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Resource SLOP GUIDE

is losing boom on registeel a big deal on the hp grass set? I feel that it would be pretty important?
Also what do the speed ivs on steel outspeed? I've seen them on every registeel set but don't know what they do
The speed on Registeel allows it to outspeed Blissey and defensive Swampert. The hp grass set can run boom over ice punch, it's how I have run it on slop
 
is it just me or does anyone else feel that the skarm lines kinda suck, it seems they can always get 3 spikes and I have to use so many resources to kill them
 
So THIS is why I have been seeing so many endperts on ladder. What have you done…

Fr though really interesting analysis, I agree that mixed offense has been in a rough place lately, it was my main team style until recently but I really felt inconsistent with it. Might have to bust out one of these in my next revival set as a mixup.

One thing that you might want to try a bit is 3 special attacks metagross + boom. I run Psychic TP and HpGrass, using psychic typically on the first turn it’s out. People love
To switch swampert in if they have it once they “know” it’s psychic HpFire and you just kill it for free. Also psychic is a really nice midground click which is normally something mixmeta lacks. People will assume you have mash still too unless you reveal all 3 special attacks, and even then worst case you can just boom and kill their special wall.

I’m not 100% confident in the set but from the modest amount I’ve used it thus far it’s my favorite mixmeta.
 
Think Raikou should have Modest to make it a mid game threat, I have no beef with Timid, but Gengar runs at least 330 speed to check Charizard & at most its a 50/50 against Starmie.

Plus HP can reliably knock Dug out assuming you used substitute
 
DD Tar is the best "general" progress maker. Its able to trade vs anything and anyone at +1, Pert/Meta/Cune/fighters and others. Its ability to trade up and do as much damage as possible is exactly what makes it so potent, while not truly a requirement, the best Slop use Lead DDTar as it is because its the most forceful off the bat and the easiest to setup. The secret is to DD T1 almost always (except vs Fighters/Meta/Mence) and just click attacks. Vs cune? DD. Vs ttar? DD. Vs zap? DD. Max Max means no power issues and the natural bulk of Ttar means it can pull off a midgame breaking or even sometimes one-time check as a secondary plan. The main plan will always be trading up aggresively with it to keep the momentum (flow) and to create scenarios where the other 2 from your trifecta can thrive.
This part is very interesting to me because on any lead DD Tyranitar team I've ever used, I've always EV'd it to live a Hydro Pump from Offensive Suicune. Is there any reason why it's "safer" to not do this now besides the trend of Suicune clicking Calm Mind most of the time? Also, is there a definitive better choice between Adamant or Jolly on these Tyranitars on slop, or is it up to the team? Since this set is meant to function as a wallbreaker, I've always preferred Adamant, but I can see a point to be made for Jolly.
 
This part is very interesting to me because on any lead DD Tyranitar team I've ever used, I've always EV'd it to live a Hydro Pump from Offensive Suicune. Is there any reason why it's "safer" to not do this now besides the trend of Suicune clicking Calm Mind most of the time? Also, is there a definitive better choice between Adamant or Jolly on these Tyranitars on slop, or is it up to the team? Since this set is meant to function as a wallbreaker, I've always preferred Adamant, but I can see a point to be made for Jolly.
The reason is mostly that you want your Ttar to do as much damage as possible and thus you do not wanna concede such for a betterment of a trivial lead MU such as OffCune (who as you pointed out clicks CM t1 most of the time). And yes Ada is the definitive better choice as this team plays Ttar the breaker more than Ttar the sweeper and for that you need as much speed and damage as possible, thus why Lead DDTar on Slop runs Max atk max spe adamant
 
yo dazi when i play slop lead sub fp tar lwk kinda slops my line of clicking dd t1

also gz on ur success in mugulis i hope u succeed in every match except if you have one against me

daz all
 
yo dazi when i play slop lead sub fp tar lwk kinda slops my line of clicking dd t1

also gz on ur success in mugulis i hope u succeed in every match except if you have one against me

daz all
I mean yeah lead wak counters tar lead. Just go mence I'd say?

Edit: I am illiterate. It's true that fpunch tar beats slop t1 lines. At the same time, clicking fpunch in tar vs tar is a really hard decision to make. If the opposing tar just eq's/bb's, you lose a lot of hp turn 1 for no gain. Same for sub, you risk losing 25% while not even getting the ko on tar as it can switch out afterwards. Given the prevalence of slop after dazi's post, there is however more upside to fpunch, as a lot of tars dd t1 now. I suggest sometimes switching it up and clicking earthquake t1 if you keep losing to fpunch tar, though dd is still the "optimal" line. For tours specifically, it can also be very worth it to do replay reviews to know whether your opponent is likely to fpunch in tar vs tar or not and adjust your line accordingly.
 
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yo dazi when i play slop lead sub fp tar lwk kinda slops my line of clicking dd t1

also gz on ur success in mugulis i hope u succeed in every match except if you have one against me

daz all
My advice is as Janis says. Mix up a little and this shouldnt be a problem, its about scouting and knowing what your opponent is known to do in Tar vs Tar. Usually sub fp plays arent really common and the set itself has always been on the lower end of usage. Really, its only been used more specifically to cteam DD t1, which people use as a argument to shit on the archetype without realizing its exactly stuff like this that proves how strong the archetype can be within the right hands if people are looking for lots of way to "ease up playing vs" and tend to fail. I usually try to pivot Mence->Pert once sub is revealed. Its kinda risky though and you are indeed starting from too behind, its a pretty difficult MU if u catch DD t1 vs Sub, if u EQ on their Sub play its pretty free though. Its also worth noting that Metagross versions have absolutely no trouble at all since Lead Sub FP Ttar is often Sub/RS/Bug/FP which Meta can scare out and after the initial threat the set is way easier to handle
 
My advice is as Janis says. Mix up a little and this shouldnt be a problem, its about scouting and knowing what your opponent is known to do in Tar vs Tar. Usually sub fp plays arent really common and the set itself has always been on the lower end of usage. Really, its only been used more specifically to cteam DD t1, which people use as a argument to shit on the archetype without realizing its exactly stuff like this that proves how strong the archetype can be within the right hands if people are looking for lots of way to "ease up playing vs" and tend to fail. I usually try to pivot Mence->Pert once sub is revealed. Its kinda risky though and you are indeed starting from too behind, its a pretty difficult MU if u catch DD t1 vs Sub, if u EQ on their Sub play its pretty free though. Its also worth noting that Metagross versions have absolutely no trouble at all since Lead Sub FP Ttar is often Sub/RS/Bug/FP which Meta can scare out and after the initial threat the set is way easier to handle
i'Ve sLoPped this liNe before and I wasn't sure Abt tHe LiNe tHoUgH nOw tHaT i HaVe CoNfIrMaTiOn I fEeL a LoT bEtTeR aBoUt ThAt LiNe
 
I mean yeah lead wak counters tar lead. Just go mence I'd say?

Edit: I am illiterate. It's true that fpunch tar beats slop t1 lines. At the same time, clicking fpunch in tar vs tar is a really hard decision to make. If the opposing tar just eq's/bb's, you lose a lot of hp turn 1 for no gain. Same for sub, you risk losing 25% while not even getting the ko on tar as it can switch out afterwards. Given the prevalence of slop after dazi's post, there is however more upside to fpunch, as a lot of tars dd t1 now. I suggest sometimes switching it up and clicking earthquake t1 if you keep losing to fpunch tar, though dd is still the "optimal" line. For tours specifically, it can also be very worth it to do replay reviews to know whether your opponent is likely to fpunch in tar vs tar or not and adjust your line accordingly.
thanks for the slop
 
My dump, in case people give a shit

 
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