I think that Gravity + 3 attacks is what pushed it over the edge. Ground immune mons already had to deal with Focus Blast and Sludge Wave upon switch in, and Gravity invalidates that matchup heavily in Lando-I favor.honestly i didnt think landorus was that much better than many of the other premiere offensive pokemon in this tier. somewhat surprised to see it go.
Try using Clefable, Toxapex, Buzzwole or to some extand Aegislash. If you look at the damage calcs those mons tank Pheromosas hits easily and can kill or, in Toxapexs case, cripple it back. I'll show some calcs.I had like 5 matches with pheromosa and it swept me please i just need it to get banned, because that sweeping potential is way too good.
If you didn't read this with BKC's voice you aren't a True BKC fan(This goes for other people not to BKC itself)In light of the Land-I ban (props to the council for this), I wanted to share this set I came up with:
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Protect
- Toxic
- Knock Off
With Land-I no longer able to use HP Ice, SpDef Gliscor would be a near-perfect counter. However, Gliscor is of course not available, so I decided to imitate it with Land-T. I tested this on ladder (my alt was ltpd 30 rock) and it was excellent, reliably handling Land-I every time I faced one. While it doesn't have Gliscor's amazing recovery combination of Poison Heal + Roost, it is actually bulkier than Glisc (382 HP + 284 SpDef vs. Gliscor's 354/273), and Protect + Lefties gives it solid longevity. Between Toxic's crippling effect complemented by Protect as well as Knock Off removing Life Orb and accelerating the effect of the poison, this set could even handle Gravity and CM Land-I variants fairly well.
The SpDef wasn't just good for Land-I, though - it didn't hard counter much, although one of the few pokes it did hard counter was Specs Koko, which was excellent. Having a long-term Electric immunity was also great for Regieleki. However, what this set did do was give me the flexibility to play around a LOT of major threats with greater ease: most notably, things like Spectrier (Specs Shadow Ball almost never 2HKOs from full and never will with Protect), Torn-T (unboosted Hurricane isn't a guaranteed 3HKO, +2 Hurricane doesn't come close to KOing), and Latios (Specs Draco doesn't come close to KOing, means I don't necessarily have to scout with Protect/switch after using Protect and can instead be more aggressive). Obviously, I preferred to primarily check these Pokemon with my other team members, but having different options was really nice against teams with lots of dangerous threats - if I had a situation such as, say, my Hydreigon struggling to fend off Heatran + Spectrier, then Land-T stepped in and did an admirable job backing it up. Torn also tended to use Land-T to set up Nasty Plot, which was amusing: it'd eat a Toxic, then I'd Protect, then Knock Off, then Protect again...
The bulk was nice in some more extreme situations, too - Land-T (can't wait to just start calling it "Lando" again as soon as we get used to Incarnate no longer being around)) is overwhelmingly favored (87.5%) to survive offensive Magearna's Ice Beam, and 4 SpAtk Pheromosa tops out around 88%.
I think don't think the SpDef is really that needed anymore now that Land-I is no longer around - Defense will probably be more useful for handling things like Blaziken, Cinderace, Excadrill, Melmetal, Rillaboom, Kartana and Tapu Bulu. However, that is almost secondary because this Lando isn't just a wall - its moveset makes it an offensive weapon. With Gliscor, Megas and Z-Crystals not around, nothing takes Knock Off safely, and Toxic + EQ cripple the better Knock "absorbers" in Regenerator Slowbro / Tangrowth / Toxapex. Even the Tox-immune Amoong doesn't like EQ, especially with rocks up. Also, these Pokes losing their Boots means this set is excellent alongside Ferrothorn's Spikes.
As a whole, Land-T can threaten just about the entire tier with this set. The closest thing that comes close to being able withstand that trio of moves is ResTalk Zygarde, which I faced on one stall team (and still gets Knocked, and Zyg as a whole will hopefully be banned soon as well...), and Corviknight, since it can Roost. Even then, a Knocked Corviknight is super exploitable, whether with pressure from offensive teammates (such as Melmetal, who now comes in and threatens it freely), or with Magnezone capitalizing on the lack of Shed Shell. Plus, Land-T's EQ is strong even without investment, letting it chunk things like a Knocked Clefable. It doesn't need to run 0 Attack, though - without the need for SpDef, I could easily see it running some investment, as an Adamant nature with 0 EVs is nigh-guaranteed (99.6%) to 2HKO Kartana, hits Clef even harder and leaves plenty of room for HP/Defense/SpDef/Speed EVs.
To support this claim, I used the team I made with this Land-T in several Smogon Tour games, and didn't face Land-I with it once, but the moveset repeatedly put in work:
https://replay.pokemonshowdown.com/smogtours-gen8ou-524735 - harassing screens offense by coming in freely on Koko and Regieleki, all it had to do was not use Toxic until Mew blew up so it wouldn't get Synchronized, and from there it was insanely annoying to KO. Toxicing Hawlucha is a big deal, when I played teams like that on ladder it crucially allowed me to do things like save my Clefable for Zygarde. Even teams with more threats than this one (like Kyu-B, Pheromosa and the aforementioned Zyg) will struggle to switch into Land-T. The SpDef didn't really make a difference here, as I was ready to revenge the Magearna with Scarf Spectrier, but it got to show off how tanky it is by soaking up that Stored Power.
https://replay.pokemonshowdown.com/smogtours-gen8ou-524821 - hella long game, and I could've made more effective use of the Land-T as well as Melmetal, but this is an example of how irritating it can be against even super defensive teams.
https://replay.pokemonshowdown.com/smogtours-gen8ou-524858 - Toxic/Knock threatens everything. Intimidate + Lefties Protect gives Clef some security against CB Zyg (keeping it away from Iron Tail and allowing Clef to maintain Softboiled PP + stay healthy for Buzzwole).
https://replay.pokemonshowdown.com/smogtours-gen8ou-524863 - cripples Corviknight, allowing Melmetal to go berserk, and helps play around Smooth Rock-supported Exca. Checking the rogue Dracozolt is nice too (while calcing, I was amazed to learn that CB Hustle Bolt Beak OHKOs Melmetal).
I would've loved to have included Wish on Clef, but couldn't fit it alongside the other Pokes I wanted to run - however, on another team it'd have been a match made in heaven, as would've been a Spikes Ferrothorn. Those replays also showcase something else I wanted to mention briefly: Melmetal is an absolute monster, especially with Protect. In addition to countering Kyu-B, it was also an amazing check to BoltBeam Magearna. Double Iron Bash outdamages supereffective EQ and threatens to KO offensive Gear after Stealth Rock, while SpDef investment means even boosted Thunderbolts bounce off...what a beast.
That's about everything. Can't wait for KyuB/Zyg to go next. Thanks for reading!
I think its still good in a tier where ghost resists aren't common. Pairing this up in a hazard stacking team it can flourish. If you also bring teammates that can check darks and Chansey/Blissey, it will shine well. Specs is the more nastier set as you can snowball faster.View attachment 288539
After midnight, if you still wanna meet
I'll be at the Black Horse Tavern on Armageddon Street - Bob Dylan
I really can't make up mind on whether I like Spectrier in the tier. On one hand, it has roughly mewtwo level speed and power with special moxie. The down side is that the same things check all of its sets. I don't find choice sets too problematic all things considered, the fact it can snowball late game isn't really unique or interesting. I find the sub hex set to be really nasty though and effective at breaking down opposing teams, even if it doesn't end up sweeping. How does everyone feel about this thing?
While a lot of your points are good, I think you're overestimating how much substitute damage builds up; the fact is, the 2 biggest offensive checks to Kyurem (scarf Pult and Melmetal) also happen to invalidate substitute to some extent, and basically everything else gets 2HKOd by it at +1. There are only a small handful of other things that can potentially put pressure on it, such as CC Urshifu, Magearna and Gyro Ball Ferrothorn; all them can very easily be chipped down into kill range by Kyurem or its teammates, especially with hazards up. Damage ranges can also get screwed with thanks to Icicle Spear's inherent randomness, making would-be checks like Ferro and Urshifu suddenly very shaky. In practical terms, to survive long-term vs Kyurem as a defensive team, you need to either fit a hard check onto your team (Scarf Pult, Melmetal or Buzzwole), or run one of the few soft checks along with a Wishport Clef to keep them alive - which I'm sure is something you don't want to see make a return.I dont quite see what some people find broken about Kyurem-B.
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While its 125/100/90 bulk is excellent for an offensive mon allowing it to get easy subs on passive staples such as Toxapex or Blissey, its held back by an atrocious defensive typing which makes it weak to all forms of entry hazards as well as cursing it with no useful resistances to speak of, besides Water for Toxapex's Scald. It wants HDBs so it can switch in against the passive mons it threatens out more easily, but then it will eventually get worn down from the Substitutes it creates; but it also desires Leftovers so it can create more substitutes and threaten bulky teams over longer games. Its speed tier is also quite lacking; 95 means its easily revenge killed by Scarf Dragapult after a DD, or even 2 if running an Adamant nature. All this means that it lacks the ability to get setup opportunities against more offensive teams but terrorizes more passive teams. Considering one of the biggest problems pre-DLC was the lack of mons able to punish the general passivity of the metagame, I think mons like Kyurem-B are healthy and should stay.
View attachment 288539
After midnight, if you still wanna meet
I'll be at the Black Horse Tavern on Armageddon Street - Bob Dylan
I really can't make up mind on whether I like Spectrier in the tier. On one hand, it has roughly mewtwo level speed and power with special moxie. The down side is that the same things check all of its sets. I don't find choice sets too problematic all things considered, the fact it can snowball late game isn't really unique or interesting. I find the sub hex set to be really nasty though and effective at breaking down opposing teams, even if it doesn't end up sweeping. How does everyone feel about this thing?
View attachment 288539
After midnight, if you still wanna meet
I'll be at the Black Horse Tavern on Armageddon Street - Bob Dylan
I really can't make up mind on whether I like Spectrier in the tier. On one hand, it has roughly mewtwo level speed and power with special moxie. The down side is that the same things check all of its sets. I don't find choice sets too problematic all things considered, the fact it can snowball late game isn't really unique or interesting. I find the sub hex set to be really nasty though and effective at breaking down opposing teams, even if it doesn't end up sweeping. How does everyone feel about this thing?
Defensive Moltres can easily tank banded double iron bash. 248 hp / 200 def, Moltres takes max 60% and can roost it off. If they try to keep bashing you they're just going to get flame body burned very quickly. Moltres can even beat banded thunder punch if its at high enough life to survive the initial hit. It does 80%-95% and then you outspeed it with roost and remove the flying type so it easily roosts off the damage and burns them if they keep punching.Melmetal's signature move, Double Iron Bash, is spammable as heck on CB sets, because it just breaks through half of the would be resists. Zapdos (risking static tho), Ferrothorn, Toxapex, and Moltres all get 2HKO'd with small amount of chip (molt gets 2HKO'd regardless), and can't do much back besides either hope for para, scald burns, leech seed, or burn with flame body. Although these are effective deterrents 90% of the time, it's also not hard to chip these pokemon into range of Double Iron Bash. It may not be an issue long term, but I think we should keep an eye on it.
It’s obviously not optimal but serene grace ice beam is extremely fun. I recommend trying it.I've been having a ton of success on ladder lately with Blissey, specifically this demonic set:
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 96 HP / 252 Def / 160 SpA
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Ice Beam
- Stealth Rock
- Toxic
The biggest thing about Melmetal imo is that a lot of things that check it also check dark urshifu. Like moltres, zapdos, and rocky helmet regenerator mons. It doesn’t feel restrictive to my team building process at all.Dont get me wrong, I personally find Melmetal to be super obnoxious (maybe not necessarily broken, but I can't stand things that are nearly impossible to switch into without getting obliterated), but Moltres actually does check it really well.
The thing is it also forces you to have to run one of those mons. Because otherwise it literally 2hkos everything else including multiple resists.The biggest thing about Melmetal imo is that a lot of things that check it also check dark urshifu. Like moltres, zapdos, and rocky helmet regenerator mons. It doesn’t feel restrictive to my team building process at all.