Yeah the bulk just doesn't end up compensating for the speed at all. scrappy close combat's kinda cool though. the only thing i'd consider would be a choice band set with first impression to at least revenge kill faster Pokemon while still being able to make use of that 135 base atk vs slower stuff(close combat/knock off/first impression/defog or meteor assault would work). Another idea would be on a Trick Room team like people mentioned already.
I wanted to talk a little about Cinderace. Here's what I've been using atm:
Cinderace @ Heavy-Duty Boots
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Court Change
- High Jump Kick
I think people are still sleeping on this mon a little. Court change brings a whole new form of mindgames to the table, especially combined with boots. The thing is, even if your opponent knows of court change, the sheer pressure from the move itself scares out the presence of things like spikes/sticky web/screens a lot of times(heavy-duty boots actually bypasses sticky web btw), which allows for a clean field on your side unless they're up to going through a hazard game longterm. Cinderace itself is no slouch either though, Pyro Ball is actually pretty strong with 116 base atk, and it's got access to sucker punch to revenge pokemon like dragapult and zen headbutt for pex, although I'd probably almost always use a set with court change since that's what makes it OU worthy to me atm. Here's a team if anyone wants to try it out:
https://pokepast.es/31943baf6dfab716
Acrobatics on dragapult's more of an experimental option to boost up speed while dynamaxed but U-turn/Thunderbolt works as well. AV snarl's a solid check to dragapult and NP hydreigon which are on a ton of teams right now and just a decent poke for offensive teams. I wouldn't use this team for a big game since you need to be really smart with court change bc sash polteageist is your means to beat a lot of setup threats and it just struggles too much with Toxapex for my liking, but it's really fun to just spam on the ladder nonetheless.
Yea court change + buffed rapid spin have made the hazard game crazy. The new move in particular brings not only the mindgames of if/when should you set hazards, but allows for some cool strategies with sticky web + contrary. I fought a galvantula + cinderace + malamar team, he set webs on me, then once i had a spike and a rock on his side, he took webs back, sent out malamar and swept.
Agree, it's not like gen8 brought us a plethora of new pokemons, items, abilities and moves, while also resetting the pokedex for the first time since the beginning of the series (and removing quite a few moves altogether)... least but not least, Z moves and mega evolutions.
It doesn't matter, does it? After all a stupid gimmick introduced to appeal to the kid's audience during the playthrough is way more important than anything else and its removal will surely nullify any change whatsoever Game Freak has made to the game.
Why is this argument even a thing? It should be blacklisted from any discussion on the topic, it's just plain dumb.
I don't agree with the "we need new mechanics every gen" argument either, but I think calling dynamax a stupid gimmick is wrong. Megas and z-moves had similar reactions from a lot of ppl initially, and now most ppl love both mechanics (apparently there's a camp that hates z-moves tho?)
We're playing a game that someone else designed, and we need to be very thoughtful before we go and modify or remove a major aspect of that game. If smogon gets rid of DMax, we will be further from emulating actual cart play than we've ever been before. I'm not saying def keep DMax, just that kneejerk reactions to it are harmful and should be ignored.