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np: NU Stage 10 - Blackbird

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I've never personally understood the hype surrounding Seismitoad. It may have something to do with me being absolutely unable to use it to any real effect but I've always found that it suffers from possibly the most severe 4mss I've ever seen while also struggling against the one playstyle that tends to frustrate the average NU team (stall). Seismitoad is absolutely positively trash against any form of competent stall and gives free turns to one of the most common stall spikers, Roselia, who hard counters every set. Status will not stick due to almost every stall team carrying a cleric, and without the threat of Toxic Seismitoad is walled by the omnipresent Alomomola (very depressing). In and of itself Seismitoad just doesn't seem to have that much going for it other than the oft-coveted water/ground typing, failing as a dedicated wall due to less than incredible bulk and lack of reliable recovery, as a bulky attacker with its subpar offensive capabilities and inability to take neutral hits, and as a rain sweeper due to being almost wholly outclassed by either Ludicolo (superior offensive typing, firepower) or Golduck (greater speed, power).

Of course its typing will always be nice, but personally I've found that there's almost always a better fit for whatever team I'm building, Seismitoad is passable at a lot of things but shines at very little. Most of its resistances are on the special side, but almost every special sweeper in the tier carries Grass coverage in the form of Giga Drain, Grass Knot, or HP Grass. It also happens to be just about 4hkoed by Skuntank's Crunch when it holds Dread Plate, which sounds good until you realize that Skuntank is not known for its particularly immense firepower and that Seismitoad has no reliable recovery, you're likely to just get worn out. There's something to be said about the 'unpredictability' of Seismitoad's set but in all honesty I doubt anyone has ever worried about switching their Vileplume or Meganium or Roselia or Alomomola or Lickilicky into Seismitoad all that much as all of Seismitoad's sets threaten essentially the same things, and with those all being staples of NU teams as bulky pivots I've found myself rather frustrated at Seismitoad's lack of production under my command. It does shine against many hyper offense teams and occasionally balance but having a dead weight in the slot against stall, semistall and many balance teams is somewhat dissapointing

On the note of fighting spam it seems to be more effective than ever. CB Sawk, Skuntank, and Scarfed Primeape work wonders together as so many teams rely on Musharna as their sole fighting resist. After eating a pursuit on the way out and with rocks down Musharna is handily 2hkoed by Sawk's Close combat, EQ, Stone Edge, etc and as such cannot directly switch in, forcing unfortunate sacrifices on the part of the enemy. Other fighting counters that rely on flying typings such as Golbat are pressured hard, eating constant SR damage switching into possible U-turns and being forced out right after by threat of strong special assaults. In conjunction with hazards fighting type offensive cores rack up a ton of passive damage while breaking through cores that lack multiple dedicated answers. Typically SR and 1 layer of spikes is sufficient, but no harm in adding a few extra.
 
Out of curiousity, what is Gurdurr's role in the Triple Fighting core? To get past walls who stop Ape/Sawk ?( which is Skuntank's role too,I presume?)
 
13% teams are hyperoffensive and 44% are offensive, while stall and semistall are around 8.5%. Clearly, I would be more concerned with defeating offensive teams than stall teams. However, I do not think anyone argued that seismetoad is great against stall. It can, however, reliably kill all spikers and toxic spikers in the tier except roselia. However, if you are scared of roselia (which can be used for another teammate, noone said seismetoad kills every single poke in nu), I will run enough attack to 2hko roselia with earthquake. You have to be more openmineded about the potential strengths of a poke rather than writing off that it cannot handle pokes that run moves which are 4x supereffective against it. That is what team building is for. If you cannot handle roselia with a seismetoad, it is easy enough to predict the switch. However, maybe the best set for seismetoad is an offensive set, as it can 2hko ludicolo (another almost guarentee switch into seismetoad) with sludge bomb while outspeeding with speed investment, and has more bulk than golduck to fire off more attacks. Seismetoad also reliables 2hko's skuntank with earthpower/earthquake, so I don't know what you are trying to say. Even so, a 4hko is not a big deal really. Yeah sure, vileplume, meganium and roselia can generally switch in as they have 4x supereffective moves, and alomomola and lickilicky are 2 of the premiere walls of nu. Sub seismetoad also completely walls alomomola, and i know some people that run sub on seismetoad. Maybe you are not using seismetoad correctly, but it is an S Rank quality poke that I have no trouble fitting on any team.
 
Out of curiousity, what is Gurdurr's role in the Triple Fighting core? To get past walls who stop Ape/Sawk ?( which is Skuntank's role too,I presume?)

I was initially puzzled as well, as it doesn't exactly synergize with the other the way that Sawk and Primeape do with eachother. I can only presume that since the things that give it trouble would be being eliminated anyway, it was slapped on as a secondary way to take advantage of the fact. It's also more efficient at sweeping midgame than Primeape, as it doesn't really require things to be weakened as much. Hellish to take down when the things that do wall it are taken out though :/ I also really like the idea of using Gothorita with these Pokemon to take out their counters, and it's something that I've considered, but such huge dedication to this one goal would end up leaving a team rather unflexible when confronted with situations where simply taking out the Pokemon that wall the Fighting-types doesn't apply, such as against a Rain team, as they can simply power through these Pokemon with high powered Water attacks. It also leaves you starved for teamslots for a Spiker, Stealth Rocker, defensive pivot, Normal/Bird check, Electric immunity etc, which most teams rely on.
 
It looks like your issue with Seismitoad is similiar to my 'Carracosta syndrome' I had a while back, so I'm eager to help you address your problem(s).

Seismitoad's typing and ability are its greatest draws, which is already good in itself since it resists Water, Fire, Electric, Poison and Rock, a combination of resists no other pokemon has. Its movepool isn't fantastic but is still very usable to do what you want it to. Toad can fit on both offensive and defensive teams, which suggest how good its well rounded stats are.

In the SR lead matchup, Seismitoad is arguably the one with the most positive matchups amongst them, threatening Golurk, Golem, Piloswine, Torkoal, Armaldo, Bastiodon, Carracosta...pretty much any SR lead that is weak to Water and Ground, excluding stuff like Miltank (who may prefer its moveslot over something else), Cradily, and Gabite, which are pretty obscure options for an SR user for the team. This is highly appreciated in offensive teams as they can gain quick momentum by both setting up SR and then maintain the advantage over the opponent by forcing them out or crippling/KOing them. Seismitoad is also handy for checking threats such as Carracosta and Samurott (provided Toad is faster), and having a good switch-in to Water-types is never a bad thing. If you prefer Toad to handle certain threats more effectively, it is not unheard of for these Toads to carry moves such as Grass Knot to beat Samurott and opposing Toads easier or Sludge Bomb to deter Grass-types such as Serperior or Tangela from switching in safely. With its typing and natural bulk, Toad can act as the pivot of the team.

Now you said you had trouble using Toad on a defensive team. I don't know about you but those combination of resists are hard to come by, all at the cost of a lone, easily resisted weakness. While Grass moves have been on the rise lately, specially defensive Toads have the tendency to actually survive HP Grasses if at good enough health, by virtue of their deceptively respectable 105/75/75 bulk, especially when compared to Eelektross's 85/80/80 bulk. In fact, Toad can go physically defensive to ease its matchup against opposing SR leads and surviving stuff like CB Sawk's Close Combat, moves that would've KOed other SR leads due to weaknesses that Toad lacks. You then mentioned Toad having 4MSS. While I had trouble deciding moves for Toad myself, it eventually boiled down to "do I want SR on Toad?". If SR has been covered by a teammate, things become simpler for Toad, and I often don't find myself looking at other moves aside from Toxic and Knock Off. Oh yeah, remember those defensive pokemon (Rosy, Vileplume, Lickilicky)? None of them like losing their item, and hindering their survivability greatly aids stall teams, meaning Toad can still contribute against opposing stall.

Rain Toads are not outclassed by other Rain sweepers because of, again, typing, which provides a very welcome Electric immunity and Rock resist that doesn't kill the team's offensive momentum. It can also provide SR for the team if you wish, and can still opt for tech moves to take down pokemon it lures in, such as Earthquake for Jynx and Sludge Bomb for opposing Ludicolo, which may be problematic for its teammates otherwise. Power-wise, Seismitoad (85) is not much weaker than Ludicolo (90) while being barely faster (Toad's 74 vs Ludi's 70), and can take a hit much better than Golduck can, meaning stats-wise it's a balanced mix between the two.
 
I also really like the idea of using Gothorita with these Pokemon to take out their counters, and it's something that I've considered, but such huge dedication to this one goal would end up leaving a team rather unflexible when confronted with situations where simply taking out the Pokemon that wall the Fighting-types doesn't apply, such as against a Rain team, as they can simply power through these Pokemon with high powered Water attacks. It also leaves you starved for teamslots for a Spiker, Stealth Rocker, defensive pivot, Normal/Bird check, Electric immunity etc, which most teams rely on.
It's true that Goth can leave something to be desired in terms of defensive synergy, but removing that one obstacle (two if you play right/good) can pave the way to victory for your assumably HO team, because that is likely the best way to take advantage of Goth's support: quick immediate pressure/punishment. Goth can also remove spinners not named Armaldo, so Scolipede, a renowned Spiker, can find its place on the team as well, as well as other SRers of course. It can still be difficult to fit a weather check, Normal/Flying check, Electric immune (Golem anyone?) and other components that HO teams appreciate, but one has to ask oneself: "is Goth's support worth a teamslot?"
 
I'm sure Seismitoad is a good slot on a lot of teams and a reliable rock setter, I am just Seismitoad-challenged and have immense difficulties working with it. More power to all of you who get so much out of it. For me it is just a struggle as I find that often Seismitoad neither hits hard enough or takes hits well enough for my liking, and I have issues finding a set that suits me well. That may simply be a symptom of my general inability to take advantage of pseudo defensive pokemon, as I play a great deal of balance and stall which make the adjustment difficult as Seismitoad is not a true wall or a bulky attacker in the traditional sense in the vein of Relicanth/Carracosta/Gutsaring. As a force of habit my teams tends to lack normal resists outside of my SR setter as doubling up on ground/rock types makes me nervous so that may also be a reason for my struggles.

Shifting gears, I previously made use of Gothorita frequently when I was more active on the PO server, and as the metagame on PS! has shifted towards what once was on PO, I believe that Gothorita can easy find a solid niche in the tier. The most successful set I ran on Gothorita was a bulky trapper (obviously), with maximum investment in HP and Def

Gothorita @ Eviolite
Trait: Shadow Tag
EVs: 252 HP / 252 Def/ 4 Spe
Bold Nature
-Psychic
-Energy Ball
-Toxic
-Rest

A similar set has already been suggested by many people in the thread. Reliably disposing of Alomomola, Tangela, Golem, Regirock, and many other common walls can be a great boon to your team, but the omnipresence of Skuntank in the tier tends to limit Gothorita's usefulness to removing one mon. However this may have come as a result of Gothorita's ability to dismantle defensive cores, so Skuntank may be a somewhat rarer sight around these parts. As such opposing teams with multiple checks or counters to your sweepers are obviously still problematic. Getting Gothorita on the field vs the correct opponent can also be something of a challenge, as its presence in and of itself draws frequent double switches to Skuntank and other things that Gothorita would really rather not tangle with. A nice little bonus of running so much defense is the ability to lock down and remove Primeape and Sawk with some reliability, you'd still rather not switch directly into a banded Close Combat, but the revenge kill should be easy to grab, and should leave your opponent wary of mindlessly spamming choiced attacks. Hidden Power Ground is also a powerful option, reducing your effectiveness vs Golem and water types but allowing you to dispose of the pesky Steel/Rock duo of Bastiodon and Probopass, which can clear the way for sweepers such as Sub/BU Braviary and anything else that hates Steel types/phazers. Due to the lack of SpA investment this set is generally limited to preying on weaknesses, so don't expect Gothorita to be taking on that specially defensive Metang with any real success even if you're packing HP ground, it just doesn't hit very hard.
 
I'm sure Seismitoad is a good slot on a lot of teams and a reliable rock setter, I am just Seismitoad-challenged and have immense difficulties working with it. More power to all of you who get so much out of it. For me it is just a struggle as I find that often Seismitoad neither hits hard enough or takes hits well enough for my liking, and I have issues finding a set that suits me well. That may simply be a symptom of my general inability to take advantage of pseudo defensive pokemon, as I play a great deal of balance and stall which make the adjustment difficult as Seismitoad is not a true wall or a bulky attacker in the traditional sense in the vein of Relicanth/Carracosta/Gutsaring. As a force of habit my teams tends to lack normal resists outside of my SR setter as doubling up on ground/rock types makes me nervous so that may also be a reason for my struggles.

Shifting gears, I previously made use of Gothorita frequently when I was more active on the PO server, and as the metagame on PS! has shifted towards what once was on PO, I believe that Gothorita can easy find a solid niche in the tier. The most successful set I ran on Gothorita was a bulky trapper (obviously), with maximum investment in HP and Def

Gothorita @ Eviolite
Trait: Shadow Tag
EVs: 252 HP / 252 Def/ 4 Spe
Bold Nature
-Psychic
-Energy Ball
-Toxic
-Rest

A similar set has already been suggested by many people in the thread. Reliably disposing of Alomomola, Tangela, Golem, Regirock, and many other common walls can be a great boon to your team, but the omnipresence of Skuntank in the tier tends to limit Gothorita's usefulness to removing one mon. However this may have come as a result of Gothorita's ability to dismantle defensive cores, so Skuntank may be a somewhat rarer sight around these parts. As such opposing teams with multiple checks or counters to your sweepers are obviously still problematic. Getting Gothorita on the field vs the correct opponent can also be something of a challenge, as its presence in and of itself draws frequent double switches to Skuntank and other things that Gothorita would really rather not tangle with. A nice little bonus of running so much defense is the ability to lock down and remove Primeape and Sawk with some reliability, you'd still rather not switch directly into a banded Close Combat, but the revenge kill should be easy to grab, and should leave your opponent wary of mindlessly spamming choiced attacks. Hidden Power Ground is also a powerful option, reducing your effectiveness vs Golem and water types but allowing you to dispose of the pesky Steel/Rock duo of Bastiodon and Probopass, which can clear the way for sweepers such as Sub/BU Braviary and anything else that hates Steel types/phazers. Due to the lack of SpA investment this set is generally limited to preying on weaknesses, so don't expect Gothorita to be taking on that specially defensive Metang with any real success even if you're packing HP ground, it just doesn't hit very hard.

But why would you use Energy Ball over Calm Mind? Calm Mind makes up for your lack of power AND makes up for your uninvested Special Defense, usually guaranteeing that you can take out walls without much trouble. Energy Ball doesn't provide much in the way of coverage against Dark-types, and the Pokemon that are hit super-effectively by it can just as easily (if not more easily) be dealt with by setting up Calm Minds (plus they are Pokemon that Goth generally doesn't have trouble against). You also aren't trying to rely on Gothorita for a sweep, so it isn't really a big deal if your opponent revenge kills it immediately afterwards. Like Treecko said in the Viability Rankings thread, "...Gothorita usually doesn't get many kills, but if you make your one kill worthwhile (like against an Alomomola or a Tangela that the rest of your team may struggle to break), you can win games solely because of it."
 
Energy Ball is included more or less entirely for Golem, simply because after switching into SR a single EQ crit can prevent you from dispatching it. At the time Golem was the premier Normal resist in the tier and as such being able to reliably take it out without fuss took precedence over greater overall utility provided by Calm Mind. Given that Golem is somewhat less popular atm you are most likely correct, Calm Mind is probably the better option unless for some reason Golem gives you recurring nightmares.
 
I'm sure Seismitoad is a good slot on a lot of teams and a reliable rock setter, I am just Seismitoad-challenged and have immense difficulties working with it. More power to all of you who get so much out of it. For me it is just a struggle as I find that often Seismitoad neither hits hard enough or takes hits well enough for my liking, and I have issues finding a set that suits me well. That may simply be a symptom of my general inability to take advantage of pseudo defensive pokemon, as I play a great deal of balance and stall which make the adjustment difficult as Seismitoad is not a true wall or a bulky attacker in the traditional sense in the vein of Relicanth/Carracosta/Gutsaring. As a force of habit my teams tends to lack normal resists outside of my SR setter as doubling up on ground/rock types makes me nervous so that may also be a reason for my struggles.

Shifting gears, I previously made use of Gothorita frequently when I was more active on the PO server, and as the metagame on PS! has shifted towards what once was on PO, I believe that Gothorita can easy find a solid niche in the tier. The most successful set I ran on Gothorita was a bulky trapper (obviously), with maximum investment in HP and Def

Gothorita @ Eviolite
Trait: Shadow Tag
EVs: 252 HP / 252 Def/ 4 Spe
Bold Nature
-Psychic
-Energy Ball
-Toxic
-Rest

A similar set has already been suggested by many people in the thread. Reliably disposing of Alomomola, Tangela, Golem, Regirock, and many other common walls can be a great boon to your team, but the omnipresence of Skuntank in the tier tends to limit Gothorita's usefulness to removing one mon. However this may have come as a result of Gothorita's ability to dismantle defensive cores, so Skuntank may be a somewhat rarer sight around these parts. As such opposing teams with multiple checks or counters to your sweepers are obviously still problematic. Getting Gothorita on the field vs the correct opponent can also be something of a challenge, as its presence in and of itself draws frequent double switches to Skuntank and other things that Gothorita would really rather not tangle with. A nice little bonus of running so much defense is the ability to lock down and remove Primeape and Sawk with some reliability, you'd still rather not switch directly into a banded Close Combat, but the revenge kill should be easy to grab, and should leave your opponent wary of mindlessly spamming choiced attacks. Hidden Power Ground is also a powerful option, reducing your effectiveness vs Golem and water types but allowing you to dispose of the pesky Steel/Rock duo of Bastiodon and Probopass, which can clear the way for sweepers such as Sub/BU Braviary and anything else that hates Steel types/phazers. Due to the lack of SpA investment this set is generally limited to preying on weaknesses, so don't expect Gothorita to be taking on that specially defensive Metang with any real success even if you're packing HP ground, it just doesn't hit very hard.

Yeah, I'm also going to agree with WhiteDMist that utilizing a Calm Mind set is very much tailor-made for Gothorita to play the most efficient role out of it. The set that you are using does indeed cripple the threats that you have mentioned, but the fact that you are replacing Calm Mind over Energy Ball means that you are forgoing a much more reliable source in terms of breaking through walls that Gothorita intends to trap, and also eliminates the element of setting up a potential win condition against especially more defensive teams. Even so, Energy Ball provides very little distribution since Gothorita is able to break through many of the same targets when obtaining enough Calm Mind boosts, while is often guaranteed when finding a suitable wall to trap.

Another thing I would like to nitpick on is with the lack of Speed investment on your spread. You would probably want to utilize 84 Speed EVs so that you can get the jump on minimum Alomomola, which after you've boosted enough or Rested off you would want to take it out before it uses Toxic or Wish. While the loss of defensive EVs are technically significant when factoring Eviolite's 1.5x boosts off of Defense, you still have a sufficient amount to take on a lot of walls and pick off Fighting-types relatively safely. You can also opt for Reflect over Toxic to setup on more physical attacking Pokemon.

Honestly as far as coverage moves go, I would say that Thunderbolt is the most viable of them for Gothorita, which also can be selected as a filler option over Toxic to surprise Mandibuzz who thinks that they can safely wall and Taunt Gothorita after it has killed something, doing a ton of damage once you get a lot of boosts. It also hits Steel-types and other Dark-types for respectable damage with boosts, prevent you from being easily forced out after killing something.
 
I'm pretty doubtful as to the effectiveness of a Double Fighting + Skuntank core in terms of beating Musharna tbh. You say that it gets past Musharna but I feel as though a well played Musharna w/ Baton Pass could still handle a core like that. Might be missing something but idk why a pivot set couldn't handle Fighting + Skuntank cores like its done in the past. I get that Primeape is added to the mix but I doubt it puts so much additional pressure that it would cause Musharna to fold (especially using a Scarf set). It could probably work w/ hazards added to the mix but then that's another slot you're adding to give Spikes support and such (and Musharna having difficulty checking Fightings w/ hazards up isn't something revolutionary). One thing the core does have going for it is that recently more Musharna have become offensive LO varients as opposed to CM or Pivot sets, and thus couldn't check the core nearly as effectively as a more defensive set might, so you'd have an easier time sweeping teams than you would've in the past. I agree that using some kind of Goth set to trap Fighting counters could be promising (trying to use skuntank + goth + 2 fightings seems like you'd be weak to way too many things to cover in the last two slots though, and as Cherub said would be a very rigid strategy).
 
Rotom-S on which I'm using a bulky set, that's an excellent Water killer and can choose to run a slow Volt Switch (HP Water is also a very fun option though, I really disappointed someone who thought they could beat me with Camerupt :p)

I hate you. Haven't used Camerupt since then. u_u

As for the tri-fighting core, I tried out Fighting spam at the beginning of stage nine with Scarf Primeape and Band Sawk, and it was really underwhelming for me. The problem is that while it sounds really effective in theory—using two (or three) Fighting-types to wear down each others' checks and counters—Primeape doesn't really hit hard enough and Sawk doesn't hit fast enough. To me, Fighting spam is a really offensive playstyle, and with how easy it is for balanced teams to force switches against these Pokemon, it can be really easy to lose offensive momentum through exploiting immunities, Primeape's lack of power, and Sawk's lack of Speed. On top of this, as Audiosurfer alluded to, such a playstyle really tends to pigeonhole itself into very obvious roles—CB Sawk/Scarf Ape/SR setter/Spikes setter/Ghost and Psychic counter, with just one remaining teamslot. If it wasn't such a restricting playstyle, it's something I would otherwise be excited to explore.

I also wanted to bring up something else that isn't about any particular underrated set or Pokemon. It's more about the nature of the metagame itself. I feel like the metagame has calmed down a lot since we got all of the hype from the stage nine drops, and people are starting to realize that the metagame really is not as hyper offensive as we had all sort of expected it to be. The problem is that there are no Pokemon right now that are so overwhelmingly powerful and difficult to check offensively. People could (and likely will) argue that Jynx fits into this description, but that's beside the point. Even if we all agreed that it's overwhelmingly powerful, Jynx is one of very few Pokemon that is easier to beat with more offense than it is with defense.

For the past month or so, all of my teams have been either defensive balanced or bulky offense. I just love how bulky offense can take a couple of hits and dish them back, and it works really well in tandem with Scolipede, as when you are able to switch something in that completely walls something, the opponent is forced to switch, thus giving you a free turn and taking free hazard damage for you to exploit. Bulky offense also probably has the most amount of viable Pokemon within its playstyle. You can use so much with it. I've been trying out all kinds of great Pokemon, including Musharna, Golurk, Kangaskhan, Seismitoad, Klang, Braviary, and Gurdurr. There are seriously so many awesome, viable Pokemon for a bulky offensive playstyle, and I do think people are starting to take notice. When you use Pokemon that share a lot of defensive synergy that also pack a punch, a lot of opponents are going to struggle against your team. What do you guys think about the playstyle? Are you still favoring hyper offense? I'm sure some people are, and maybe I'm just being biased and like bulkier teams more in general. :confused:
 
I definitely agree with you Treecko. Almost all of my teams nowadays are bulky offense, either that or they're a gimmicky team with some sort of underrated threat in it. The bulky offense teams always do better, however. There are just so many viable options for bulky offense, and its so easy to force switches and rack up hazards damage on the opponent. Its a noticeable fact that everything in S tier right now except Jynx fits well onto a bulky offense team (Jynx can always find a spot though). Treecko pretty much said everything there is to say about bulky offense, so I don't really have anything to say now, except that I think it is probably the most dominant playstyle in NU right now.


Edit: 100th post yay :D
 
I found that stall has managed to rebound as a result, given their better matchup against balanced/bulky offense when compared to heavy offense, since the former does not employ sheer power or hazard spam alone to bring down opponents and often gives stall windows of opportunities to respond. I think this meta is more balanced than the previous one, which is a good thing.
 
One thing that's helped greatly in that is (once again) Mandibuzz. It handles pretty much any hit very well, and is an amazing wall when used correctly. On the flipside, it also beats stall really well with Taunt, Toxic, Roost and just its own stalling. The fast taunt allows it to outspeed most stally pokemon and Taunt them, shutting them down completely. So Mandibuzz is a pro and a con for stall, which is rarely seen in a Pokemon.
 
i feel that mandibuzz expands a stall team's weakness to hazards, which is already the biggest issue for the playstyle in nu. it's really difficult for a stall team to function against a well built spike stacking team without wartortle and it's even harder with mandibuzz now taking up a team slot on the team. it only truly walls psychic-types which is a boon for many stall teams, but most team already have those pokemon covered with bastiodon or metang. sure, it can stall out a lot of other pokemon as well, but it doesn't really support the team with anything other than whirlwind support, which can be found on a lot of other stall pokemon. mandibuzz is really bulky, but i have had a hard time fitting it in on my stall teams. on balance teams it's another story, since i can slap on revenge killers to make up for the lack of the amount of threats that the team fails to completely counter, but on stall teams there's a lot of competition for team slots and the utility that mandibuzz provides may not be enough at times.
 
It's true that Mandibuzz does not offer tremendous support for a stall team, but its access to Taunt, good speed and bulk can suffice in shutting down opposing stall, and Foul Play is often the team's out should they need to go offensive.

Balanced teams however like a fairly self-sufficient bulky mon like Mandibuzz, who handily throttles the likes of Golurk and Kadabra as well as full stall.
 
Mandibuzz's combination of sheer bulk and reliable recovery is really huge, especially on balance teams. When facing it, I rarely have more than one or two Pokemon that can actually 2HKO it reliably, and the combination of Taunt and decent speed makes it a lot harder to wear down with opposing Taunt, especially considering that it gets Leftovers recovery, unlike many other defensive threats in NU. If I lose that Pokemon, it can easily wall the rest of my team; not even Scarf Jynx can reliably 2HKO it, let alone something like Electabuzz or Kangaskhan. Like FLCL said, I wouldn't say that Mandibuzz has been a large boon to stall (though I have been seeing a lot more stall on the ladder lately than I used to), but it certainly has a significant role on balance.
 
Yeah, as FLCL said, Mandibuzz really doesn't offer anything to a stall team, at least not enough to warrant a team slot. However, as Fusxfaranro said, Mandibuzz has potential on balanced teams. Thanks to things like reliable recovery and Taunt, Mandibuzz could really be useful on balanced teams as a stallbreaker, especially since balanced teams often lack the firepower of offensive teams and can struggle with well built stall teams.
 
Mandibuzz is good in balance and stall as well, thanks to Taunt put pressure against 2/3 good spikers: Roselia and Garbodor. I know that Mandibuzz is an extra Stealth Rock weakness on stall teams and if you're playing with stall and you need a spinner (Wartortle) is hard to fitt in your team but at the same time Mandibuzz work well preventing Stealth Rock and Spikes thanks to a good speed / great bulk and taunt. With Taunt + Whirlwind is super annoying against another stall / balance teams since prevents hazards at least on Mandibuzz, a faster Taunt cancel popular stuff on defensive / balance teams like Wish, Heal Bell, Roar support etc while with Whirlwind you down walls with hazards on the opponent team and stop that they can recover with Taunt. Mandibuzz as well can check a lot of threats: Psychic types (except Jynx), grass types like Serperior or Shiftry, Haunter. And finally another thing that i love it on Mandibuzz is Foul Play this wrecks offensive teams since your stall/balance team in some mons lacks to offense presence: Garbodor, Bastiodon, Alomomola, Wartortle etc While in this way Mandibuzz isnt dead weight in terms to offense presence thanks to Foul Play which for example HKO Golurk, 3HKO Carracosta, 3HKO Primeape CS, 2HKO Kanga after SR.. and this is something that a few defensive things can do, solid wall and a great stallbreaker in overall.

16:54wolfzero: the best part about mandy is roost
16:54wolfzero: quick recovery is great since most of nu mons rely on wish/rest
 
Ok, so I'm going to post my thoughts about this new metagame now because I promised Raseri I would, even though I'm a tad bit late.

First of all, Mandibuzz. It's a really good Pokemon, and it has pulled its weight in all the teams I have used it in. I prefer its SubRoost set to its Taunt + Roost set because I feel like Substitute is an important move and it has really helped me stall out opponents with Toxic Spikes / Toxic. Mandibuzz is a kind of Pokemon I like throwing on many of my teams because it makes them instantly better; it's great on some of my teams when I'm weak to Golurk or other physical attackers. Speaking of that, I've only exclusively used physically defensive vulture because I feel like there are other stuff that can take special attacks better such as cool stuff like Munchlax and shit.

Segundo, I'd like to talk about Scolipede. It's like such a good mon, it's NU's own Deoxys-Defense that is actually capable of dealing damage. What I love about Scolipede is its bulky set which provides Spikes AND Toxic Spikes which are really good in this meta even though there are a lot of Poison-types running around. I've also toyed around with some cool sets such as SubSalac + Baton Pass and my favorite set on Scolipede, Payapa Berry + Pursuit. This thing is just so amazing, it has been discovered by my cooliest tutor Annoyer while getting tired of Master Ball Scolipede. EV'd properly, it can survive attacks from Jynx and revenge kill it with Pursuit after Jynx got a kill or something.

Also, I'd like to talk about my favorite (or second favorite, can't decide) Pokemon in this meta (and stage 9 too!): ResTalk Klang. Props to Cherubi for popularizing this set. It is so amazing, it has made its place on some of my best teams, because it's just such a great pivot. It's bulky, has a great typing and can dish out some damage really easily. It is a great Jynx check or counter, however you want to call it. I even usually end up sweeping with it, because people are usually so unprepared for it when it Rests.

Speaking of ResTalk Klang reminds me Power Herb Charizard. THAT is fun to use, and effective too. It effectively bluffs a Choice Scarf and lures in Rock-types to then obliterate them with a very powerful SolarBeam. Charizard in general is a great mon and can take advantage of that annoying Stealth Rock weakness to get to Blaze range faster.

Has anyone used Combusken in this meta? I loved using it, in particular its physical set with Swords Dance and Protect. With Eviolite, it isn't that frail at all and can actually dish out a lot of damage.

Rotom-F, especially its SubSplit and ChestoRest set, is very good in this meta. The sheer surprise factor of the set gives you an advantage, because opponents actually always expect Choice Scarf.

Speaking of surprise factor, Hidden Power Grass Carracosta with Shell Smash can reserve a nasty surprise for Seismitoad, who I find is slightly overrated, because toad is usually known to downright counter Shell Smash Costa. Obviously you lose out on Aqua Jet, but I find it still very useful.

Another Pokemon that can cause quite the surprise is Magnet Pull Probopass, especially when paired with Jynx. People are now foregoing Earthquake in favor for Bullet Punch on Metang to deal with Jynx, which makes Probopass's job much easier. Earth Power will 3HKO, and you can use a Ground Gem to 2hko Metang. This really helps Jynx because most of the time, people use Metang as their only Jynx counter / check.

So Raseri doesn't want me to double-post so I'll let the discussion flow and make another post later :)
 
I'd like to back up Power Herb Charizard as also being a great partner for Pokemon such as RestTalk Klang and the Bulk Up Tailwind Braviary I posted earlier. While Klang doesn't really need Regirock removed, as it's utter setup bait for it, it really appreciates Charizards ability to feign a choice set by luring in Alomomola and Seismitoad, which are annoying for klang to face. Carracosta and regirock are also handily lured in by it for braviary, so much so that its quite possible to use both klang and braviary in conjunction with charizard on the same team.
 
I would honestly be interested to see how Lapras would fare in this metagame. It seems rather lackluster, but I could see it working OK as a lead, since it can throw a Hydro Pump or Surf at opposing SR leads which it can easily beat, like Golurk and Piloswine. It would have trouble with powerful Rock type leads such as Regirock, Golem or even *shudder* Armaldo, as they can throw a Stone Edge or Rock Blast around and cause some major damage to your poor sea monster. Golem, especially, is a problem. You can't kill it in one hit thanks to Sturdy, and it can easily Rock Blast you to death. I feel that it would be vastly inferior in this role, however, to Taunt lead Samurott.

Another interesting set is Dragon Dance or Curse. They can both develop into a sweep if used correctly, but Lapras needs the major support from its teammates to do its job efficiently. A perk is its access to double priority in Aqua Jet and Ice Shard, so you can choose depending on personal preference. I imagine that even after a couple of Dragon Dances, it is outsped by fast scarfers such as Zebstrika or Primeape. STAB Water/Ice coverage isn't bad, and it even gets Drill Run to kill those pesky Jynx.

I can imagine a Restalk set being decent, possibly with either Dragon Dance and Waterfall as your only attack or defensive with Toxic and either Ice Beam or Surf. The defensive set could stall out arguably the biggest threat in today's meta, Jynx. Specially defensive wouldn't take too much from Psychic (can't calc I'm on my phone bleh), and with the 4x resist, it doesn't exactly care about Ice Beam either. Obviously Lovely Kiss isn't a problem due to the fact that you're running Sleep Talk. If it carries Focus Blast however, that is the point to be wary. I could see Lapras walling quite a portion of the metagame such as Charizard, Seismitoad, and the aforementioned Jynx, to name a few big threats.

Lapras just seems like quite a mediocre Pokemon, but at the same time, its a Pokemon I'm quite eager to try out due to the decent bulk afforded to it by its high HP and its flexibility in options. It could be an effective wall or a decent sweeper if used right, and I am keen to try it out soon (once all the laddering for RU and UU voting reqs is done most likely).
 
Lapras is indeed an interesting mon with a fairly wide movepool, but its low speed, hazard weakness and lack of recovery outside RestTalk limits it greatly, more often than not compromising its otherwise respectable bulk.

Laptas can learn moves such as Heal Bell, Roar and Perish Song, which is pretty much unique among bulky Waters, but it does lack Scald meaning it cannot burn opponents (Lapras does get Body Slam for paralysis, but it's not STABed). Access to BoltBeam coverage means Lapras gets good neutral coverage on the tier, so that's another plus it has. The problem comes when Lapras is using 2-move coverage, whether it be because of RestTalk or using 2 support moves such as Toxic + the aforementioned. Any Lapras that wants to fit in Surf for Piloswines or Roost Charizard really cannot afford to give up either of the BoltBeam combo: Thunderbolt allows Lapras to be able to fight back against Jynx and Samurott, while Ice Beam hits Grass-types and Seismitoad. Thus, RestTalk cannot make any room, whereas support sets have to give up a support move which can reduce its usefulness in terms of utility.

Dragon Dance Lapras suffers from one major flaw: instead of lack of room for Water STAB in support sets, DD Lapras has no decent Ice moves to take advantage of. Allow me to list the physical Ice moves Lapras gets: Ice Shard, Avalanche, end list. Are you for real?! Those moves have no place on a DD set. While Carracosta uses Aqua Jet, he gets a fast +2 boost for immediate retaliating, and he isn't stuck with it for that type's STAB. Basically, that Ice typing is nothing but a burden for DD Lapras, making it harder to set up due to numerous weaknesses. At that point I'd rather use Whiscash, who at least can look for setup opportunities with Anticipation to scout for Grass moves on mons like Charizard and Eelektross (physical ones do not have Grass moves) and Dragon Dance away, while putting its dual STAB to good use.

Hydration Lapras has the bulk to use its ability, but not the speed nor typing which adds no useful resists for Rain teams. Since the Rain isn't long-lasting, Lapras would be pretty stuck if it were to run out, since it isn't fast enough to outrun threats to RainRest away from the KO. Even if you choose to run Rain Dance, this Lapras suffers just as much, if not more 4MSS than support Lapras, because this time you are encouraged to use your Water STAB but still cannot forgo Ice Beam, Thunder and Rest.

Lapras may be a very cool mon, but im practice its execution can be rather awkward.
 
Whirlpool+Perish song Lapras seems really cool and has worked against me a couple times. It is great at nabbing support Pokemon (like my alomomola:[ ) but the trick only works once and the opponent won't fall for it again.
 
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