Proposition for the gen 3 (ou) builder: Give suicune, blissey, and skarmory 31 attack ivs no matter what.
Skarmory for a long time has been using 31 attack ivs on no attack sets to defeat taunt gyrados in sand, it's also why the standard skarmory setup runs careful nature. meanwhile for the special attackers, the pokemon blissey and suicune can often end up in pp stall wars vs eachother and other pokemon as a endgame. Suicune deals a extra 20% damage with it's struggles with this (free) added tech, and blissey deals double damage with it's struggles with 31 attack ivs.
Confusion since the swagger ban has only been relevant in the case of dynamic punch jirachi, and the confusion self damage on blissey goes from 1% to 1.9% while on suicune it goes to 5% from 4% (unless bold suicune which is 2.7% to 3.4%). It's up to debate if this % on self hit is important for suicune or blissey, but it is at least a topic to discuss and I'm sure many players would enjoy at least a toggle to freely help their suicune in cm wars.
Regardless of feelings on suicune and blissey, skarmory should absolutely be given max attack iv's every single time. The ability to help stop gyrados from taunting freely in sand is important and means it can't run taunt ghost or jolly fly (also beats double edge sometimes). As well as this, it is important to sometimes hit taunt gengar getting cheeky thinking they forced you out, crucially doing enough damage to it to stop the "from full" calcs gengar relies on if it runs any bulk from working, which the defgar and utility gar (if corrected to timid on utility spread) rely on for ddmence, aero slide, and pursuit tyranitar. Skarmory also appricates stronger struggles in endgames too, beyond the obvious of taunt. When you stay to struggle vs a taunt pokemon you mean it, and it's why skarm has careful in ou already.
Please consider this as it helps anyone who plays adv (not just ou) generally if at the very least these 3 pokemon gain this property, as the risk of confusion doesn't outweigh the potential of a stronger struggle.
Additional proposition to consider under similar vein: Automatically give 31 attack ivs to every pokemon who is:
- Healing in sand from Leftovers
- Has healing move (leech seed recover softboiled rest etc)
These can all end up in similar struggle situations but its more dicey as those aren't as regular as mixrachi dynamic punch, meaning there's a argument confusion is more impactful to their viability than struggle damage is.
Skarmory for a long time has been using 31 attack ivs on no attack sets to defeat taunt gyrados in sand, it's also why the standard skarmory setup runs careful nature. meanwhile for the special attackers, the pokemon blissey and suicune can often end up in pp stall wars vs eachother and other pokemon as a endgame. Suicune deals a extra 20% damage with it's struggles with this (free) added tech, and blissey deals double damage with it's struggles with 31 attack ivs.
Confusion since the swagger ban has only been relevant in the case of dynamic punch jirachi, and the confusion self damage on blissey goes from 1% to 1.9% while on suicune it goes to 5% from 4% (unless bold suicune which is 2.7% to 3.4%). It's up to debate if this % on self hit is important for suicune or blissey, but it is at least a topic to discuss and I'm sure many players would enjoy at least a toggle to freely help their suicune in cm wars.
Regardless of feelings on suicune and blissey, skarmory should absolutely be given max attack iv's every single time. The ability to help stop gyrados from taunting freely in sand is important and means it can't run taunt ghost or jolly fly (also beats double edge sometimes). As well as this, it is important to sometimes hit taunt gengar getting cheeky thinking they forced you out, crucially doing enough damage to it to stop the "from full" calcs gengar relies on if it runs any bulk from working, which the defgar and utility gar (if corrected to timid on utility spread) rely on for ddmence, aero slide, and pursuit tyranitar. Skarmory also appricates stronger struggles in endgames too, beyond the obvious of taunt. When you stay to struggle vs a taunt pokemon you mean it, and it's why skarm has careful in ou already.
Please consider this as it helps anyone who plays adv (not just ou) generally if at the very least these 3 pokemon gain this property, as the risk of confusion doesn't outweigh the potential of a stronger struggle.
Additional proposition to consider under similar vein: Automatically give 31 attack ivs to every pokemon who is:
- Healing in sand from Leftovers
- Has healing move (leech seed recover softboiled rest etc)
These can all end up in similar struggle situations but its more dicey as those aren't as regular as mixrachi dynamic punch, meaning there's a argument confusion is more impactful to their viability than struggle damage is.