Maybe I'm just stupid but how do I play Pure Hackmons in Showdon?
noMaybe I'm just stupid
If you want to play Gen 8 Pure Hackmons, you can go on the site, click on a username, click the challenge button, then find [Gen 8] Pure Hackmons on the formats list. It'll be on the second column, almost at the center of that column. You can also wait for a [Gen 8] Pure Hackmons tour to pop up either in the Other Metas room, the Old Shark room (type /join Old Shark to join that), the tournaments room, and occasionally the arcade room.How do I play Pure Hackmons in Showdon?
I think the best implementation is that: If a player caused a crash, they automatically forfeit. This is similar to both Endless Battle Clause and proposed RBY Sleep Clause implementation (lose if you force an endless battle / sleep 2 mons). This would retain cart accuracy while also not causing a crash every game. Its worth noting that Impostor Eternamax is almost completely unviable (used mostly by people coming from BH), so meta impact is low and people using it would be liable.New Eternamax research shows that Transform or Imposter Eternamax can be used to cause crashes where the battle is unable to progress. If an Eternamax transforms into a non-Eternatus, it will just straight-up freeze the game. I can think of a few options of how this could be theoretically implemented for Pure Hackmons' purposes:
"Sadly" most of us don't because shell smash Zac-C or Caly-S are so much worseI'm not sure if people are championing an Eternamax ban
Neutralizing Gas suppresses abilities that were dominant in earlier gens, making seemingly broken abilities like Huge Power and Innards Out unviable. Newer players tend to gravitate towards Pokemon like Sturdy Shedinja and Air Balloon Wonder Guard Electric-types, which, to be frank, are easily beaten. Strategies with Gastro Acid/Core Enforcer are usually not effective, as the target can simply switch out to regain its ability.What advice should new players know when picking up this format? What should they consider when making their first 2 or 3 Hackmons teams?
I have some tips that supplement mbouchon's advice:What advice should new players know when picking up this format? What should they consider when making their first 2 or 3 Hackmons teams?
Eternamax benefits from the Overflow glitch; when the game overflows its defense to zero, its treated as having infinite defense. Therefore, Eternamax can use 240 EVs and a positive nature in a defensive stat to gain infinite defenses. SpD is preferred due to Stored Power being super effective. Eternamax can still run a +Speed nature for certain sets, such as for Taunt or Sub.Literally just getting into this meta, trying to figure out what’s good. I have the obvious Mons like Eternamax and Regieleki, but I’m not entirely sure as to what sets are correct. What I did notice though, is that Sturdinja has decent prowess against Eternamax in an Endeavor + Priority sort of way, but is that actually any good or valuable?
Wow. Those concepts for Etern and Eleki are insane.Eternamax benefits from the Overflow glitch; when the game overflows its defense to zero, its treated as having infinite defense. Therefore, Eternamax can use 240 EVs and a positive nature in a defensive stat to gain infinite defenses. SpD is preferred due to Stored Power being super effective. Eternamax can still run a +Speed nature for certain sets, such as for Taunt or Sub.
For moves: OHKO moves, recovery, Sub, hazard (removal), phazing like Whirlwind/Spectral Thief, Taunt, etc. all work well for Eterny. Precipice Blades or Lava Plume are less viable, but hit pokemon like Eleki and Zacian-C. It's pretty flexible, thanks to being so incredibly dominant.
Safety Goggles, Heavy Duty Boots, Black Sludge (with Substitute), or Choice Scarf (with Trick) are all good items. Neutralizing Gas is the most common ability, simply to neutralize other abilities. Comatose is one of the few not blocked by NGas, and Magic Bounce lets you take advantage of opposing Comatose.
Regieleki can run the same moves as Eternamax... largely because there isn't much else that works against the latter. Eleki particularly likes OHKO, Sub, and Taunt. Eleki can run Bolt Beak to threaten non-Eternamax foes. Neutralizing Gas works well. There's another, unique set that allows you to simply prevent the opponent from moving:
Regieleki @ Choice Scarf
Ability: Comatose
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Sleep Talk
- Whirlwind / Circle Throw / Dragon Tail
- Dynamax Cannon
- Max Flare
Regieleki clicks +0 priority sleep talk, which will always call in a phasing move. Unless the opponent has Magic Bounce, Whirlwind can be kept up for as long as you have Sleep Talk PP, allowing you to chain hazard damage. Circle Throw and Dragon Tail bypass MBounce, but not Suction Cups, have immunities, and can miss.
A thing to note about Sturdinja: Neutralizing Gas removes Sturdy, Wonder Guard, Pure Power, etc. Do not use Sturdyinja. This means that shed will still die in one hit, making it near unviable to use. Eternamax can use Final Gambit (with anti-Substitute measures) to the same effect.
Sturdninja is not good at all. With Neutralising Gas being everywhere, they ignore your Sturdy, and KO you in return. Even though Shedinja has the advantage of a nice typing in Ghost-, that is let down by the fact that other Ghost-’s overshadow it, like Calyrex-Shadow.Literally just getting into this meta, trying to figure out what’s good. I have the obvious Mons like Eternamax and Regieleki, but I’m not entirely sure as to what sets are correct. What I did notice though, is that Sturdinja has decent prowess against Eternamax in an Endeavor + Priority sort of way, but is that actually any good or valuable?
This can make Eternamax invincible in one defense stat, either Physical Defense or Special Defense. Usually people run two to cover both, but one also works (usually SpD), and Max Speed Eternamax also works with Taunt + Substitute.A discovery has been made in Pokemon Sword and Shield which introduced a limitation. Pokemon in the game can naturally only have a maximum non HP stat of 654. If a Pokemon's stats overflow past this, they reset from 0 and add each additional raw stat point above 655. For example, if a Pokemon has 656 in a non HP stat, their non HP stat becomes 1. If they have 659 in a non HP stat, their stat becomes 3. If they have 780 in a non HP stat, the stat becomes 126, etc. In order for a Pokemon to have their stats overflowed, they must have a base stat higher than 248 on any non HP stat and a beneficial nature on this same stat.
So, as much as I hate literally using 4 Eternatuses, this is where I’m at so far. I think I might be doing something wrong, maybe tossed the ideas into a blender a little too hard.Sturdninja is not good at all. With Neutralising Gas being everywhere, they ignore your Sturdy, and KO you in return. Even though Shedinja has the advantage of a nice typing in Ghost-, that is let down by the fact that other Ghost-’s overshadow it, like Calyrex-Shadow.
Even though Endeavor might seem appeasing, the fact that a lot of teams incorporate at least one Ghost- let it down. Also, because of the Overflow mechanics, you’ll not be dishing out any damage to opposing Eternamax, making it a waste of a team slot.
So in the end, SturdNinja is not viable at all over here, it’s much better in some Balanced Hackmons Gen (Like USUM BH) where it isn’t banned.
Also, about Regieleki and Eternamax’s good sets, they can have a nice amount of sets. One Eternamax can be a Rapid Spinner, one can set haxards, etc. Usually it’s recommended to have at least one OHKO move on an Eternamax, seeing that it’s one of the only low-risk-high-award strategy to beat opposing Eternamax. It can also carry Substitute + Taunt, which lies a headache to wear down and is very useful too. Because of the Four Moveslot Syndrome, though, it usually is in a shortage of its moves, but seeing that teams incorporate two of them usually, this isn’t a very big problem per se. It can also utilise moves like Spectral Thief and Whirlwind, and also niche moves like Knock Off and Lava Plume, but I don't prefer the latter as it's more like a pre-DLC thing when Zacian-Crowned was much more common. As for items, I prefer Safety Goggles or Black Sludge on it, because of so many Spore's and Sludge increasing its longevity so that it doesn't die to hazard pressure. Neutralising Gas is the ability you'll run 90% of the time, just to shut down other abilities. So what moves and items it should carry depends on your team, you can add it to your post and we can help you!!
Regieleki also usually does an OHKO move, and Taunt. Because of the Four-Moveslot Syndrome, lots of Eternamax tend to run status moves like Substitute and Recover, among others. So Taunt also limits them very much, and they won’t be able to perform what they’re supposed to usually. With Regieleki’s blazing speed, you’ll Taunt almost the whole non-boosted and non-Scarfed meta, limiting them by a lot. Regieleki also carries some sleep inducing move, such as Lovely Kiss or Spore, and hazards in the form of Spikes. Toxic Spikes is unviable as Eternamax just eat them up. As a Sleep inducing move, Lovely Kiss is preferred, as there are loads of Safety Goggles around, blocking your Spore.
Regieleki also runs ComaTalk, which is the combination of Sleep Talk + a Phazing Move, which, in conjunction with entry hazards, can severely damage the opposing team, and shorten a match. It usually carries Sleep Talk / Roar / Whirlwind / Dynamaxer Cannon, and a Choice Scarf. With Comatose (one of the few abilities which is not blocked by Neutralisng Gas) as your ability, you click Sleep Talk, and the minus priority moves in Roar and Whirlwind now move first, because Sleep Talk has no negative priority. Dynamax Cannon is used as it’s one of the few useful moves that can’t be called by Sleep Talk, this making you phaze them almost always.
And ooh yeah, Eternatus also benefits from Overflow.
This can make Eternamax invincible in one defense stat, either Physical Defense or Special Defense. Usually people run two to cover both, but one also works (usually SpD), and Max Speed Eternamax also works with Taunt + Substitute.
So ergo, OHKO Moves, Taunt, Phazing etc are very useful here, rather than SturdNinja.
Perfect, nothing to change here.Regieleki @ Choice Scarf
Ability: Comatose
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
IVs: 0 Atk
- Sleep Talk
- Whirlwind
- Roar
- Dynamax Cannon
This set is a bit wrong. Obstagoon's main usefulness lies in it's typing, allowing it an immunity to Spectral Thief and Stored Power, and it also gains access to STAB on Power Trip. Now, Obstagoon is used as a mixed sweeper, so that it can hit both Specially and Physically Invincible Eternamax's. But, without Stored Power, you're beating the purpose of running Obstagoon. Also, it doesn't need Prankster, King's Shield, White Herb and Gastro Acid, as they're outclassed by Neutralizing Gas, Spore, Safety Goggles and Stored Power, respectively. So, I'd recommend something like this:Obstagoon @ White Herb
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Shell Smash
- Power Trip
- King's Shield
- Gastro Acid
This is the standard Obstagoon. StoredTrip to tackle both Invincible Eternamax's, and Spore aids in setup. After two Shell Smashes, Power Trip OHKO's Yveltal, and has a very hard hit on Grimmsnarl. Rash Nature is chosen so that the damage output of both Stored Power and Power Trip is not reduced.Obstagoon @ Safety Goggles
Ability: Neutralizing Gas
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Rash Nature
IVs: 30 HP
- Stored Power
- Shell Smash
- Power Trip
- Spore
Four Eternamax's make you extremely passive, and if you don't run OHKO Moves on every one of them, you're losing on a lot. So, I'll recommend replacing this with Grimmsnarl, as it serves as out ShadowRex counter, and a soft check to Obstagoon.Eternatus-Eternamax @ Black Sludge
Ability: Neutralizing Gas
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Taunt
- Substitute
- Spectral Thief
- Knock Off
Sucker Punch + Knock Off can eliminate Obstagoon after they've lowered their defenses with Shell Smash, plus they're hard hits on ShadowRex and other StoredTrip users, like Indeedee. Horn Drill is preferred over Fissure here, as we're already hitting Ghost- types with our Dark- moves, so even if they do come on in Horn Drill to absorb it, they're gonna be hit very hard with Knock Off. Recover is for longevity, and Safety Goggles is the preferred item here so that ShadowRex and Obstagoon don't doom us into sleep.Grimmsnarl (M) @ Safety Goggles
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
IVs: 30 HP
- Sucker Punch
- Knock Off
- Horn Drill
- Recover
As I said before, too many Eternamax's make you way too passive. Over here, I'll recommend a Regieleki to set Spikes and Taunt others, so that out ComaTalk Regieleki can have a nice day.Eternatus-Eternamax @ Safety Goggles
Ability: No Guard
EVs: 252 HP / 252 Atk / 240 Def / 252 SpA / 252 SpD / 252 Spe
Impish Nature
IVs: 0 Atk
- Horn Drill
- Sheer Cold
- Substitute
- Gastro Acid
I kinda love this Eleki. It works wonders as a lead for you, as Lovely Kiss + Taunt can shut down opposing Eternamax, plus Regieleki if you win the speed tie. Spikes is naturally added here to aid the team as well as the ComaTalk Eleki, and Fissure is preferred over Horn Drill here as then you won't be able to do anything to the likes of Giratina and all.Regieleki @ Leftovers
Ability: Neutralizing Gas
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Lovely Kiss
- Spikes
- Taunt
- Fissure
Substitute + Taunt is usually seen on Max Speed Eternamax, so that you Taunt the opposing Invincible Eternamax without risking a speed tie. And Mold Breaker is outclassed byNeutralizing Gas in terms of usefulness. Therefore, I'll just change the set here:Eternatus-Eternamax @ Black Sludge
Ability: Mold Breaker
EVs: 252 HP / 252 Def / 240 SpD / 252 Spe
Careful Nature
IVs: 0 SpA
- Substitute
- Stealth Rock
- Spikes
- Taunt
Your hazard removal Eternamax. Safety Goggles is chosen over Black Sludge so that ShadowRex and all won't be able to Spore you and, potentially, sweep your team. The moves speak for themselves, and non-recovery Eternamax is also very nice seeing that the only thing that can hurt you are Physical Attacks, Hazards, OHKO Moves, etc.Eternatus-Eternamax @ Safety Goggles
Ability: Neutralizing Gas
EVs: 248 HP / 252 Atk / 252 Def / 240 SpD / 252 Spe
Careful Nature
- Spectral Thief
- Whirlwind
- Horn Drill
- Rapid Spin
Final Gambit as the only move seems meh. Filling out other slots won't have any other issue, would they?Eternatus-Eternamax @ Safety Goggles
Ability: Neutralizing Gas
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
IVs: 0 Atk
- Final Gambit
So this is your Eternamax that can 1v1 one of the opposing Eternamax. Don't Final Gambit without thinking anything though, as they might sack their Regieleki or something. Whirlwind is Whirlwind, Stealth Rock aids the other teammates, especially ComaTalk Eleki and Obstagoon, and Spectral Thief aids you against a lot of mons, especially on ladder where things like Zeraora are used...Eternatus-Eternamax @ Safety Goggles
Ability: Neutralizing Gas
EVs: 252 HP / 252 Atk / 240 Def / 252 SpA / 252 SpD / 252 Spe
Impish Nature
- Spectral Thief
- Stealth Rock
- Final Gambit
- Whirlwind
I’m glad someone has the brains for all this, I doubt I could’ve figured all that out myself. Thanks so much for your help, I’ll get to playing these sets and hopefully it’ll be fun!omg idk why but I have a feeling that this might belong to the RMT Section but reee
Perfect, nothing to change here.
This set is a bit wrong. Obstagoon's main usefulness lies in it's typing, allowing it an immunity to Spectral Thief and Stored Power, and it also gains access to STAB on Power Trip. Now, Obstagoon is used as a mixed sweeper, so that it can hit both Specially and Physically Invincible Eternamax's. But, without Stored Power, you're beating the purpose of running Obstagoon. Also, it doesn't need Prankster, King's Shield, White Herb and Gastro Acid, as they're outclassed by Neutralizing Gas, Spore, Safety Goggles and Stored Power, respectively. So, I'd recommend something like this:
This is the standard Obstagoon. StoredTrip to tackle both Invincible Eternamax's, and Spore aids in setup. After two Shell Smashes, Power Trip OHKO's Yveltal, and has a very hard hit on Grimmsnarl. Rash Nature is chosen so that the damage output of both Stored Power and Power Trip is not reduced.
Four Eternamax's make you extremely passive, and if you don't run OHKO Moves on every one of them, you're losing on a lot. So, I'll recommend replacing this with Grimmsnarl, as it serves as out ShadowRex counter, and a soft check to Obstagoon.
Sucker Punch + Knock Off can eliminate Obstagoon after they've lowered their defenses with Shell Smash, plus they're hard hits on ShadowRex and other StoredTrip users, like Indeedee. Horn Drill is preferred over Fissure here, as we're already hitting Ghost- types with our Dark- moves, so even if they do come on in Horn Drill to absorb it, they're gonna be hit very hard with Knock Off. Recover is for longevity, and Safety Goggles is the preferred item here so that ShadowRex and Obstagoon don't doom us into sleep.
As I said before, too many Eternamax's make you way too passive. Over here, I'll recommend a Regieleki to set Spikes and Taunt others, so that out ComaTalk Regieleki can have a nice day.
I kinda love this Eleki. It works wonders as a lead for you, as Lovely Kiss + Taunt can shut down opposing Eternamax, plus Regieleki if you win the speed tie. Spikes is naturally added here to aid the team as well as the ComaTalk Eleki, and Fissure is preferred over Horn Drill here as then you won't be able to do anything to the likes of Giratina and all.
Substitute + Taunt is usually seen on Max Speed Eternamax, so that you Taunt the opposing Invincible Eternamax without risking a speed tie. And Mold Breaker is outclassed byNeutralizing Gas in terms of usefulness. Therefore, I'll just change the set here:
Your hazard removal Eternamax. Safety Goggles is chosen over Black Sludge so that ShadowRex and all won't be able to Spore you and, potentially, sweep your team. The moves speak for themselves, and non-recovery Eternamax is also very nice seeing that the only thing that can hurt you are Physical Attacks, Hazards, OHKO Moves, etc.
Final Gambit as the only move seems meh. Filling out other slots won't have any other issue, would they?
So this is your Eternamax that can 1v1 one of the opposing Eternamax. Don't Final Gambit without thinking anything though, as they might sack their Regieleki or something. Whirlwind is Whirlwind, Stealth Rock aids the other teammates, especially ComaTalk Eleki and Obstagoon, and Spectral Thief aids you against a lot of mons, especially on ladder where things like Zeraora are used...
Hopefully this helped. I'm quite sure that this might go to RMT, but idk ecks dee.
Click the sprites for an importable!
Air Balloon can be taken out by Thousand Arrows.I know that people here came for the teams to use in tours so if they ban neutralizing gas take an advantage!
Have no guard (ability) on regieleki (fastest) U may also use scarf on it
so no guard is the ability which makes u hit any move . for example normally fissure's accuracy is 30% but with this ability the accuracy of fissure is now infinite which means u cannot possibly miss a move.
The only counter for this ability is neutralizing gas.
So the next one we are gonna talk about is WONDER GUARD:
Wonder guard description: Wonder Guard prevents damage from direct attacks unless they are super-effective
How to use this properly in pure hackmons?!
NO.1 don't choose a Pokémon with many weaknesses
Eg: Tyranitar Necrozema and most of the grass Pokémons
No.2 Use it effectively
So! how to u may ask
for example lets take zeraroa which is a electric type Pokémon which has only one weakness : GROUND
Lets take Air balloon which avoid ground moves unless and until it is popped by a attacking move
but only if the move is successful so having wonder guard with air balloon on zeraroa there is no way of loosing a single HP (unless and until they use a indirect move eg: toxic will-o-wisp and more)
So definitely try it and forgot to mention if neutralizing gas is not banned its ok to have 1 or 2 Pokémons having one of these abilities but if you have a whole bunch of them it is a total waste
but if it is it is banned it is worth itsee you guys next time cya
By: Harshad B10
btw also forgot to mention moves like photon geyser and sunsteel strike + mold breaker (ability)
Will ignore the abilities of the opposing Pokémon
Today I wanted to talk about a particular strategy that's been commonly used and really should not be used at all.
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Wonder Guard + Burn Up - Gen 8 Edition
This strategy is useless. Don't use it.
Typically the idea is, you take a pure Fire-type, give it Wonder Guard, and then give it Burn Up so it becomes typeless and immune to everything. This in return gives the thought that doing this makes these Wonder Guards invincible and so they'd be set, ready to stay in, and ready to stall their way through the rest of the game.
In the competitive scene from the last few gens that was never what Wonder Guards were used for and more often than not they were forced to switch out after a couple turns of staying in. If this were Gen 7 this would already be the best reason to not use Burn Up but the case is different for Gen 8. Here, Wonder Guards can only be effective if they can stay in and are able to do so in against plenty of targets as long as they have Gastro Acid and any speed boosting move. A trapping move is also preferable.
Here are what makes Burn Up pointless:
1. You have to use Burn Up in order to change a Wonder Guard from having a bad-typing to a good one. This means when it's sent out it has to take one extra step than Wonder Guards with better typings in order to be "effective". If you have to change a Wonder Guard's typing in order for it to be good, it is not a good Wonder Guard.
2. Burn Up limits Pokemon out of moves that help better Wonder Guards be effective. In this gen, in order for particular Wonder Guards to be effective, they have to be carrying Gastro Acid. Afterwards they tend to be carrying three extra moves which in turn tend to either be trap + perish song + rapid spin or shell smash + stored power/power trip + coverage in the higher fields of competitive. Using Burn Up means you have to run Burn Up and Gastro Acid, which takes up two turns before it could theoretically start being effective and that's assuming you don't get phazed out, get gastro acid'd on, or your gastro acid doesn't get bounced. From the get-go you've essentially doubled the opportunities your opponent has to deal with the Wonder Guard set. Not to mention these Pokemon start lacking moves that make better Wonder Guards thrive. What would they be having as their last two? Shell Smash + Stored Power? Every Dark-type walls that and even Aegislash can switch in and haze it out since Burn Up could no longer be used. Anchor Shot/Octolock + Perish Song? The fastest Pure Fire-type gets outsped by the Eternamax and Zacian-Crowned who are everywhere and have all sorts of sets against this strategy. You wouldn't have anything to boost your speed and Gastro Acid them before they attack you. Rapid Spin + Fissure/Horn Drill? Zacian-Crowned and Eternamax do this better without having to be Wonder Guard as with Neutralizing Gas, they are able to hit and OHKO anything already. These are just examples of what sets would sound reasonable for this strategy. Most generally have nothing to offer for the table and are rather unable to take down either of those two Pokemon.
3) Burn Up has to hit to have any effect. Any other Wonder Guard who switches in stops you from becoming typeless and after trying Gastro Acid against Neutralizing Gas, you may have to take both turns again of Gastro Acid and Burn Up for the strategy to work. If the target has two Wonder Guards, they could PP stall you out of Gastro Acid. If they just have one they could do the same with Neutralizing Gas + Wonder Guard.
4) Any standard PH team innately prepares for it. Wonder Guards aren't the most solid in Gen 8 Hackmons but can be threatening sometimes due to their considerable combination of four moves. The movepool restriction Burn Up gets just from being there makes it hardly possible (if even possible) to threaten any real PH team. Most solid teams are going to have a lot of Pokemon faster than Cinderace (the fastest Burn Up user) and a lot of Pokemon are going to have Neutralizing Gas to suppress and damage Wonder Guard. These faster Pokemon are not only able to do raw damage, but Taunt them out of using Gastro Acid or sub in front of them. These Burn Up users don't have room for Substitute so any Magic Bounce user could erase their ability on a simple prediction. They also might not have room for Magic Coat. Wonder Guards like Seismitoad, Obstagoon, and Zeraora who all have better typings are also able to work their way around these counteractions more by having an extra move over Burn Up. Zeraora could use Substitute so it could get punished less by Gastro Acid, Seismitoad is able to Magic Coat more to avoid Taunt and other Gastro Acid users while both Seismitoad and Obstagoon are able to use moves that boost their speed and allow them to Gastro Acid first all of the time. (Zeraora is already fast enough unless it's against Zac-C or Ninjask)
These are some reasons why Burn Up should never be considered on a team in Pure Hackmons. There may be a lot more but here's my summary:
These Pokemon become sitting ducks in the battlefield, are unable to perform any role proficiently, and give too many opportunities for any solid team to perform their own role and win the game.
I also wanted to clarify that while these are particularly common, they are only common at the very bottom of PH ladder but nevertheless are sometimes often suggested and posted around everywhere because newer players believe this is a solid strategy due to how good the idea looks good on paper.
Exactly.EDIT 4: More people need to run Thousand Arrows