (in which case other things wall it instead, such as gyarados). Dragon has the latis, Ground has Gastrodon or even Seismitoad to wall it, Normal has AV Meloetta, Ghost has a whole load of mons, Electric has no end of mons to cause it annoyance, and while other types have to predict to beat it that's not to say they auto-lose by any means. For example, with correct predictions Dark will wall it between Umbreon and Sableye, after only a little prior damage Scarf Jirachi can counter on steel, Bug can threaten the opposing team with Mega Pinsir if it comes in on a kill, and Sticky Web will reduce the threat significantly.

I'm not saying Keldeo isn't a significant threat, and it's perfectly possible it deserves a suspect. However your analysis of what types can beat it, as well as the idea you're forced to bank on it missing a hydro pump rather than being able to change your team to better handle it, are both wrong.

I mainly use Flying, where I can beat it reasonably easily, and Normal, where I counter it with AV melo, so I can't honestly say whether Keldeo is or isn't truely broken. From what I can see it isn't broken, but I'll await more in-depth analysis from people who do use it before I'm certain. However, I'm really not sure it needs to be looked at. Tagging scpinion for his thoughts.
Its is a resounding no for me on Talonflame. DoW summed it up quite nicely.

As for Keldeo, I really don't think it is broken for either type. It is really good, certainly S rank for both types, but not broken. The burden of proof lies with those of you that want it suspected, if you do indeed think it is that bad.

Just some brief comments:

If you're upset the specs set doesn't have many switch-ins then you're missing the point of the set. It is a wall breaker. Banded Terrakion does the exact same thing on the physical side w/ Close Combat (100% accurate, which is nice) and Stone Edge.

As for the stall Flying team... I haven't calc'd anything, but Mega-Altaria is certainly a counter. IIRC SpDef Togekiss can switch in and roost up w/ lefties (not sure on this one)? Scarf Togekiss is a nice check, as is Thundy. AV Tornadus-T can certainly take a hit and KO w/ Hurricane, or u-turn out and use Regenerator. You can deal with specs Keldeo just fine.

The scarf set lacks power and can easily be walled. It is for getting the jump on all those hella-fast new mega's and cleaning late game.

The sub CM set is effective because it is not the standard set. If it becomes standard, then people will adapt.
 
Rofl I didn't even see the Keldeo part, all I'm gonna say is if you want every single person on the ladder to use Ground, then be my guest.

For your point on stall Flying not being able to answer it even tho I think scp made a couple of great points above, is that necessarily a bad thing? If stall was able to answer every single threat it'd be broken as fuck so the fact that there are some threats that do break it largely because you've chosen that play style, then I regard that as a good thing. Balanced Flying might not be able to switch into Keldeo that well, but it at least has safeguards against it, whereas it'll perform worse vs other threats. You have to remember it's healthy for every team to be weak to something, otherwise there'd be one be all and end all team and a load of inferior teams.

My personal views on mono at the moment are that Ground definitely needs a look at, the sheer effectiveness of the cookie cutter Ground that is well known to anyone who's played a decent amount of the ladder is somewhat worrying, and definitely at the forefront of my mind when I consider potential next steps in our tiering.

Another thing that's been concerning me is Mega Altaria's incredible matchup against so many types, particularly when backed up by the common Healing Wish+screens Latias on Dragon teams and in general the sheer amount of options on Flying teams. I've used it a lot myself and found it unsettling how easy it was to set up and absolutely crush teams with little effort, particularly vs lower tier types. Not suggesting anything yet, just what I feel from laddering with and against it.
 
Why should we even unban Talonflame at all just to benefit one monotype and have it hurt many others? Zarif you mentioned earlier that we are trying to save our own types by netting other types. But that's not the case tbh.

Talonflame is very deadly with Gale Wings giving it priority and STAB Brave Bird sweeping through most Mono Grass teams and fighting ( with the exception of Cradily and Terrakion being 2 Hits ). Why would you even think about trying to benefit one monotype by getting rid of what 3, 4, possibly 5 monotypes in the process? You also get STAB Flare Blitz sweeping through most ice teams, and grass teams. You'll give fairy types more difficulty considering the fact that Talonflame resists fairy. Also you'll be giving Talonflame to put a huge dent in Steel types and resists steel types as well. Not to mention that its immune to ground unless roost. I already have enough trouble as it is against mono fire when using steel. You're just adding more fuel to the fire trying to downgrade other monotypes just to benefit 1 type alone. That's why it needs to be useless against fighting, ground, rock or whatever to keep things balance and efficient. Even if you're scarfed, Talonflame still has priority with Brave Bird. Think outside the box of what would happen if Talonflame is unbanned. I see fire more usable and seeing other monos less useable.

You just want fire mono to provide more use when they're already useful enough. It was fair that Talonflame should be banned from this format.
 
  • Like
Reactions: DoW
Ok, there goes any free time I was hoping to have today. Oh well.

Specs Keldeo is quickly getting taken over by SubCM as you've noted, and that set is easily countered by things such as Thundurus and M-Altaria, which also happen to beat Specs Keldeo if it doesn't go for icy wind (in which case other things wall it instead, such as gyarados). Dragon has the latis, Ground has Gastrodon or even Seismitoad to wall it, Normal has AV Meloetta, Ghost has a whole load of mons, Electric has no end of mons to cause it annoyance, and while other types have to predict to beat it that's not to say they auto-lose by any means. For example, with correct predictions Dark will wall it between Umbreon and Sableye, after only a little prior damage Scarf Jirachi can counter on steel, Bug can threaten the opposing team with Mega Pinsir if it comes in on a kill, and Sticky Web will reduce the threat significantly.
What was the point of mentioning SubCM is ran more often? Specs is only used .3% less on water so a counter has to be able to beat both so let's see here.

  • Thundurus is not a counter it's a revenge killer I never argued that it can't be revenge killed.

  • As for altaria...Icy Wind(Which is the 3rd most common move on keldeo) makes short work of it.

  • Gyarados does indeed wall it... except it doesn't, sub+CM sets up on the airborne shrimp.

  • Lati's lose to Icy Wind.

  • Gastrodon can't take a specs Secret Sword

  • LOL SEISMITOAD? I would say I started this Seismitoad trend, but you're misinformed. Seismitoad doesn't run a tank, because it's not very bulky. If you are running that you are doing it wrong. Runs enough speed to and SpA to hit azu with sludge bomb and you should be sashed preferably. Also if you are suggesting a Phys. Defensive spread ... Bold Max HP/Def is only used on 1.4% of the of Seismitoad used on ground(which is only 31%). Gastrodon = Bulk, Seismitoad = Offensive (Sash ~ Toxic, Endeavor, Sludge Bomb, Scald)EVs 192 def or sp.def, 252+ Sp. attk 64 speed

  • Meloetta - Do keep in mind AV is only used 16% of the time, for comparison Choice Band is used 16% of time on Staraptor... now do you worry about Staraptor carrying a choice band, like ever? But for all intents and purposes:
    252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 0 Def Meloetta: 258-304 (63.8 - 75.2%) -- guaranteed 2HKO
    A Max Hp/Def+ Meloetta is so low in usage so please don't go there, but just in case
    252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 252+ Def Meloetta: 177-208 (43.8 - 51.4%) -- guaranteed 2HKO after Stealth Rock
  • Ghost - What is this whole load of mons though? The only pokes that can beat Keldeo in ghost's top 10 is Jellicent (Trevenant has a 29% chance of being 2hko'd after rocks) So I suppose I neglected but after Jellicent is dusclops who doesn't exactly like partying with Sub+CM Keldeo. So please don't use words like "loads" without backing it up.

  • Electric doesn't have any switch-ins to specs keldeo period. It comes in and something dies. This is ashame when electric usually opts for balance-offensive playstyle(Rotom-W, Zapdos and Eelektross are in top 6).

  • Dark - Umbreon gets set up on, if you switch to sableye it is getting hit with +1 specs or subcm, even worse keldeo has a sub up.

  • Scarf Jarachi is not a counter, it is check or revenge killer

  • Pinsir same as above

I'm not saying Keldeo isn't a significant threat, and it's perfectly possible it deserves a suspect. However your analysis of what types can beat it, as well as the idea you're forced to bank on it missing a hydro pump rather than being able to change your team to better handle it, are both wrong.

I mainly use Flying, where I can beat it reasonably easily, and Normal, where I counter it with AV melo, so I can't honestly say whether Keldeo is or isn't truely broken.
You say you beat it reasonably easily but failed to list examples of how you do this? I already showed how AV Melo does not counter it at all...
 
Its is a resounding no for me on Talonflame. DoW summed it up quite nicely.

If you're upset the specs set doesn't have many switch-ins then you're missing the point of the set. It is a wall breaker. Banded Terrakion does the exact same thing on the physical side w/ Close Combat (100% accurate, which is nice) and Stone Edge.

As for the stall Flying team... I haven't calc'd anything, but Mega-Altaria is certainly a counter. IIRC SpDef Togekiss can switch in and roost up w/ lefties (not sure on this one)? Scarf Togekiss is a nice check, as is Thundy. AV Tornadus-T can certainly take a hit and KO w/ Hurricane, or u-turn out and use Regenerator. You can deal with specs Keldeo just fine.

The scarf set lacks power and can easily be walled. It is for getting the jump on all those hella-fast new mega's and cleaning late game.

The sub CM set is effective because it is not the standard set. If it becomes standard, then people will adapt.

Except lando-t walls banded terrak. It can only 2hko skarm with CC which vs a flying team...is very risky.

You cannot use mega altaria on flying over chari-x though. You lose your only reliant switch-in to Ice/Elect/Fire combo and Will-o-Miss user. Not even mention it is the 13th most used poke on flying being at use 17% of the time. Clearly majority of players feel that chari-x is superior and can't expect them to run altaria.
Not only that the only set that walls keldeo is 252 hp/sp.def which is only used 3% of the time. Chari-X > altaria for Stall, Balance and very arguably HO.

As for togekiss - 252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 252+ SpD Togekiss: 175-207 (46.9 - 55.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Fighting will always have the initiative with rocks vs Flying (Anti-Lead set), Water has swampert(scald/ice beam being doom of skarm and other defoggers), empoleon and tentacruel. So to assume those types couldn't have rocks up... is a bit of a reach. However if you manage to switch in to keldeo without rocks it looks very bright for you.
252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 252+ SpD Togekiss: 175-207 (46.9 - 55.4%) -- 16% chance to 2HKO after Leftovers recovery
That is one big attack. You the option of either roosting immediately or T-waving, either way is very predictable and keldeo will have multiple chances to end the Trollgekiss

AV Torn-T on stall... it wouldn't be able to replace anything and it's only use would be specifically for keldeo as lando-I isn't a problem for flying. I will admit it is a solid answer albeit only being used 5% of the time on flying so it's very clearly the majority sees it is overshadowed by other mons.

I do know the faults of the sets the problem is Sub+CM and Specs is a 50/50 highly limiting the things that you can reliably switch in. Wallbreakers that nearly 2hko and one shot the metagame like keldeo are heavily argued to be broken (Megacham, Gallade).

Keldeo isn't limited as a wall breaker because it threatens even HO with Sub+CM and Scarf unlike Megacham for example who is limited to that role.

Keldeo being a wall breaker is no excuse for nearly wiping out the entire meta. It's simple: Monotype's most popular playstyle is Balance-Offensive now when you have a poke like Keldeo that overcomes not only most mono's defensive cores but gives offensive mons trouble as well it can be considered broken.
 
What was the point of mentioning SubCM is ran more often? Specs is only used .3% less on water so a counter has to be able to beat both so let's see here.

  • Thundurus is not a counter it's a revenge killer I never argued that it can't be revenge killed.

  • As for altaria...Icy Wind(Which is the 3rd most common move on keldeo) makes short work of it.

  • Gyarados does indeed wall it... except it doesn't, sub+CM sets up on the airborne shrimp.

  • Lati's lose to Icy Wind.

  • Gastrodon can't take a specs Secret Sword

  • LOL SEISMITOAD? I would say I started this Seismitoad trend, but you're misinformed. Seismitoad doesn't run a tank, because it's not very bulky. If you are running that you are doing it wrong. Runs enough speed to and SpA to hit azu with sludge bomb and you should be sashed preferably. Also if you are suggesting a Phys. Defensive spread ... Bold Max HP/Def is only used on 1.4% of the of Seismitoad used on ground(which is only 31%). Gastrodon = Bulk, Seismitoad = Offensive (Sash ~ Toxic, Endeavor, Sludge Bomb, Scald)EVs 192 def or sp.def, 252+ Sp. attk 64 speed

  • Meloetta - Do keep in mind AV is only used 16% of the time, for comparison Choice Band is used 16% of time on Staraptor... now do you worry about Staraptor carrying a choice band, like ever? But for all intents and purposes:
    252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 0 Def Meloetta: 258-304 (63.8 - 75.2%) -- guaranteed 2HKO
    A Max Hp/Def+ Meloetta is so low in usage so please don't go there, but just in case
    252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 252+ Def Meloetta: 177-208 (43.8 - 51.4%) -- guaranteed 2HKO after Stealth Rock
  • Ghost - What is this whole load of mons though? The only pokes that can beat Keldeo in ghost's top 10 is Jellicent (Trevenant has a 29% chance of being 2hko'd after rocks) So I suppose I neglected but after Jellicent is dusclops who doesn't exactly like partying with Sub+CM Keldeo. So please don't use words like "loads" without backing it up.

  • Electric doesn't have any switch-ins to specs keldeo period. It comes in and something dies. This is ashame when electric usually opts for balance-offensive playstyle(Rotom-W, Zapdos and Eelektross are in top 6).

  • Dark - Umbreon gets set up on, if you switch to sableye it is getting hit with +1 specs or subcm, even worse keldeo has a sub up.

  • Scarf Jarachi is not a counter, it is check or revenge killer

  • Pinsir same as above


You say you beat it reasonably easily but failed to list examples of how you do this? I already showed how AV Melo does not counter it at all...
...Bro do u even calc?
I said Scarf Jirachi counters after a little prior damage.
252 SpA Choice Specs Keldeo Hydro Pump vs. 0 HP / 4 SpD Jirachi: 267-315 (78.2 - 92.3%) -- guaranteed 2HKO
252 Atk Jirachi Zen Headbutt vs. 0 HP / 0 Def Keldeo: 240-284 (74.3 - 87.9%) -- guaranteed 2HKO
This is what we call "countering after a little prior damage."

252 SpA Keldeo Scald vs. 0 HP / 0 SpD Thundurus: 157-186 (52.5 - 62.2%) -- guaranteed 2HKO
Thundurus quite clearly counters the SubCM set. And if you're worried about Gyara being setup fodder for Keldeo, there's this little move called "Dragon Dance" that you should perhaps check out maybe.

Lati's lose to icy wind, unless of course they don't. 252 SpA Choice Specs Keldeo Icy Wind vs. 72 HP / 0 SpD Latias: 144-170 (45.1 - 53.2%) -- 1.2% chance to 2HKO after Leftovers recovery
And in any case there's this thing called "predicting" where you send in Kyu-B on the choice-locked icy wind and click the button that says "fusion bolt" and then keldeo faints.

Gastrodon can't take specs secret sword, so I guess it's lucky that things like Landorus come in on the choice-locked fighting move and kill something.

I know keldeo isn't always easy to deal with. But your list of ways of dealing with it was incomplete, and there's no way keldeo's just gonna curbstomp a good fighting team.
 
...Bro do u even calc?
I said Scarf Jirachi counters after a little prior damage.
252 SpA Choice Specs Keldeo Hydro Pump vs. 0 HP / 4 SpD Jirachi: 267-315 (78.2 - 92.3%) -- guaranteed 2HKO
252 Atk Jirachi Zen Headbutt vs. 0 HP / 0 Def Keldeo: 240-284 (74.3 - 87.9%) -- guaranteed 2HKO
This is what we call "countering after a little prior damage."

252 SpA Keldeo Scald vs. 0 HP / 0 SpD Thundurus: 157-186 (52.5 - 62.2%) -- guaranteed 2HKO
Thundurus quite clearly counters the SubCM set. And if you're worried about Gyara being setup fodder for Keldeo, there's this little move called "Dragon Dance" that you should perhaps check out maybe.

Lati's lose to icy wind, unless of course they don't. 252 SpA Choice Specs Keldeo Icy Wind vs. 72 HP / 0 SpD Latias: 144-170 (45.1 - 53.2%) -- 1.2% chance to 2HKO after Leftovers recovery
And in any case there's this thing called "predicting" where you send in Kyu-B on the choice-locked icy wind and click the button that says "fusion bolt" and then keldeo faints.

Gastrodon can't take specs secret sword, so I guess it's lucky that things like Landorus come in on the choice-locked fighting move and kill something.

I know keldeo isn't always easy to deal with. But your list of ways of dealing with it was incomplete, and there's no way keldeo's just gonna curbstomp a good fighting team.
  • Jirachi - My fault :X how does scald work out for it though?

  • Thundy - You still seem very fixed on this SubCM why not account for that specs hydro/icy wind?

  • Gyara with Sp.def and d-dance... for stall that isn't applicable and that spread would be rare to put it lightly as the EVs and Moves contradict themselves. Consider usage.

  • Lati's my fault I put it in honka but must've used bad spread. That adds dragon to the list(psy can alrdy beat keldeo)

  • Oh yes and this thing called "predicting" can go wrong for either side so should be avoided in most arguments. Because saying you can do a play would make a lot of points fodder.
Now would you address my other points? Jirachi doesn't appreciate a burn and even w/out needs prior damage :I
My list of dealing with it addressed counters not checks. So "dealing with it" defensively is the problem.
So types that counter keldeo: water, fairy, dragon, psychic, grass, poison. 2 of which not being common(grass and poison) so 10 other types indeed gets curb stomped by keldeo and friends because when you have a poke that does what MLP does, it's just a matter of supporting it.
Did I ever claim keldeo destroys fighting? Fighting is a Hyper Offensive type so shouldn't have much of a problem with the exception being Scarf Keldeo.
Assuming you meant Flying, I run Stall Flying so it's much more of a problem you see. Regular flying will have trouble with it but doesn't roflstomp it.

Please do address all of my points instead of slight faults on my part :I
 
Last edited:
What was the point of mentioning SubCM is ran more often? Specs is only used .3% less on water so a counter has to be able to beat both so let's see here.

  • Thundurus is not a counter it's a revenge killer I never argued that it can't be revenge killed.

  • As for altaria...Icy Wind(Which is the 3rd most common move on keldeo) makes short work of it.

  • Gyarados does indeed wall it... except it doesn't, sub+CM sets up on the airborne shrimp.

  • Lati's lose to Icy Wind.

  • Gastrodon can't take a specs Secret Sword

  • LOL SEISMITOAD? I would say I started this Seismitoad trend, but you're misinformed. Seismitoad doesn't run a tank, because it's not very bulky. If you are running that you are doing it wrong. Runs enough speed to and SpA to hit azu with sludge bomb and you should be sashed preferably. Also if you are suggesting a Phys. Defensive spread ... Bold Max HP/Def is only used on 1.4% of the of Seismitoad used on ground(which is only 31%). Gastrodon = Bulk, Seismitoad = Offensive (Sash ~ Toxic, Endeavor, Sludge Bomb, Scald)EVs 192 def or sp.def, 252+ Sp. attk 64 speed

  • Meloetta - Do keep in mind AV is only used 16% of the time, for comparison Choice Band is used 16% of time on Staraptor... now do you worry about Staraptor carrying a choice band, like ever? But for all intents and purposes:
    252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 0 Def Meloetta: 258-304 (63.8 - 75.2%) -- guaranteed 2HKO
    A Max Hp/Def+ Meloetta is so low in usage so please don't go there, but just in case
    252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 252+ Def Meloetta: 177-208 (43.8 - 51.4%) -- guaranteed 2HKO after Stealth Rock
  • Ghost - What is this whole load of mons though? The only pokes that can beat Keldeo in ghost's top 10 is Jellicent (Trevenant has a 29% chance of being 2hko'd after rocks) So I suppose I neglected but after Jellicent is dusclops who doesn't exactly like partying with Sub+CM Keldeo. So please don't use words like "loads" without backing it up.

  • Electric doesn't have any switch-ins to specs keldeo period. It comes in and something dies. This is ashame when electric usually opts for balance-offensive playstyle(Rotom-W, Zapdos and Eelektross are in top 6).

  • Dark - Umbreon gets set up on, if you switch to sableye it is getting hit with +1 specs or subcm, even worse keldeo has a sub up.

  • Scarf Jarachi is not a counter, it is check or revenge killer

  • Pinsir same as above


You say you beat it reasonably easily but failed to list examples of how you do this? I already showed how AV Melo does not counter it at all...

I'll go through these real quick since I am a bit preoccupied right now but

  • Keldeo is choicelocked with specs, and only specs will 2hko altaria with icy wind, meaning you can safely switch to gyarados if you see icy wind do over half. if it's sub calm mind then no matter if keldeo subs or calm minds or icy winds the turn you switch altaria into it, it will not be able to kill altaria the next turn, while altaria will OHKO with return/frustration.
  • DoW clearly stated that the counters (including gyarados) were for specs keldeo, so why are you bringing up sub cm keldeo here? in any case, gyarados has access to taunt.
  • Keldeo has an incredibly small chance to 2hKO latias, and will lose to the albeit rare scarf latios due to not being able to OHKO it. But dragon really doesn't need to send anything weak to ice to check keldeo in the first place, thanks to kyub.
  • Before I get into seismitoad, let me just say that I find posts like "Started the trend to use this poke" or "popularized this set" incredibly contrived and revolting. It adds absolutely nothing to the discussion. In any case, seismitoad's defensive stats are 105/75/75, and while not perfect, does not mean that running it with a defensive set is "wrong" by any means.
  • Again with the sub cm against ghost, when the original point was what to use specs keldeo. Yes, people are aware that the two sets have different checks. Thank you for your input.
  • Electric with the combination of zapdos and rotom-wash is guaranteed to have something that can take at least 2 hits from whichever move keldeo is choicelocked in.
  • People don't seem to remember that scald only has a 30% burn chance, and that is the ONLY way that jirachi would not counter. scald is a subpar option however, since even with the burn damage it is significntly weaker than hydro pump, and means that the amount of pokes you could normally OHKO or 2HKO is significantly reduced.
 
Rofl I didn't even see the Keldeo part, all I'm gonna say is if you want every single person on the ladder to use Ground, then be my guest.

For your point on stall Flying not being able to answer it even tho I think scp made a couple of great points above, is that necessarily a bad thing? If stall was able to answer every single threat it'd be broken as fuck so the fact that there are some threats that do break it largely because you've chosen that play style, then I regard that as a good thing. Balanced Flying might not be able to switch into Keldeo that well, but it at least has safeguards against it, whereas it'll perform worse vs other threats. You have to remember it's healthy for every team to be weak to something, otherwise there'd be one be all and end all team and a load of inferior teams.

My personal views on mono at the moment are that Ground definitely needs a look at, the sheer effectiveness of the cookie cutter Ground that is well known to anyone who's played a decent amount of the ladder is somewhat worrying, and definitely at the forefront of my mind when I consider potential next steps in our tiering.

Another thing that's been concerning me is Mega Altaria's incredible matchup against so many types, particularly when backed up by the common Healing Wish+screens Latias on Dragon teams and in general the sheer amount of options on Flying teams. I've used it a lot myself and found it unsettling how easy it was to set up and absolutely crush teams with little effort, particularly vs lower tier types. Not suggesting anything yet, just what I feel from laddering with and against it.
Is ground that bad as of late? The only concern I have ever had for ground balance-wise was Gravity Lando-I. SandRush Exca might be something but it takes up two slots very interesting though. I'm not upset stall flying can't be it specifically, it's rather keldeo is whopping everything. The only thing that bothers me that my stall team loses to is Mega Sableye in which I would need fling and also hope they don't have umbreon. I haven't used altaria much but my god, the pressure it puts is terrifying. I've been avoiding pointing a finger at it but it's definitely a threat. Ground isn't flawless but has it become a top tier type lately?
 
Not sure if this has been mentioned yet, but SpD Trev can usually beat Specs Keldeo, especially if it uses Leech Seed:
252 SpA Choice Specs Keldeo Icy Wind vs. 252 HP / 252+ SpD Trevenant: 146-174 (39 - 46.5%) -- 28.9% chance to 2HKO after Stealth Rock (fails to 2HKO if no Rocks are up, but tbh, Ghost has no hazard removal, Drifblim is shit)
And Jellicent wins as well:
252 SpA Choice Specs Keldeo Hidden Power Electric/Grass vs. 252 HP / 252+ SpD Jellicent: 136-162 (33.6 - 40%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
Jellicent can Toxic then Recover stall while Trev can Seed it, then use its boatloads of passive recovery to stall with Phantom Force+Leech Seed and/or set up a Sub. SubCM usually runs STABs, therefore Jellicent wins, as Keldeo does nothing. Therefore, Ghost can beat Keldeo. Again, not sure if I just missed that, but Grass, Poison, Ghost, Water, Fairy, Psychic, Electric (Zapdos+Rotom-W core, or general constant Volt Switching), Dragon, and Flying at least can all win.
 
Ground is less "top tier" than "ideal laddering type" as it simply beats average and bad types by a bigger margin than flying, water, or psychic. It also holds its own against them and steamrolls the more anti meta checks that work on them like bug and fire. I don't see it as being very stable in the 1600 environment, but it's one of the best options to get there.

I'd say after the bans, the part of the meta has shifted toward slower, bulky offensive teams for a good amount of flying and water users, which is pretty awful for types like dark and fairy, but really, really good for fighting and electric. Keldeo's just in the boat of pokemon so good that no matter how often they are used, they aren't used enough. It's laughable how it can fall under the radar when teambuilding, but it can be shut down by a couple consistent pokemon and can't setup against HO teams very well. It's probably up there with deo-d and mew against stall teams and some bulky offense though, so it's easy to have 3-4 members vulnerable to it even on a good type.
 
  • Keldeo is choicelocked with specs, and only specs will 2hko altaria with icy wind, meaning you can safely switch to gyarados if you see icy wind do over half. if it's sub calm mind then no matter if keldeo subs or calm minds or icy winds the turn you switch altaria into it, it will not be able to kill altaria the next turn, while altaria will OHKO with return/frustration.
That's assuming you have altaria + Gyarados which isn't very likely with altaria's usage on flying. That is a rather nice play but keldeo has already done it's damage and as I stated it can just hit n' run. Switch out after Icy Wind on Gyara. Come back in and do damage.

  • DoW clearly stated that the counters (including gyarados) were for specs keldeo, so why are you bringing up sub cm keldeo here? in any case, gyarados has access to taunt.
my point is gyarados isn't consistent as a counter.

  • Keldeo has an incredibly small chance to 2hKO latias, and will lose to the albeit rare scarf latios due to not being able to OHKO it. But dragon really doesn't need to send anything weak to ice to check keldeo in the first place, thanks to kyub.
I've mentioned that I was mistaken and stated dragon can indeed counter keldeo although scarf latios isn't rare at all(it's the most common item on latios)

  • Before I get into seismitoad, let me just say that I find posts like "Started the trend to use this poke" or "popularized this set" incredibly contrived and revolting. It adds absolutely nothing to the discussion. In any case, seismitoad's defensive stats are 105/75/75, and while not perfect, does not mean that running it with a defensive set is "wrong" by any means.
Ad Hominem, not everything I say has to be progressive? There has been worse. 105/75/75 is bad to be using it defensively especially after the power creep, I mean come on, things like quagsire are getting 2hkod no problem these days.

  • Again with the sub cm against ghost, when the original point was what to use specs keldeo. Yes, people are aware that the two sets have different checks. Thank you for your input.
Oh really? The fact seems to be overlooked so I felt the need to state it. So much sass ;-;

  • Electric with the combination of zapdos and rotom-wash is guaranteed to have something that can take at least 2 hits from whichever move keldeo is choicelocked in.
Okay but one of those will be losing more than half their HP on a bad switch and then have a very predictable switch after that. I could easily say 2 pokes can cover mega luke via taking damage but the problem is 1 poke can't do it.

  • People don't seem to remember that scald only has a 30% burn chance, and that is the ONLY way that jirachi would not counter. scald is a subpar option however, since even with the burn damage it is significntly weaker than hydro pump, and means that the amount of pokes you could normally OHKO or 2HKO is significantly reduced.
I mean to simply show that Jirachi is a soft counter and needs multiple conditions.
My aim was to prove Keldeo has broken offensive power. Sorry if I come off rude it's just how I argue, I'm a really chill person :I
 
I will never understand why everyone suggest flying's core is broken when every single type can beat it without overcentralizing.

Another point
Keldeo is very broken in the meta.

Keldeo is only countered by Psychic(slowbro), Water(Slowbro/Azu/Tentacruel), Grass (Mega Venu), Poison(Mega Venu) and Fairy(Sylveon/Azu/Florges).

That is less than half of the 16 types having definite switch-ins to MLP

Oh and it threatens to sweep at any given moment with the Sub+CM set, giving off enormous defensive and offensive pressure to make you think twice before clicking scarf f-blast, draco, etc. The Sub+CM set also handles soft walls to keldeo.

Now all of the above isn't much of a problem if you run HO except for Sub+CM perhaps. However this blue bastard has a perfectly viable scarf set, with a awesome speed tier it will most likely be outspeeding your pokes and to pokes it can't kill it has the potential of leaving a nasty burn.
Now I use Stall Flying, (#BringBackBigBird) and keldeo is so powerful to the point where I just have to bank on it missing hydro on chari-x
Here is a replay for analysis:
http://replay.pokemonshowdown.com/nimbus-monotype-25059
This was the finals of a tour, if he were to land that hydro he could have swapped it and eventually end up picking off every poke I have one by one and just keep doing hit n' runs.

You seem to lack an understanding as to why the SkarmZap core was broken. It wasn't broken because it was overpowered. It was broken for two reasons:
A. Every team had to be able to deal with it.
B. The sheer flexibility that it gave Flying in its choice of the rest of the team was utterly ridiculous. Flying could be built an insane number of ways, having viable options for the last four slots numbering well into the teens. This literally gave Flying possibly hundreds of lineups that worked in our meta. The sheer flexibility of flying was staggering, and the Zapdos ban has helped to reduce the number of combinations that could excel in our meta. Flying is still possibly the most flexible type, but it has rightfully been weakened.
What was the point of mentioning SubCM is ran more often? Specs is only used .3% less on water so a counter has to be able to beat both so let's see here.

  • Thundurus is not a counter it's a revenge killer I never argued that it can't be revenge killed.

  • As for altaria...Icy Wind(Which is the 3rd most common move on keldeo) makes short work of it.

  • Gyarados does indeed wall it... except it doesn't, sub+CM sets up on the airborne shrimp.

  • Lati's lose to Icy Wind.

  • Gastrodon can't take a specs Secret Sword

  • LOL SEISMITOAD? I would say I started this Seismitoad trend, but you're misinformed. Seismitoad doesn't run a tank, because it's not very bulky. If you are running that you are doing it wrong. Runs enough speed to and SpA to hit azu with sludge bomb and you should be sashed preferably. Also if you are suggesting a Phys. Defensive spread ... Bold Max HP/Def is only used on 1.4% of the of Seismitoad used on ground(which is only 31%). Gastrodon = Bulk, Seismitoad = Offensive (Sash ~ Toxic, Endeavor, Sludge Bomb, Scald)EVs 192 def or sp.def, 252+ Sp. attk 64 speed

  • Meloetta - Do keep in mind AV is only used 16% of the time, for comparison Choice Band is used 16% of time on Staraptor... now do you worry about Staraptor carrying a choice band, like ever? But for all intents and purposes:
    252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 0 Def Meloetta: 258-304 (63.8 - 75.2%) -- guaranteed 2HKO
    A Max Hp/Def+ Meloetta is so low in usage so please don't go there, but just in case
    252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 252+ Def Meloetta: 177-208 (43.8 - 51.4%) -- guaranteed 2HKO after Stealth Rock
  • Ghost - What is this whole load of mons though? The only pokes that can beat Keldeo in ghost's top 10 is Jellicent (Trevenant has a 29% chance of being 2hko'd after rocks) So I suppose I neglected but after Jellicent is dusclops who doesn't exactly like partying with Sub+CM Keldeo. So please don't use words like "loads" without backing it up.

  • Electric doesn't have any switch-ins to specs keldeo period. It comes in and something dies. This is ashame when electric usually opts for balance-offensive playstyle(Rotom-W, Zapdos and Eelektross are in top 6).

  • Dark - Umbreon gets set up on, if you switch to sableye it is getting hit with +1 specs or subcm, even worse keldeo has a sub up.

  • Scarf Jarachi is not a counter, it is check or revenge killer

  • Pinsir same as above


You say you beat it reasonably easily but failed to list examples of how you do this? I already showed how AV Melo does not counter it at all...

Excuse me, the most popular Gastrodon spread in the sprite gallery needs a word with you.

252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 252+ Def Gastrodon: 190-225 (44.6 - 52.8%) -- 25% chance to 2HKO after Stealth Rock and Leftovers recovery

SubCM doesn't even have to stop physically defensive Gastrodon either. It can spam Earthquake to stop the subs, meaning that even if Keldeo does get high enough to OHKO Gastrodon, it will be revenge killed with ease. Assuming fighting type, this is a great outcome. A Breloom swap means that the ground player has to predict. Not the end of the world. Water is a horrible matchup for ground with or without Keldeo, and that's perfectly fine. Ground doesn't need to be flying 2.0 and have no bad matchup with any common or semi-common type.

0 Atk Gastrodon Earthquake vs. 0 HP / 0 Def Keldeo: 102-120 (31.5 - 37.1%) -- guaranteed 3HKO after sandstorm damage

Electric is and will continue to be a predict intensive type. It isn't for the unskilled. If required the Electric player will have to predict Keldeo like so many other situations Electric gets into. Even failing the predict, Keldeo gives free entry to a revenge killer that Fighting does not appreciate, either Manectric or Thundurus. Water has Lanturn, but that's very predictable. A Water/Ground would be OHKO'd by Thundurus using Grass Knot, so that isn't too much concern. Electric players such as Tesla have long since accepted their difficulties and actually seem to take pride in them.

Pinsir has the support of Sticky Webs, which most fighting teams are incapable of removing. This means that Pinsir can revenge kill Keldeo with ease.

Except lando-t walls banded terrak. It can only 2hko skarm with CC which vs a flying team...is very risky.

You cannot use mega altaria on flying over chari-x though. You lose your only reliant switch-in to Ice/Elect/Fire combo and Will-o-Miss user. Not even mention it is the 13th most used poke on flying being at use 17% of the time. Clearly majority of players feel that chari-x is superior and can't expect them to run altaria.
Not only that the only set that walls keldeo is 252 hp/sp.def which is only used 3% of the time. Chari-X > altaria for Stall, Balance and very arguably HO.

As for togekiss - 252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 252+ SpD Togekiss: 175-207 (46.9 - 55.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Fighting will always have the initiative with rocks vs Flying (Anti-Lead set), Water has swampert(scald/ice beam being doom of skarm and other defoggers), empoleon and tentacruel. So to assume those types couldn't have rocks up... is a bit of a reach. However if you manage to switch in to keldeo without rocks it looks very bright for you.
252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 252+ SpD Togekiss: 175-207 (46.9 - 55.4%) -- 16% chance to 2HKO after Leftovers recovery
That is one big attack. You the option of either roosting immediately or T-waving, either way is very predictable and keldeo will have multiple chances to end the Trollgekiss

AV Torn-T on stall... it wouldn't be able to replace anything and it's only use would be specifically for keldeo as lando-I isn't a problem for flying. I will admit it is a solid answer albeit only being used 5% of the time on flying so it's very clearly the majority sees it is overshadowed by other mons.

I do know the faults of the sets the problem is Sub+CM and Specs is a 50/50 highly limiting the things that you can reliably switch in. Wallbreakers that nearly 2hko and one shot the metagame like keldeo are heavily argued to be broken (Megacham, Gallade).

Keldeo isn't limited as a wall breaker because it threatens even HO with Sub+CM and Scarf unlike Megacham for example who is limited to that role.

Keldeo being a wall breaker is no excuse for nearly wiping out the entire meta. It's simple: Monotype's most popular playstyle is Balance-Offensive now when you have a poke like Keldeo that overcomes not only most mono's defensive cores but gives offensive mons trouble as well it can be considered broken.

  • Jirachi - My fault :X how does scald work out for it though?

  • Thundy - You still seem very fixed on this SubCM why not account for that specs hydro/icy wind?

  • Gyara with Sp.def and d-dance... for stall that isn't applicable and that spread would be rare to put it lightly as the EVs and Moves contradict themselves. Consider usage.

  • Lati's my fault I put it in honka but must've used bad spread. That adds dragon to the list(psy can alrdy beat keldeo)

  • Oh yes and this thing called "predicting" can go wrong for either side so should be avoided in most arguments. Because saying you can do a play would make a lot of points fodder.
Now would you address my other points? Jirachi doesn't appreciate a burn and even w/out needs prior damage :I
My list of dealing with it addressed counters not checks. So "dealing with it" defensively is the problem.
So types that counter keldeo: water, fairy, dragon, psychic, grass, poison. 2 of which not being common(grass and poison) so 10 other types indeed gets curb stomped by keldeo and friends because when you have a poke that does what MLP does, it's just a matter of supporting it.
Did I ever claim keldeo destroys fighting? Fighting is a Hyper Offensive type so shouldn't have much of a problem with the exception being Scarf Keldeo.
Assuming you meant Flying, I run Stall Flying so it's much more of a problem you see. Regular flying will have trouble with it but doesn't roflstomp it.

Please do address all of my points instead of slight faults on my part :I

>Cannot.
I beg to differ. I have already seen successful flying players use mega Altaria. It is one of the most threatening Dragon Dance sweepers ever to set foot outside of the Uber tier, and has contemptuous ease in doing it's job because of its typing, an absurd Dragon/Fairy. Giving up Charizard may be hard for some people, but that just means that you have to predict more. Predicting is a fine thing, displaying skill. Skill is what we want from players, and is therefore applicable to arguments.

That's assuming you have altaria + Gyarados which isn't very likely with altaria's usage on flying. That is a rather nice play but keldeo has already done it's damage and as I stated it can just hit n' run. Switch out after Icy Wind on Gyara. Come back in and do damage.


my point is gyarados isn't consistent as a counter.


I've mentioned that I was mistaken and stated dragon can indeed counter keldeo although scarf latios isn't rare at all(it's the most common item on latios)


Ad Hominem, not everything I say has to be progressive? There has been worse. 105/75/75 is bad to be using it defensively especially after the power creep, I mean come on, things like quagsire are getting 2hkod no problem these days.


Oh really? The fact seems to be overlooked so I felt the need to state it. So much sass ;-;


Okay but one of those will be losing more than half their HP on a bad switch and then have a very predictable switch after that. I could easily say 2 pokes can cover mega luke via taking damage but the problem is 1 poke can't do it.


I mean to simply show that Jirachi is a soft counter and needs multiple conditions.
My aim was to prove Keldeo has broken offensive power. Sorry if I come off rude it's just how I argue, I'm a really cool person :I

Acknowledging that Altaria carries an Ice weakness, you naturally need something to take Ice attacks for you. This leaves Gyarados or Articuno. Gyarados would undoubtedly be the more popular choice, seeing as it doesn't share any weaknesses with Altaria. Gyarados, which only cares about Keldeo if it uses Hidden Power Electric can greatly bother fighting teams by using thunder wave, a set that was actually used as a Greninja counter. Against Water with Lanturn there will be more prediction, which is still a good thing.
 
  • Like
Reactions: DoW
You seem to lack an understanding as to why the SkarmZap core was broken. It wasn't broken because it was overpowered. It was broken for two reasons:
A. Every team had to be able to deal with it.
B. The sheer flexibility that it gave Flying in its choice of the rest of the team was utterly ridiculous. Flying could be built an insane number of ways, having viable options for the last four slots numbering well into the teens. This literally gave Flying possibly hundreds of lineups that worked in our meta. The sheer flexibility of flying was staggering, and the Zapdos ban has helped to reduce the number of combinations that could excel in our meta. Flying is still possibly the most flexible type, but it has rightfully been weakened.
Um every team has to be able to deal with Mega Altaria, Breloom, Gallade, ChanseyGon, Excadrill, etc. so that first point is void. Now if you had to overcentralize to deal with it that would be a problem, however, that core isn't difficult to beat. Please, do name a type that can't beat flying's core- I dare you.
Flexibility? Flying is known for being cookie cutter and generic. Flying teams aren't to different from each other and only differ in ways of going about offense but core stays the same. It's an ideally flexible type but in practice not much is viable outside of the norm.
tl;dr Flying's core isn't broken if you don't have to overcentralize to beat it and when every monotype can beat it.

Side note
Oh and on keldeo, from the responses what I have garnered is that some believe it's presence is ok, that is fine. It's really how you prefer the metagame. I don't like the thought of doing 50/50s w/ Keldeo and having very little walls across the 16 types. Some find it ok that you would have to do a 2 or 3 point play. I can't argue against that because it is all subjective. Oh and to the guy with the gastro post. all gastro can do after it switches in is recover? if it even attempts to damage keldeo it will die. Every single time you recover you roll that 25% chance of being 2hkod sooooo yeah.
 
Jirachi - My fault :X how does scald work out for it though?
Scald hax is a nuisance, but it's still a counter after a little damage.
Thundy - You still seem very fixed on this SubCM why not account for that specs hydro/icy wind?
You yourself were talking a lot about this set, I merely answered that more than the specs set.
Gyara with Sp.def and d-dance... for stall that isn't applicable and that spread would be rare to put it lightly as the EVs and Moves contradict themselves. Consider usage.
That set is ripped straight from the damage calc, which works on most common sets, at least in OU. But I wouldn't say it's exactly a bad set to use in monotype either. And bulky DD isn't exactly a bad set, moreover stall teams often have something like gyara for a late-game cleaner. As one of the few things that takes ice beams decently, I see no problem with using it.
Oh yes and this thing called "predicting" can go wrong for either side so should be avoided in most arguments. Because saying you can do a play would make a lot of points fodder.
I'm not saying predicting is foolproof. But equally, you can't complain if you're losing to a poke because you fail to predict around it; if your team can win without you having to predict then it's an OP team. Checks to threats aren't perfect, but it equally doesn't mean the threats are broken.
Now would you address my other points? Jirachi doesn't appreciate a burn and even w/out needs prior damage :I
My list of dealing with it addressed counters not checks. So "dealing with it" defensively is the problem.
So types that counter keldeo: water, fairy, dragon, psychic, grass, poison. 2 of which not being common(grass and poison) so 10 other types indeed gets curb stomped by keldeo and friends because when you have a poke that does what MLP does, it's just a matter of supporting it.
Did I ever claim keldeo destroys fighting? Fighting is a Hyper Offensive type so shouldn't have much of a problem with the exception being Scarf Keldeo.
Assuming you meant Flying, I run Stall Flying so it's much more of a problem you see. Regular flying will have trouble with it but doesn't roflstomp it.

Please do address all of my points instead of slight faults on my part :I
Ok, so the actual list of types that have counters goes as follows: Water, Fairy, Dragon, Psychic, Grass, Poison, Ghost, Flying, Electric (Zapdos), Ground (Gastrodon). As you've pointed out, fighting doesn't care all too much about it, though it can be an annoyance. Similarly, I'd like to argue that while Bug can't counter it (outside of shedinja lol), it has more than enough pokemon capable of both KOing it and using the pressure of being in to make the opposing side struggle. Dark can play around it, despite not enjoying having to do so, as can Normal. Rock and Ice both struggle very much in the metagame, however Ice and still play around it to an extent and Rock can technically check it, as M-Diancie comes in on Secret Sword to KO while Cradily will eat up the choice-locked Hydro Pumps; that's not to say Rock's gonna win this matchup but oh well. Fire; Zard Y comes in and puts a lot of pressure down, especially against water teams.

tl;dr it's a stronk mon, but I don't think it 6-0s any of the types.
 
Status
Not open for further replies.
Back
Top