If you're really desperate, Galarian Weezing hard walls it, but it's not very good in the metagame.Isn't this prediction reliant? Clefable doesn't really like to switch in Facade
Does a pokemon walling Conk exists?
If you're really desperate, Galarian Weezing hard walls it, but it's not very good in the metagame.Isn't this prediction reliant? Clefable doesn't really like to switch in Facade
Does a pokemon walling Conk exists?
A Conkeldurr check that I forgot to mention is Hippowdon. None of Conkeldurr's moves other than Close Combat can 2HKO it. Especially with a Rocky Helmet it's been really effective for me recently. Iron Defense Kommo-o also does a decent job against Conkeldurr.Isn't this prediction reliant? Clefable doesn't really like to switch in Facade
Does a pokemon walling Conk exists?
It doesn't have reliable recovery move, and resttalk can lose against facade. Levitate is 2HKOed by Facade, neutralizing gas 2HKOed by facade, even if fully invested in HP and def with +def nature.If you're really desperate, Galarian Weezing hard walls it, but it's not very good in the metagame.
Yeah, but unfortunately, Close Combat exists...A Conkeldurr check that I forgot to mention is Hippowdon. None of Conkeldurr's moves other than Close Combat can 2HKO it. Especially with a rocky helmet it's been really effective for me recently. Iron Defense Kommo-o also does a decent job against Conkeldurr.
There's also Mimikyu but it's a bit of a niche pick that only really fits on hyper offensive teams.
For what it's worth, that's not actually true due to Guts being neutralized, but yeah I wouldn't recommend using Weezing.neutralizing gas 2HKOed by facade, even if fully invested in HP and def with +def nature.
Thanks!:]Clefable / Hippowdon / Ferrothorn / Excadrill / Rotom-H / Dragapult, a sand team built by FLCL, has been making some big waves lately and is by many considered to be the best sand team in the current metagame.
there's already a thread, it's just outdated.When will the Good Cores thread be created?
When will it be updatedthere's already a thread, it's just outdated.
Unorthodox/fun sets: https://www.smogon.com/forums/threads/heat.3658772/Where do we post tested sets on ladder if we found some things to spice up ladder matches.
In my case: Vacuum Wave Lucario and Belch Hydreigon is something I found success with.
https://www.smogon.com/forums/forums/tournaments.34/Hello, it is the first time I write on smogon. I want to participate to a tournament (semi official because I heard they were the easier). So, how can we participate ?
PS : sorry for my english, I'm french
I THINK it's probably less because the damage ranges themselves are similar and more because you can gradually eliminate most other common items just by identifying when they trigger - HDB is obvious on entry, Leftovers and Life Orb have end-of-turn messages, the Choice Scarf is the only Speed-boosting item and is instantly revealed the moment a Pokémon outspeeds an opponent it seemingly shouldn't, and even just using certain moves can reveal that you're not holding a Choice item without cross-referencing any calculations at all. On the other hand, you can still avoid completely giving away one of the "subtler" damage-boosting items at all - played correctly, they're the hardest to distinguish from a Band or Specs other than raw damage output.I somewhat frequently hear people talk about using a type booster or Expert Belt to "bluff choice band/specs", with the most recent example being JTD783's post in the Next Best Thing thread. My question is how is this supposed to bluff a choice boost? A 50% boost is significantly higher than a 20% boost, such that even if the choice has a +speed nature while the 20% has a +(sp)attack nature, the choice item is still stronger. Shouldn't your opponent notice your Aegislash's Shadow Ball doing less than 55.2% to their Toxapex and immediately know you aren't Modest Specs? And if you do less than 50.3% (which is most of the time) they'll know you aren't Timid Specs either?
View attachment 238268
Specs is green, Tag is red
This idea gets repeated often enough that I feel like I must be missing something, but I can't figure out what that is.
The part about playing as if you're choice locked until a pivotal moment makes sense, and is why using something like a resist berry to bluff scarf makes total sense to me. It's also easier to cleanly bluff a scarf, as if you don't outspeed even with the scarf, or would have outsped regardless, or if the opponent switches, then it's impossible to tell the item. But unless the 20% power boost pushes an attack into KO range, bluffing band or specs is much messier. Even if players aren't running calcs on every move, I assume that really good players have a general sense of how strong common attacks should be from experience, and will notice that something is up.I THINK it's probably less because the damage ranges themselves are similar and more because you can gradually eliminate most other common items just by identifying when they trigger - HDB is obvious on entry, Leftovers and Life Orb have end-of-turn messages, the Choice Scarf is the only Speed-boosting item and is instantly revealed the moment a Pokémon outspeeds an opponent it seemingly shouldn't, and even just using certain moves can reveal that you're not holding a Choice item without cross-referencing any calculations at all. On the other hand, you can still avoid completely giving away one of the "subtler" damage-boosting items at all - played correctly, they're the hardest to distinguish from a Band or Specs other than raw damage output.
The assumption seems to be that your opponent won't actually be calculating your damage often enough to catch discrepancies in damage output; you're able to mislead them because "it's Band" or "it's Specs" is just a default assumption on certain Pokémon if it's clearly not holding the next most likely items, and I guess many opponents aren't going to take the time to double-check the ranges on the various other items? Especially when the timer is on and you can't make that many calculations at once, I think a lot of people will prioritize figuring out how the next turn will play out over cross-referencing possible sets for their opponent to see if previous turns check out - without prior knowledge of specific damage ranges, it might just be something you don't realize is wrong until too late.
You can also bait them into this assumption by playing as though you're Choice - switching out and actively avoiding changing moves even if it would appear to be the optimal play, right up until whatever pivotal moment you were trying to secure with the bluff in the first place.
Something like this probably won't work if your opponent is well informed or prepared and already knows the ranges for (for example) Timid Specs vs Modest Spell Tag, and expects you to pull a trick like that, but I think pretty much any lure set runs the same risk.
Someone who's actually experienced, please confirm or deny this? This is my best guess, though!
You are correct in identifying that the opponent must have a lack of knowledge of the damage rolls. The strategy will most likely not work against top players, who will know from experience that a Modest Specs Shadow Ball would have a higher damage output. But as Hematite said, anyone not experienced or observant enough to detect the difference is likely to be caught off guard.I somewhat frequently hear people talk about using a type booster or Expert Belt to "bluff choice band/specs", with the most recent example being JTD783's post in the Next Best Thing thread. My question is how is this supposed to bluff a choice boost? A 50% boost is significantly higher than a 20% boost, such that even if the choice has a +speed nature while the 20% has a +(sp)attack nature, the choice item is still stronger. Shouldn't your opponent notice your Aegislash's Shadow Ball doing less than 55.2% to their Toxapex and immediately know you aren't Modest Specs? And if you do less than 50.3% (which is most of the time) they'll know you aren't Timid Specs either?
View attachment 238268
Specs is green, Tag is red
This idea gets repeated often enough that I feel like I must be missing something, but I can't figure out what that is.
https://www.smogon.com/forums/threads/ss-ou-research-week-post-arena-trap.3660668/I have noticed that some of the other formats, such as UU, have Research Week. When will we get our own Research Week?
Generally it involves a pokemon that is bad and has either no niche or a very small one, that is constantly nominated for rises by low effort poorly informed posts, and leads to large multi post arguments every time it's brought upSo since this has happened in OU before in the past and could possibly happen this gen too, which I'd like to prevent if I ever nominate a Pokemon...
What exactly does get a Pokemon in the blacklisted category that prevents you from nominating them?