Merry Christman PolloAriosto!
you suggested that i build "status spam" with Hex Gimmighoul-Roaming! this pokemon saw use on ladder when it first came out, but was quickly abandoned for better pokemon (gas) and forgotten. gastly is no longer here so this is a cool idea thanks man.
i tried a few team comps before settling on the final. ill post them all bc nobody ever devs gimmi






this team was okay honestly, you could probably make a few refinements and have this be playable. i thought it was "too standard" and it didnt play as a status spam in practice so X






this one is almost the opposite, pretty awful on paper with way too much dedicated to the status spam gameplan. winning with this one feels almost impossible against a pilot that understands what the bottom half do and the team is therefore a pure gimmick. X






heres another overcorrection from previous. again this team is fine i guess and could be viable with edits but not where i would like it to be for the prompt. X






this is that sauce, that ish, that essential oil. once i played a few test games with this i knew that vull+shel+ches was the offensive core that best fits gimmi (imo). i almost submitted this one as the final, but i was not happy with glimmet for the purpose of spreading status. most players have a grounded poison to absorb spikes and glim is usually a high priority target. koffing was fine i guess. i knew that i could build something with less predetermined lines and a stronger profile as a Status Spam team. X
Gameplan: Use vullaby and shellder (+gimmi in theory) in the early game to force your opp to spend tempo addressing the threat. with this tempo, double-switch in one of the bottom half to gain residual progress by spreading status or setting hazards. As you shuffle through mid-game, find ways to simplify ASAP. You will recover from the tempo deficit of simplifying early by using sub plot gimmi in late game to KO slow and chipped pokemon and to fish for full para turns on substitute. these are both forms of crucial turn denial and the outcome of the game will most likely depend on the last few turns, given that your gameplan is not disrupted.
I will give a more detailed analysis of the sets and the decisions behind them later today. my tummy rumbly so i take break thanks, have a jolly holiday
you suggested that i build "status spam" with Hex Gimmighoul-Roaming! this pokemon saw use on ladder when it first came out, but was quickly abandoned for better pokemon (gas) and forgotten. gastly is no longer here so this is a cool idea thanks man.
i tried a few team comps before settling on the final. ill post them all bc nobody ever devs gimmi






this team was okay honestly, you could probably make a few refinements and have this be playable. i thought it was "too standard" and it didnt play as a status spam in practice so X






this one is almost the opposite, pretty awful on paper with way too much dedicated to the status spam gameplan. winning with this one feels almost impossible against a pilot that understands what the bottom half do and the team is therefore a pure gimmick. X






heres another overcorrection from previous. again this team is fine i guess and could be viable with edits but not where i would like it to be for the prompt. X






this is that sauce, that ish, that essential oil. once i played a few test games with this i knew that vull+shel+ches was the offensive core that best fits gimmi (imo). i almost submitted this one as the final, but i was not happy with glimmet for the purpose of spreading status. most players have a grounded poison to absorb spikes and glim is usually a high priority target. koffing was fine i guess. i knew that i could build something with less predetermined lines and a stronger profile as a Status Spam team. X
Gameplan: Use vullaby and shellder (+gimmi in theory) in the early game to force your opp to spend tempo addressing the threat. with this tempo, double-switch in one of the bottom half to gain residual progress by spreading status or setting hazards. As you shuffle through mid-game, find ways to simplify ASAP. You will recover from the tempo deficit of simplifying early by using sub plot gimmi in late game to KO slow and chipped pokemon and to fish for full para turns on substitute. these are both forms of crucial turn denial and the outcome of the game will most likely depend on the last few turns, given that your gameplan is not disrupted.
I will give a more detailed analysis of the sets and the decisions behind them later today. my tummy rumbly so i take break thanks, have a jolly holiday