Pet Mod SS OU Theorymon (Completed)

0 Atk Landorus-Therian Earthquake vs. 252 HP / 140+ Def Turtonator: 188-224 (53.1 - 63.2%) -- guaranteed 2HKO
112 SpA Turtonator Shell Trap vs. 252 HP / 252+ SpD Landorus-Therian: 141-166 (36.9 - 43.4%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
Just to clarify, these calcs were taken from a sample set I made which guaranteed OHKOs uninvested Zarude with Shell Trap, while only having a 50% chance to be 2HKOed by Jolly Banded Lariat. I'm uncertain if this will be relevant post-Zarude nerf. Otherwise, a comment on AV sets. The set I see AV most likely running is Shell Trap/Draco Meteor/Scorching Sands/Rapid Spin, with Sands being the main utility option, though it does also get options like Dragon Tail and Body Press. With that said, here's some humorous AV calcs:
252 Atk Victini V-create vs. 252 HP / 0 Def Turtonator: 47-55 (13.2 - 15.5%) -- possible 7HKO
yes, this is the most damage it can do.

252 SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 252+ SpD Assault Vest Turtonator: 88-105 (24.8 - 29.6%) -- 100% chance to 4HKO
252 SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 252+ SpD Assault Vest Turtonator: 284-336 (80.2 - 94.9%) -- guaranteed 2HKO
4 SpA Turtonator Draco Meteor vs. 0 HP / 0 SpD Dragapult: 330-390 (104.1 - 123%) -- guaranteed OHKO
I cannot believe specs pult doesn't OHKO, but this is a thing and I'm here for it. otherwise, it can come in on and destroy choice-locked pult.

+1 16 SpA Volcarona Psychic vs. 252 HP / 252+ SpD Assault Vest Turtonator: 68-81 (19.2 - 22.8%) -- possible 5HKO
4 SpA Turtonator Shell Trap vs. +1 248 HP / 0 SpD Volcarona: 96-114 (25.7 - 30.5%) -- guaranteed 4HKO
4 SpA Turtonator Draco Meteor vs. +1 248 HP / 0 SpD Volcarona: 84-99 (22.5 - 26.5%) -- 17.5% chance to 4HKO
you're setup fodder, but at least you can stop a sweep with enough chip.

252 SpA Blacephalon Shadow Ball vs. 252 HP / 252+ SpD Assault Vest Turtonator: 78-93 (22 - 26.2%) -- 7.1% chance to 4HKO
4 SpA Turtonator Scorching Sands vs. 0 HP / 4 SpD Blacephalon: 114-136 (46.1 - 55%) -- 60.5% chance to 2HKO
goodb ye

252 SpA Heatran Earth Power vs. 252 HP / 252+ SpD Assault Vest Turtonator: 106-126 (29.9 - 35.5%) -- 28.2% chance to 3HKO
4 SpA Turtonator Scorching Sands vs. 0 HP / 4 SpD Heatran: 180-212 (55.7 - 65.6%) -- guaranteed 2HKO after Leftovers recovery
defensive tran lives more hits but also does way less

252+ SpA Choice Specs Magnezone Thunderbolt vs. 252 HP / 252+ SpD Assault Vest Turtonator: 65-77 (18.3 - 21.7%) -- possible 5HKO
4 SpA Turtonator Shell Trap vs. 0 HP / 0 SpD Magnezone: 326-386 (116 - 137.3%) -- guaranteed OHKO
and if they volt switch, you get a free shell trap off

+2 252 SpA Raikou Aura Sphere vs. 252 HP / 252+ SpD Assault Vest Turtonator: 86-102 (24.2 - 28.8%) -- 98.9% chance to 4HKO
4 SpA Turtonator Shell Trap vs. 0 HP / 4 SpD Raikou: 150-177 (46.7 - 55.1%) -- 10.9% chance to 2HKO after Leftovers recovery
another one where you're setup fodder but can stop a sweep if necessary

252 SpA Tapu Koko Dazzling Gleam vs. 252 HP / 252+ SpD Assault Vest Turtonator: 57-67 (16.1 - 18.9%) -- possible 6HKO 4 SpA Turtonator Shell Trap vs. 0 HP / 4 SpD Tapu Koko: 189-223 (67.2 - 79.3%) -- guaranteed 2HKO
4 SpA Turtonator Scorching Sands vs. 0 HP / 4 SpD Tapu Koko: 118-140 (41.9 - 49.8%) -- guaranteed 3HKO
shell trap does like, 1.5x the damage of sands to everything except tran lol
Anyway, the general idea is that you have mons you answer, and while physdef boots sets are way bulkier (especially with Wisp), they also have less relevant resists and don't answer as much as Sands AV (though of course boots are better for hazard removal).

edit: shell trap should activate on every move wtf why is it so bad
 
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Just to clarify, these calcs were taken from a sample set I made which guaranteed OHKOs uninvested Zarude with Shell Trap, while only having a 50% chance to be 2HKOed by Jolly Banded Lariat. I'm uncertain if this will be relevant post-Zarude nerf. Otherwise, a comment on AV sets. The set I see AV most likely running is Shell Trap/Draco Meteor/Scorching Sands/Rapid Spin, with Sands being the main utility option, though it does also get options like Dragon Tail and Body Press. With that said, here's some humorous AV calcs:
252 Atk Victini V-create vs. 252 HP / 0 Def Turtonator: 47-55 (13.2 - 15.5%) -- possible 7HKO
yes, this is the most damage it can do.

252 SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 252+ SpD Assault Vest Turtonator: 88-105 (24.8 - 29.6%) -- 100% chance to 4HKO
252 SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 252+ SpD Assault Vest Turtonator: 284-336 (80.2 - 94.9%) -- guaranteed 2HKO
4 SpA Turtonator Draco Meteor vs. 0 HP / 0 SpD Dragapult: 330-390 (104.1 - 123%) -- guaranteed OHKO
I cannot believe specs pult doesn't OHKO, but this is a thing and I'm here for it. otherwise, it can come in on and destroy choice-locked pult.

+1 16 SpA Volcarona Psychic vs. 252 HP / 252+ SpD Assault Vest Turtonator: 68-81 (19.2 - 22.8%) -- possible 5HKO
4 SpA Turtonator Shell Trap vs. +1 248 HP / 0 SpD Volcarona: 96-114 (25.7 - 30.5%) -- guaranteed 4HKO
4 SpA Turtonator Draco Meteor vs. +1 248 HP / 0 SpD Volcarona: 84-99 (22.5 - 26.5%) -- 17.5% chance to 4HKO
you're setup fodder, but at least you can stop a sweep with enough chip.

252 SpA Blacephalon Shadow Ball vs. 252 HP / 252+ SpD Assault Vest Turtonator: 78-93 (22 - 26.2%) -- 7.1% chance to 4HKO
4 SpA Turtonator Scorching Sands vs. 0 HP / 4 SpD Blacephalon: 114-136 (46.1 - 55%) -- 60.5% chance to 2HKO
goodb ye

252 SpA Heatran Earth Power vs. 252 HP / 252+ SpD Assault Vest Turtonator: 106-126 (29.9 - 35.5%) -- 28.2% chance to 3HKO
4 SpA Turtonator Scorching Sands vs. 0 HP / 4 SpD Heatran: 180-212 (55.7 - 65.6%) -- guaranteed 2HKO after Leftovers recovery
defensive tran lives more hits but also does way less

252+ SpA Choice Specs Magnezone Thunderbolt vs. 252 HP / 252+ SpD Assault Vest Turtonator: 65-77 (18.3 - 21.7%) -- possible 5HKO
4 SpA Turtonator Shell Trap vs. 0 HP / 0 SpD Magnezone: 326-386 (116 - 137.3%) -- guaranteed OHKO
and if they volt switch, you get a free shell trap off

+2 252 SpA Raikou Aura Sphere vs. 252 HP / 252+ SpD Assault Vest Turtonator: 86-102 (24.2 - 28.8%) -- 98.9% chance to 4HKO
4 SpA Turtonator Shell Trap vs. 0 HP / 4 SpD Raikou: 150-177 (46.7 - 55.1%) -- 10.9% chance to 2HKO after Leftovers recovery
another one where you're setup fodder but can stop a sweep if necessary

252 SpA Tapu Koko Dazzling Gleam vs. 252 HP / 252+ SpD Assault Vest Turtonator: 57-67 (16.1 - 18.9%) -- possible 6HKO 4 SpA Turtonator Shell Trap vs. 0 HP / 4 SpD Tapu Koko: 189-223 (67.2 - 79.3%) -- guaranteed 2HKO
4 SpA Turtonator Scorching Sands vs. 0 HP / 4 SpD Tapu Koko: 118-140 (41.9 - 49.8%) -- guaranteed 3HKO
shell trap does like, 1.5x the damage of sands to everything except tran lol
Anyway, the general idea is that you have mons you answer, and while physdef boots sets are way bulkier (especially with Wisp), they also have less relevant resists and don't answer as much as Sands AV (though of course boots are better for hazard removal).
BTW it solely activates off of physical attacks and fails otherwise. Which mean koko wont activate the trap nor will raikou
 
Just to clarify, these calcs were taken from a sample set I made which guaranteed OHKOs uninvested Zarude with Shell Trap, while only having a 50% chance to be 2HKOed by Jolly Banded Lariat. I'm uncertain if this will be relevant post-Zarude nerf. Otherwise, a comment on AV sets. The set I see AV most likely running is Shell Trap/Draco Meteor/Scorching Sands/Rapid Spin, with Sands being the main utility option, though it does also get options like Dragon Tail and Body Press. With that said, here's some humorous AV calcs:
252 Atk Victini V-create vs. 252 HP / 0 Def Turtonator: 47-55 (13.2 - 15.5%) -- possible 7HKO
yes, this is the most damage it can do.

252 SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 252+ SpD Assault Vest Turtonator: 88-105 (24.8 - 29.6%) -- 100% chance to 4HKO
252 SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 252+ SpD Assault Vest Turtonator: 284-336 (80.2 - 94.9%) -- guaranteed 2HKO
4 SpA Turtonator Draco Meteor vs. 0 HP / 0 SpD Dragapult: 330-390 (104.1 - 123%) -- guaranteed OHKO
I cannot believe specs pult doesn't OHKO, but this is a thing and I'm here for it. otherwise, it can come in on and destroy choice-locked pult.

+1 16 SpA Volcarona Psychic vs. 252 HP / 252+ SpD Assault Vest Turtonator: 68-81 (19.2 - 22.8%) -- possible 5HKO
4 SpA Turtonator Shell Trap vs. +1 248 HP / 0 SpD Volcarona: 96-114 (25.7 - 30.5%) -- guaranteed 4HKO
4 SpA Turtonator Draco Meteor vs. +1 248 HP / 0 SpD Volcarona: 84-99 (22.5 - 26.5%) -- 17.5% chance to 4HKO
you're setup fodder, but at least you can stop a sweep with enough chip.

252 SpA Blacephalon Shadow Ball vs. 252 HP / 252+ SpD Assault Vest Turtonator: 78-93 (22 - 26.2%) -- 7.1% chance to 4HKO
4 SpA Turtonator Scorching Sands vs. 0 HP / 4 SpD Blacephalon: 114-136 (46.1 - 55%) -- 60.5% chance to 2HKO
goodb ye

252 SpA Heatran Earth Power vs. 252 HP / 252+ SpD Assault Vest Turtonator: 106-126 (29.9 - 35.5%) -- 28.2% chance to 3HKO
4 SpA Turtonator Scorching Sands vs. 0 HP / 4 SpD Heatran: 180-212 (55.7 - 65.6%) -- guaranteed 2HKO after Leftovers recovery
defensive tran lives more hits but also does way less

252+ SpA Choice Specs Magnezone Thunderbolt vs. 252 HP / 252+ SpD Assault Vest Turtonator: 65-77 (18.3 - 21.7%) -- possible 5HKO
4 SpA Turtonator Shell Trap vs. 0 HP / 0 SpD Magnezone: 326-386 (116 - 137.3%) -- guaranteed OHKO
and if they volt switch, you get a free shell trap off

+2 252 SpA Raikou Aura Sphere vs. 252 HP / 252+ SpD Assault Vest Turtonator: 86-102 (24.2 - 28.8%) -- 98.9% chance to 4HKO
4 SpA Turtonator Shell Trap vs. 0 HP / 4 SpD Raikou: 150-177 (46.7 - 55.1%) -- 10.9% chance to 2HKO after Leftovers recovery
another one where you're setup fodder but can stop a sweep if necessary

252 SpA Tapu Koko Dazzling Gleam vs. 252 HP / 252+ SpD Assault Vest Turtonator: 57-67 (16.1 - 18.9%) -- possible 6HKO 4 SpA Turtonator Shell Trap vs. 0 HP / 4 SpD Tapu Koko: 189-223 (67.2 - 79.3%) -- guaranteed 2HKO
4 SpA Turtonator Scorching Sands vs. 0 HP / 4 SpD Tapu Koko: 118-140 (41.9 - 49.8%) -- guaranteed 3HKO
shell trap does like, 1.5x the damage of sands to everything except tran lol
Anyway, the general idea is that you have mons you answer, and while physdef boots sets are way bulkier (especially with Wisp), they also have less relevant resists and don't answer as much as Sands AV (though of course boots are better for hazard removal).
As much as Shell Trap is funny, I really don't see you giving up your Fire STAB for an inconsistent trick. Shell Trap is funny, but it completely fails if it isn't hit by a contact move. The consistency of Fire Blast improves the mon may more than Shell Trap.

It's too bad Beak Blast was dexited because that would've been funny for ultimate contact punishing instead.
 
For Shedinja is my submission, tradition dictates that I shall defend its place in the world.
Parting shot on Shedinja, while welcome on stall, is not a buff to stall. Shedinja’s issue that prevents it from seeing a place on teams with more teeth is that it does not provide the support necessary to justify the momentum it sucks.
However with parting shot, Shedinja is capable of keeping momentum and providing support to glass cannon type breakers while also functioning as a viable win condition once its checks are removed.
 
:shedinja: i dont really have any thoughts on this. wonder guard is gimmicky, but parting shot is a cool move to have.
:turtonator:
jontron-ill-take-your-entire-stock.gif
I LOVE THIS SO MUCH, fire type regen is awesome, i will def be voting for this without a doubt
:goodra: this ones cool but not as much as the gangsta turtle
:registeel: this one goes bogus, feel free to not pick, ratio
:umbreon: jesus get this crap out of my face. exists for stall only, basically what ema said but less uhhh idk. gonna go write can we ban diancie but for this umbreon submission brb

:zarude: not gonna write everything about the zarude submissions so i'll explain them in 5 words or less:
  • flower veil: ok. nothing else
  • technician: not sure. bullet seed cool
  • sd: sure, what could go wrong?
  • moxie: uhhh maybe? probably tho
  • intimidate: cool, but annoying
tl;dr: sd > intimidate > everything else
 
Will briefly defend umbreon here.

Umbreon was not changed only to be used for stall, that’s like saying blissey is only a stall pokemon, it’s not, Umbrien provides amazing utility tor any team by bouncing hazards, leech seed, status and more for your team, which yes those are all really valuable for stall. But thatdoenst mean it doesn’t have a place on balance and BO. It’s ability to check fearsome dragapult , while soft checking a bunch of other mons due to its great natural bulk, while still having accees to pivotting makes this an excellent support mon. And just to make sure y’all understood that, support. It is not meant to be able to fend off on its own very well, as it is a support mon to help the rest of your team win. And for the argument that this is broken and completely fucks up hazards, I’d have to disagree. People switching into bounce mons on a hazard setter is usually easily predictable and exploitable. You easily predict they go umbreon for ur Lando, click u-turn and punish it. Not to mention umbreons , lack of reliable recovery, meaning that turns it protects can be easily turned into breaking opportunities for the opponent. So while yes it discourages hazard use, it can be easily exploited a lot of the time for the opponent’s benefit. The fact that umbreon is also pretty passive means that miss predictions aren’t that punishing.
 
Will briefly defend umbreon here.

Umbreon was not changed only to be used for stall, that’s like saying blissey is only a stall pokemon, it’s not, Umbrien provides amazing utility tor any team by bouncing hazards, leech seed, status and more for your team, which yes those are all really valuable for stall. But thatdoenst mean it doesn’t have a place on balance and BO. It’s ability to check fearsome dragapult , while soft checking a bunch of other mons due to its great natural bulk, while still having accees to pivotting makes this an excellent support mon. And just to make sure y’all understood that, support. It is not meant to be able to fend off on its own very well, as it is a support mon to help the rest of your team win. And for the argument that this is broken and completely fucks up hazards, I’d have to disagree. People switching into bounce mons on a hazard setter is usually easily predictable and exploitable. You easily predict they go umbreon for ur Lando, click u-turn and punish it. Not to mention umbreons , lack of reliable recovery, meaning that turns it protects can be easily turned into breaking opportunities for the opponent. So while yes it discourages hazard use, it can be easily exploited a lot of the time for the opponent’s benefit. The fact that umbreon is also pretty passive means that miss predictions aren’t that punishing.
Thing is like mega sabe in gen 7..... this can exploit many setters virtue of its own bulk and reliable recovery, its no hattrene and unlike hattrene it counters lando-t, garchomp, ferro, blissey, tyranitar, lead mew, hippo, and mudsdale. This thing is a tank:

0 Atk Landorus-Therian U-turn vs. 252 HP / 252+ Def Umbreon: 94-112 (23.8 - 28.4%) -- possible 5HKO after Leftovers recovery
0 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Umbreon: 93-109 (23.6 - 27.6%) -- possible 5HKO after Leftovers recovery
0 Atk Tyranitar Rock Blast (3 hits) vs. 252 HP / 252+ Def Umbreon: 75-90 (19 - 22.8%) -- approx. possible 5HKO after sandstorm damage and Leftovers recovery

It completely deters setup on it to so its not exactly passive and exploitable like blissey or clef is and umbreon can toxic them or foul play them. Right... protect also racks up a ton of lefties recovery and means it can rely less on wish since hazards are not exactly going up.

This sounds like a stall staple as they would really benefit from its teammates being worn down by hazards and in turn can keep up their own hazards. I am not saying its broken or is it not broken and stall could certainly use a buff like this. But I am afraid it might not fit on balance due to them not exactly needing the magic bounce as much as stall would as umbreon is pretty passive (not blissey, corv, hippo, and defog zapdos passive) and certainly would be giving up a lot of free turns on balance or BO to be considred a good pokemon especially since they value each turn
Maybe it can be a good wish passer but we also predicted zarude will be a balanced pokemon in the tier whcih it is not
 
I just want to ask, if you believe that it’s only going to see use on stall I fail to see how it would be broken. Stall is a trash play style rn, and this umbreon sub just brings it back to life, playing the mega sabeleye role in stall, so I fail to see how it would be broken with what you said. And the reason I said it would see use on balance and Bo is bc of its access to pivoting and the utility it provides. It can be easily slapped on a defensive backbone as a ghost resist if needed. And what you said about giving free turns doesn’t really make sense when it can just slow pivot out to regain momentum.
 
I just want to ask, if you believe that it’s only going to see use on stall I fail to see how it would be broken. Stall is a trash play style rn, and this umbreon sub just brings it back to life, playing the mega sabeleye role in stall, so I fail to see how it would be broken with what you said. And the reason I said it would see use on balance and Bo is bc of its access to pivoting and the utility it provides. It can be easily slapped on a defensive backbone as a ghost resist if needed. And what you said about giving free turns doesn’t really make sense when it can just slow pivot out to regain momentum.
If you read what I said correctly you would know i never mentioned it being broken... just some very good anchor stall wanted
 
If you read what I said correctly you would know i never mentioned it being broken... just some very good anchor stall wanted
Right…which should be a good thing since stall sucks ass. You also said u aren’t saying it’s not broken, which leads me to believe you aren’t sure so I just wanted to ask why.
 
Right…which should be a good thing since stall sucks ass. You also said u aren’t saying it’s not broken, which leads me to believe you aren’t sure so I just wanted to ask why.
its not broken because i believe it waste to many turns wishing which gives iup many turns... while on stall this sounds broken giving up free turns is not that good regardless and shouldnt happen and will be abused by pokemon like lele, np torn-t, urshifu-r, fini, zapdos-g, is bad and this pokemon will solely be used on stall cuz they have many ways against offensive pokemon
 
I understand the desire to buff stall, but I don't believe this is the way to do it. Give Stall some tools to get around Weavile, Torn-T and Lele (Umbreon maybe helps vs Weavile, but not against the other two) as well as options to deal with trappers like Heatran or Tapu Fini that are designed to trap those key teammates (again, Umbreon doesn't even fare that well here, especially against Fini). It does provide a solid answer to Dragapult (unboosted Draco into U-Turn does do a minimum of 50% though), but Umbreon's lack of ability to really threaten other Pokemon essentially does lock it into stall builds. Umbreon won't have a place on balance as it lacks team support to really be a glue, and its passivity certainly won't make it relevant on offense.

The only hazard setter I've been able to find to beat Umbreon is [Spikes / Body Press / Leech Seed / Knock Off] Ferrothorn, which I'm personally not a fan of as it removes its ability to reliably beat Tapu Fini. It's not even that viable of a check because WishTect can outstall Body Press PP. Umbreon's existence, I suspect, will warp the hazard meta, just as Raikou warped the Defog meta (Latias being the only defogger, to my knoweldge, that isn't scared out by +2 Raikou), and I don't believe this is a healthy direction for the meta to go given that hazards are integral to modern Pokemon.
 
Umbreon’s really not that bad. Sure, it’s an extremely good hazard deterrant, but the fact that it only fits on Stall (very bad right now) and Wish Balance (very bad right now) makes it a less of a “fuck you hazards are now unviable forever” mon and more of a strong fatmon that benefits two weak archetypes and forces you to play your hazard game carefully into certain matchups (see: Xatu Stall). Probably my favourite sub this slate.
 
Gonna speedrun this shit since i got no time, but at least this slate was actually good unlike previous slate
:Shedinja:Cool shit, definitely the coolest stuff from this slate. Really makes this mon not be dead weight for the most of the match.
:Turtonator:Seems interesting but what exactly does it do on this meta? Not sure of what it checks but it is not that bad.
:Goodra:I like it, although i think it would be better to change its typing in the near future.
:Registeel:Insane rocker, but it is otherwise extremely passive and is holds into lefties to death. If someone ever brings an ID + Amnesia set against me im doxxing yall.
:Umbreon:Annoying, but i no longer think it is that bad. Denies hazards and status but otherwise has a strong 4mss syndrome.

Now for :Zarude: buffs:
Flower Veil: Anti-Synergy with Jungle healing, but it is cool.
Technician: Bullet seed hits weaker than Breloom which is funny. The only thing it gets is rock tomb being decent coverage, but revenge and assurance are literally the funniest fucking thing when using it with this mon so i guess i could technically approve it.
Swords dance: Synergises great with jungle healing and helps Zarude hit very hard.
Moxie: Meh, better thannothing but Zarude needs more to Snowball.
Intimidate: Good utility, also helps it come in easier. Run weakness policy if real.
Order of buffs: Intimidate > Technician > Swords Dance > Flower Veil> Moxie
 
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did rudes, all thoughts dropped.

:shedinja: No shot anything but stall runs this.
:turtonator: Perfect :)
:goodra: It's alright. Turt better tho (totally unbiased take)
:registeel: No shot anything but stall runs this.
:umbreon: No shot anything but stall runs this.


:zarude: Swords Dance > Intimidate > Flower Veil > Technician > Moxie

Swords Dance: Great buff to the mon. Anything I could say has been said above; it solves its damage output issues on BU sets by giving it better BU. Of course, this also means bulky sets will never be seen again, but we already had that happen so I don't mind.
Intimidate: As much as I dislike making the tier Intim spam, I have to concede that this is a pretty solid buff. Zarude is already rather bulky, and Intim makes it better at every role it wants to fill. While I don't like it as much as SD, this is arguably the best sub this slate if you wanted to buff every Rude set.
Flower Veil: The polar opposite of SD, Flower Veil enables bulky sets more than it does offensive. Of course, offensive sets are probably still better, and now they get a nifty Intimidate immunity, but this does also mean Jungle Healing is kind of irrelevant, which isn't the best.
Technician: Weird buff. Radically changes the mon, as per usual, but it's not necessarily in a bad way. Pretty mid overall imo, but it works.
Moxie: I don't like this. It's better than Leaf Guard, but otherwise it kinda sucks. Zarude isn't a good sweeper. and it's fairly easy to force out/revenge kill, meaning most of the time this abil will be meaningless. Probably the only buff on this slate that won't give Rude an OU niche.
 
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In the beginning, when we knew not our power, we bestowed a monster from the jungle with unimaginable strength.
It ripped through the world with beastly strength.
Even though it was terrible to behold, Zarude does not deserve to languish into it obscurity for it was a worthy addition. With its new power the ape shall once again strike fear into the hearts of all.
 
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