I forgor :skull:You could add Hatt and Ace as another way of "hazard" control.
I forgor :skull:You could add Hatt and Ace as another way of "hazard" control.
For a hot second there I was like "But why would we need Tera fighting for Hazard removal...?" and then the last line made sense.Not for the hazard damage itself, but for the hazard removal
Blocks all
(((and
at the moment))) Blocks Spin
punishes spin attempts
(((and
if defiant))) punishes defog attempts
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all set up rocks, spikes or both
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Remove hazards
(((I know there's more, but these are the popular ones)))
You will interact with these mons a lot in early/mid-game, therefore, I though having an overall neutral matchup for most of them would be better
You could add Hatt and Ace as another way of "hazard" control.
that's exactly why it punishes, since you cannot come in as he sets up again, you have to wait until he gets out, and depending on the matchup he can just enter again, this is extremely common on the Heatran vs Defog Lando of pasts gens for example, where Heatran couldn't set rocks in front of lando due to EQ, unless you were packing an Air Balloon or you were making ballsy playsNot sure how this one entirely punishes Defog attempts... I wouldn't even be Defogging in its face
Long Reach means that TF has to either W-o-W or just, you know, hit me with BB or Flamethrower, this is also convinient when pivoting out of on contact stuffTFlame might be an annoyance if you get burned, but otherwise doesn't do too much.
Proto will look for the highest stat at that moment (items included) and boost that statI had no idea boosting moves interacted with proto that way, have people tested this in game to see that it actually works like that?
What do you mean by “items included?” I thought that it didn’t take into account things like the Choice items, which is how Specs Walking Wake is still able to get a Speed boost if it drops its Special Attack EVs, despite Specs making Special Attack its highest stat. The difference with something like Rapid Spin is that it changes the stage of the stat, and Protosynthesis takes that into account, but I don’t believe that it considers items the same way.Proto will look for the highest stat at that moment (items included) and boost that stat
Now that I think about it, I'm wrong because if items were included then everybody would run scarf, my bad :skull:What do you mean by “items included?” I thought that it didn’t take into account things like the Choice items, which is how Specs Walking Wake is still able to get a Speed boost if it drops its Special Attack EVs, despite Specs making Special Attack its highest stat. The difference with something like Rapid Spin is that it changes the stage of the stat, and Protosynthesis takes that into account, but I don’t believe that it considers items the same way.
This, it takes in consideration stat buffs/debuffs, but not item boost like you pointed out, but for example if you have a speed boosting Valiant but there is a sticky web on your side Valiant will lose speed and then booster energy will boost one of the attacks.What do you mean by “items included?” I thought that it didn’t take into account things like the Choice items, which is how Specs Walking Wake is still able to get a Speed boost if it drops its Special Attack EVs, despite Specs making Special Attack its highest stat. The difference with something like Rapid Spin is that it changes the stage of the stat, and Protosynthesis takes that into account, but I don’t believe that it considers items the same way.
What do you mean by “items included?” I thought that it didn’t take into account things like the Choice items, which is how Specs Walking Wake is still able to get a Speed boost if it drops its Special Attack EVs, despite Specs making Special Attack it’s highest stat. The difference with something like Rapid Spin is that it changes the stage of the stat, and Protosynthesis takes that into account, but I don’t believe that it considers items the same way.
All good; I just wanted to make sure that I wasn’t confused about the mechanic myself lolNow that I think about it, I'm wrong because if items were included then everybody would run scarf, my bad :skull:
If I had to guess, it would rely on who outspeeds who, I think. If, say, two players switch into a Scarf Lando-T and a +Atk Proto Roaring Moon with Sun up, Lando's intimidate triggers before protosynthesis, so protosynthesis would likely then boost Roaring Moon's speed instead of attack. I'm sure its in the research thread, give me a second.This, it takes in consideration stat buffs/debuffs, but not item boost like you pointed out, but for example if you have a speed boosting Valiant but there is a sticky web on your side Valiant will lose speed and then booster energy will boost one of the attacks.
Now, I'm not sure how the intimidate vs proto/Quark interaction works.
Thanks.If I had to guess, it would rely on who outspeeds who, I think. If, say, two players switch into a Scarf Lando-T and a +Atk Proto Roaring Moon with Sun up, Lando's intimidate triggers before protosynthesis; so protosynthesis would likely then boost Roaring Moon's speed instead of attack. I'm sure its in the research thread, give me a second.
Edit: Yep, its based off of speed & turn order.
ORAS meta adapted naturally to Talonflame without having to running specific counterplay against it, while the SR weakness + Brave bird recoil was an exploitable weakness that became bigger after M-Sableye ban. Garg's impact on the meta is still evident in teambuilding and there aren't a true downside while clicking Salt cure unless the opponent is running Convert cloak, but at the same point you already made your opponent waste that itemslot while Garg can still beat that mon depending on the set.You know, I just had a thought... Is Garganacl the Gen 9 equivalent of Gen 6's Talonflame?
Lemme explain for those not in the know; Early on in XY, Talonflame became obscenely popular because of Gale Wings. Gale Wings being permanent +1 priority to Flying moves made Talonflame both a threat in spamming +1 Prio Brave Bird and having +1 Prio Roost. People were sick of seeing it being spammed so often, and it eventually fell in usage as the metagame adapted to its existence. From Gen 7 onward, Talonflame required full HP to get +1 priority to Flying moves.
Here's where Garg comes in. We all know Garg's kit and how obnoxious it can be to deal with. But now that the metagame is developing, and see it be less and less prevalent as time goes on (as noted by SPL), is it fair to say that Garg is our Gen 6 TFlame?
You know, I just had a thought... Is Garganacl the Gen 9 equivalent of Gen 6's Talonflame?
Lemme explain for those not in the know; Early on in XY, Talonflame became obscenely popular because of Gale Wings. Gale Wings being permanent +1 priority to Flying moves made Talonflame both a threat in spamming +1 Prio Brave Bird and having +1 Prio Roost. People were sick of seeing it being spammed so often, and it eventually fell in usage as the metagame adapted to its existence. From Gen 7 onward, Talonflame required full HP to get +1 priority to Flying moves.
Here's where Garg comes in. We all know Garg's kit and how obnoxious it can be to deal with. But now that the metagame is developing, and see it be less and less prevalent as time goes on (as noted by SPL), is it fair to say that Garg is our Gen 6 TFlame?
This, Garganacl is way harder to check overall than TFORAS meta adapted naturally to Talonflame without having to running specific counterplay against it, while the SR weakness + Brave bird recoil was an exploitable weakness that became bigger after M-Sableye ban. Garg's impact on the meta is still evident in teambuilding and there aren't a true downside while clicking Salt cure unless the opponent is running Convert cloak, but at the same point you already made your opponent waste that itemslot while Garg can still beat that mon depending on the set.
Indeed, Salt Cure is one of the most broken "Poison statuses" we have ever had. It hits you, it deals damage until you switch, it hits specific types even harder, and it's only immunities are specific abilities or Covert Cloak, an item likely created taking Salt Cure into account. Sure it helps against random Ice Beam/other move secondary effects, but you know Garganacl's shadow is there when your mon is holding that cloak.
Bro even the CEO of "please ban Garganacl" gave up, there's no hopeI think Nacl is definitely manageable in OU like it doesn't make much noise. I just think it's unhealthy.
Doesn't matter. 4 points isn't enough in defenses to matter on rolls.Out of curiosity for def spread for h-zoroark if going 252 spatk/252 speed, is it better to put the last 4 points in phy defense or sp defense or does it matter?
Out of curiosity for def spread for h-zoroark if going 252 spatk/252 speed, is it better to put the last 4 points in phy defense or sp defense or does it matter?
Yeah that makes sense. I thought reg defense for u-turn damage and such but who knows. Much can be said for volt switch hahaIt doesn't matter THAT much, but I generally like the 4 EVs in Defense just to possibly, potentially, perhaps live a stray priority move or U-Turn or something.
It's also partially a force of habit from back in the Genesect days so Download isn't buffing its U-Turn/ESpeed.