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And that'll be it for CRAT 3! Thank you all for stopping by and contributing. If Random Tandem actually gets added to main soon, I will run more CRATs, but in any case, look forward to regular slates some time next month. Until then!
Pokemon: Reuniclus Abilities: Magic Guard Item: Life Orb Tera Type: Fighting, Water Moves:Psystrike, Recover, Focus Blast, Calm Mind, Thunder
Pokemon: Terrakion Abilities:Sand Rush Item: Choice Band Tera Type: Rock, Ground, Fighting Moves: Close Combat, Stone Edge, Earthquake, Megahorn
Helps diversifying our bulky Ground options because they are shockingly low cut right now. Introduces a new play style and additional field conditions and introduces Pokémon that are (mostly) unused.
We dont have many dragons and we have cyclizar and garchomp so i wanted to give us a special dragon. Wanted to toy around with ape and latias. This team is fairy weak but that is something that we have plenty of ways to stop fairy types from running them over. Latias with mystical power can boost up and drop +1 draco's all over targets while farming thanks to its bulk
Happy Birthday zxgzxg! Hopefully this is some redemption from my last submission which was pretty poorly crafted and which I never got around to editing after I was given feedback.
Kommo-o is a pretty powerful head and versatile head, with many strong utility and setup moves—they can take a more offensive or defensive route. Deoxys-Speed deals threatening damage with Life Orb boosted Psycho Boosts, which pairs well with Kommo-o as the latter checks the dark and steel types that wall psychic. Dazzling keeps them safe from priority attacks—especially Sucker Punch—ensuring that they will always be the fastest Pokémon on the field. Kingambit deals with fairy types that threaten Kommo-o and ghost types that threaten Deoxys, while resisting ice, dragon, dark, etc. that these Pokémon are weak to. Stab Knock Off boosted by Black Glasses is incredibly strong and provides great value to the team. Volcanion is a devastating mixed attacker that doesn't mind entry hazards thanks to Magic Guard. Steam Eruption can fetch critical burns on physical attackers, with Earth Power to hit electric and rock types and Taunt to shut down passive Pokémon. Thundurus has a strong typing, access to pivoting, speed control with Prankster Thunder Wave, and can ruin setup sweepers thanks to Prankster Topsy-Turvy.
my writing is dry as fuck but i wanted to do match reviews for my own purposes. first time doing anything like this too so lmk if theres anything to improve on
PMPL Week 1
pixie909 vs evakiyama!
Just looking at the heads, Azumarill gives a hard time to most of the opposing team, and Blaziken, as most non-Heads are, is a suprising addition that not many people prep for. Blaziken wouldn't be my first choice for non-Head brings, but I'm curious to see if it just wins T1 lol.
G1: Unaware Manaphy was the saving grace for pixie in Game 1, stopping Torterra from wreaking havoc so early on. However, the Tera Grass did allow for it to no longer check Blaziken, making very threatening in the endgame. Kingambit, in Kingambit fashion, handles it with a Sucker Punch, which I think was an odd considering eva still could switch into Azumarill, which didn't really do anything anymore because of Manaphy. After Charizard falls to Flare Blitz recoil, Manaphy handles Azu and Torterra. Very happy to see the Unaware aspect of Manaphy put in so much work.
G2: pixie rolls Volcanion, which is super good for handling Azumarill. It does lose a bunch of HP to do, but this opens up the game for Keldeo and Kingambit. Tandem Primarina solos Charizard X, GOATaphy handles Oricorio-Sensu, so it looks good for pixie, but Manaphy is at 40 when Blaziken comes in, so it can no longer check it again. Volc and Prima are sacked to rack up Close Combat drops. Blaziken dies to Sucker again LOL. Keldeo handles Arcanine-Hisui and whatever the last slot is, probably Hatterene.
Lessons learned: Kingambit is stupid but that's Game Freak's fault not mine. Manaphy is awesome. Hatterene is probably going to be a staple for any sort of offensive build. It gives some really good stuff and does hazard control using 0 moves slots, which is nice since you really only got 12 under your control.
Ducky vs. bekama
Ting-Lu seems pretty strong here, bekama isn't running any of the removal heads and all these guys don't break through Ting-Lu all that well. Garchomp will definitely need substantial chip on Ting-lu before SD sweeping.
G1: Iron Boulder is boosterless, which has me worried in the Chomp matchup. Today I learned Tera Electric KyuW 2HKO's Skeledirge, like I know its KyuW but its still kinda crazy. Ting-Lu gets burnt by bekama's Rotom-Heat, allowing Chomp to just set up in front of it. I guess no Whirlwind either. Zapdos attempts to Tera Steel to reversal the Chomp, which fails cuz either this Chomp is bulk invested or Zapdos just super low rolled.
G2: Ducky rolls a lot more tools to stop Chomp this game: Levitate Iron Hands, Scream Tail, and a secret third thing that comes into play later. Ducky plays around the Rotom-Heat handily without getting Ting-Lu burnt, only to get immediately burnt by Lunala. Scream Tail is spent in order to get Clefable low with Psychic Noise, so only Iron Hands and secret third thing are left to deal with Chomp. Iron Hands gets Tera Fire'd on by Garchomp, but secret third thing Cloyster tanks a +2 Fire Fang (it probably lived EQ too, idk) and revenges. Hell yeah. Lunala gets rid of Cloyster, but does not have a chance to recover, letting Iron Boulder and Zapdos win the game.
G3: Heatran gets to 20% turn 1 and a bunch of switching happens. Clefable then reveals LO Tbolt, which lets it 1v1 Skeledirge with a para. Boulder revenges but dies to Garchomp. bekama's Gardevoir switches in on Iron Hands, which lets it wall Ting-Lu, letting both it and Zapdos to get heavily chunked. From there, Hands get 2HKO'd on switch-in by Garchomp, and bekama's Hydreigon picks off the last few Pokemon.
Lessons learned: Garchomp is FUCKED UP bruh. Rotom-Heat once again proves to be very good, must be that OSP magic.
I like this team, I'm even interested in the dual Latias core. I think it's just a lil bit awkward into both Corviknight and Skarmory teams (Heatran to a lesser extent because Azu) so I would bear to keep that in mind. Latias does honestly feel a little weak or limited, I feel the two Rapid Spinners are fine esp since metagame is alot more friendly to removal nowadays. Probably give Latias something else to do, particularly something that helps it standout versus Latios more too, whether that be move or ability.
I think Iron Hands as a head is immediately a very strong pick in my opinion, it's a good trade Mon and that's always good in a RanTan style metagame.
With that being said, I think the Tandem concept and also what is structure is a fair bit bad. Right off the bat, we have several Electric Terrain based Tandems at this point. Two ones where that is definitely the point of the team, while another can roll it. Its just well explored in this metagame as is, and having a 4 way dedicated variant isn't interesting to me. I also think most of the individual sets are kind of bad
Now for each mon - Heatran. Seems like a somewhat peculiar Scarf user. With how RanTan works it hits a speed of 316, 1 point shy of standard 95 Spe max invested Pokémon. Mainly saying ScarfTran won't be out speeding any offensive Heads. As for a scarfer as well, I think having Eruption being it's only Fire type move on a squad with no form of hazard control will bite you in the ass imo. You definitely should run another secondary Fire type move if you are dedicated to running this set.
Pinchurchin is pretty horrible of a Pokémon, and AV is a bad way to run Pinch, since hazards and the ability to heal is like the only reasons it's worth it as a setter. Personally my suggestion is that this Pokémon should be outright dropped (as I said, ETerrain is overcrowded), but even still, this is a bad set for the guy.
Weavile seems potentially good, I think Wide Lens is a bad item here especially without hazard removal. At least have Boots as a slash. However, Beat Up is not usually that good in a metagame where u can't maximize ur investment in the attack stat, the move will be weaker. If you want to run Technician you definitely should be running Bite at the least (and Knock Off is probably better still). Finally, Brick Break is a waste of a moveslot, drop it. Either run Technician Ice Shard or if you NEED Fighting coverage run Low Kick.
Honchrow might be interesting but I'd honestly I think it being focused on self wallbreaking instead of Terrain support makes it much more competent of a Pokémon. I'd say it's not good enough of a Mon to to warrant being a Tera Hog.
I think this Tandem should be scrapped. Zamazenta is an S Rank level Pokemon that is so good specifically because of how Random Tandem building trends work people are willing to sacrifice tandem options to use because of how good it is. So it getting a Tandem in my opinion is already suspect as hell. But the tandems are a bunch of S rank and A+ tier Pokémon that runs their elite sets. I don't know why would I not run this on every single team going forward? Literally nothing to lose. Dumb bricks set imo, I think you either change the head to a much weaker Pokemon or outright delete the sub.
Not much to say, seems like a solid potentially powerful core. I think Tera Water on the Iron Crown might be a bit too much too. If you roll that it becomes an incredibly difficult wallbreaker to pivot into, sonI suggest different defensive typings. Otherwise, Sandslash is a fun low tier pick to seal the deal, however I have to point this out, You have both Rough Skin and Strength Sap as added components. You can only give a new ability or a new move unless specified otherwise. So you have to pick one.
Not much else to say just like the above one, with honestly even less errors / concerning elements. Not personally interested but it's a good Tandem overall. Good job restraining yourself and. I even think you can afford to ball a lil on the at Mew sub.
Another overall solid set, a fairs bit stronger than what we have covered so far though, Kommo-o is potentially strong in a format like this as a set up sweeper so it is probably worth noting this to potential voters. But it's not broken level imo. I'm keeping my eye hard on the Kingambit with damn Knock Off but I think it's something that can be potentially be maintained here, idk.
I do think Protean Deoxys Speed is a bit too greedy for the head we are running though so I think that probably will need to be nerfed.
Now, while I ultimately think Great Tusk should be left in the way of being a Head you pick and sacrifice as it's currently being done now, imo it's nowhere near as egregious as the Zamazenta sub, both because of the Pokemon itself and the Tandems picked. Great Tusk is a glue support, not a wincon / breaker, so it's inherently not as matchup fishy. And yeah, I can tell great lengths were done to make the Tandems be much lower in power in accordance with the benefit GT has. I think think it can be tweaked though.
Right off the bat imo if we keep Great Tusk, it under no conditions should have better (or honestly even equal) tandems to Excadrill, who was literally JUST added, hasn't even been used a lot, because otherwise why in hell would you want to use an Excadrill Tandem over GT. Liligant and Talonflame are fun ways to go through that but let's look more. I think Deoxys Speed should stay, I like the idea of the set, but just to help you out, I think one of the hazards should be swapped around with either Knock Off for guaranteed utility and non passiveness or Psycho Boost for reliable damage.
Unfortunately with a hazard goat combo like GTusk and Deoxys, I think Gholdengo has to GO. Tusk x Gholdengo shouldn't be a legal combo u can pull in one set no cap. We should probably remove it for a weaker Ghost type who can achieve the same underlying goal (spin blocking). Though I respect Ghold being subbed with arguably it's worst set.
Swap around the order of Beak Blast and U-turn, you WILL thank me for it.
Like as I said, just so Excadrill can breathe I don't think Tusk should be free. But I respect what's here now.
I honestly sad reacted because I LITERALLY have the same theme and Cinderace sub in my sandbox for next week go to hell zxgzxg!
Anyways, Cinderace is a good head, in my opinion I think it's more than weak enough of a Mon that you don't need a team of straight stinkers to carry it back, it's not Zama. So let's do that.
You can definitely afford exactly 1 OU level Cinderace partner imo. Do with that info what you will.
Rotom Frost in my opinion should definitely not be choice specs, IN MY OPINION, because I think there is good value in being able to click other moves if correctly read as a BoltBeam spammer.
Jirachi seems incredibly passive and very easy to punish in RanTan, and it doesn't mesh with any of the Pokemon on the team. WishTect DD Uturn is just not the set that should be on this team, id go back to the drawing board here.
Okidogi with Recovery. Nothing insane tbh it will be somewhat annoying til Skarm/Corv tandem switches in every game (partners are good intotge though).
Happy Birthday zxgzxg! Hopefully this is some redemption from my last submission which was pretty poorly crafted and which I never got around to editing after I was given feedback.
Kommo-o is a pretty powerful head and versatile head, with many strong utility and setup moves—they can take a more offensive or defensive route. Deoxys-Speed deals threatening damage with Life Orb boosted Psycho Boosts, which pairs well with Kommo-o as the latter checks the dark and steel types that wall psychic. Of course, you can use Deoxys themselves to do the job thanks to Protean with Superpower. Kingambit deals with fairy types that threaten Kommo-o and ghost types that threaten Deoxys, while resisting ice, dragon, dark, etc. that these Pokémon are weak to. Stab Knock Off boosted by Black Glasses is incredibly strong and provides great value to the team. Volcanion is a devastating mixed attacker that doesn't mind entry hazards thanks to Magic Guard. Steam Eruption can fetch critical burns on physical attackers, with Earth Power to hit electric and rock types and Taunt to shut down passive Pokémon. Thundurus has a strong typing, access to pivoting, speed control with Prankster Thunder Wave, and can ruin setup sweepers thanks to Prankster Topsy-Turvy.
Tyranitar is a potentially solid Head, as a bulky Dark type in my opinion has a lot of appeal in certain matchups. I also can see some ideas being juggled around certain Pokémon that pose as immediate threats to TTar (Keldeo for example). However I do think a few of the stuff here are kind of bad, and do alot of disservice to the integrity of your submission.
Revavroom just doesn't help the team whatsoever, while also not even being particularly good. Sand Force barely helps it as a Mon overall, and exacerbates the Skarmory and Corviknight weakness that your team is packing. I think this needs to be dropped for something that actually helps the team.
Latias is kinda weak, though lkenas I said I understand the role you want it to serve, but at least give it the ability to touch Steels for any meaningful damage, since Steels are hurting you hard on this team already and this only makes it worse. Also on a Sand team, this Pokémon will need Leftovers.
Iron Boulder is an awkward pick, Tera Dragon is useless so I would remove it outright. Tera Ground makes much more sense especially if you want to properly abuse Sand Force (I'd honestly argue this should be the only Tera type but both together are fine).
Finally I'd advise giving Houndstone Tera Fairy as a side option so it's not Solo'd by the likes of Sucker Punch or basically any Dark type it faces.
I'd look more into both Random Tandem as a metagame and how Sand Structures in general work, instead of just making a bunch of Sand Force users on a team.
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