hello i have a new team i need honest thoughts on this team so be completely honest and at lest tell me what needs fixing https://pokepast.es/4d081598957f8454
first of all balance sucks. And mbee doesnt need sash as in most cases its not gonna act as a game saver anyways especially when your team lack strong hazards control. The maud+mbro core isnt bad but not when it is a fc mbro... And no moldy gigas is ??? plus i dont really like smash slak/gigas but they should be fine as long as you plan to actually improof them. and this team lack a overall speed controlhello i have a new team i need honest thoughts on this team so be completely honest and at lest tell me what needs fixing https://pokepast.es/4d081598957f8454
I am hitting a mental roadblock. I have zero clue what to put on the Mega Gengar, because it feels like it just presses Moongeist like 90% of the time, and the other 3 moves are almost never used. Searing Shot only does anything Versus MSiz, Ferro, and Cele, but unless they have Shed Shell, PDon already eats all three of those mons alive. Ice Beam doesn't kill Zygarde well enough, and doesn't do much outside of Zygarde. And while U-Turn seems so good to try and catch shit like incoming Melo or Ash Gren or MGyara, they almost never actually do it, and it is almost never worth the risk of using it when they could just go into a different WG mon to eat a Moongeist. The problem is Improofing, as always. I would probably run Sludge Wave if I could, but MAud needs to be able to Improof. As well, Normal types in general kinda suck to deal with, because if I tech in Secret Sword, it doesn't do much damage anyway to something like a Arceus or a Regigigas. And, as I am not gonna live whatever they throw at Gengar, I only have a chance to kill them on the switch. So, what the hell should I put on the Gar?Me.
Anyway, I have a team. Before the reapers come for me, no, it is probably not a sample submission (though honestly it might be able to be maybe).
Welp, let's get into it.
https://pokepast.es/804fe814daba5760
So...I don't remember how to do the fancy formatting, so this is gonna be a wall of text to explain the team. I guess.
PDON: It's my PDon set, the STag one. TArrows is the big dumb STAB button that does exactly what you think it does, and also dunks on low ladder. If this team is run in higher ladder, TArrows can probably be switched for another move like SSS or MMM or something. V-Create is the very stupid big STAB move, that is the main button to do stuff. I experimented with Sacred Fire for a better Sash Kart MU, but then I added MGar and that was no longer a issue. LSF is the move that kills MMX and MRay and MNec(If anyone uses it) and other mons weak to Fairy. It also looks very funny to use. Trick ensures that I can do something once PDon kills a MMX or something, and lets it do something to bulky mons. Improofed by both WG mons on the team, if SSS is used over TArrows, the Improof is weakened, but not gone, and if MMM is used, MAud is the Improof.
MAUD: It's the rat. What else to say. I could see Magic Coat over Rocks for a better Impostor matchup, and better matchups into NG, but rocks are really good, and I could not find a spot anywhere else for it, so I just put it here. Safety Goggles because fuck Spore, but I could maybe see a Z move to serve as a Trick sponge, but idk. If you make the second WG mon also support, then it should probably go there. Also, because I have space here, if a Mon is not Innards or a Blissey, run 248 HP EVs to take slightly less from percentage damage like rocks.
KART: I could maybe see a moveset change on this thing, mainly Ice Shard, because I have not used it VS a Zygarde for a while now. Whatever move you choose, make sure the Improof with MAgg stays true. Mainly a Innards check, but it also seems to have a tendency to be a win-con in longer games. I have no clue why, but it works. Sunsteel because duh. Wood Hammer because without it MPert just kinda walls the entire team, plus it hits Slowbro and MGyara and what not. Ice Shard is meant for Zygarde, but it has not happened for a while, so idk. Shell Smash for Shell Smash reasions. Sash because duh.
POGRE: I don't know, but it seems to work. If any Mon would be changed, it would probably be this one, but it does do its job. Steam Eruption is to kill that one Mold Breaker Shift Gear SSap PDon, Bug Buzz to hit Melo and all that stuff, Moongeist because...d u h, and Shell Smash because...d u h. I could see a support WG mon going here, but I don't know. I just don't know. Sash ensures MMX doesn't just eat you alive in one turn.
MAGG: WHY DO PEOPLE PUT MLIX OVER THIS WTF. Anyway, it is bulky, it is a Steel type, it is resistant to Ice and Grass (Unlike some mons) and resists all the stuff Steel does. Core Enforcer for Harvest, and it also can technically chip Sash mons. Haze because you can't spell PrankHaze without Haze. Reflect because I have missed Will-o-Wisp one to many god-damn times. Shore Up because it is the powerhouse of the cell. Goggles because fuck Spore, but this one should probably stay.
MGAR: This is canonically the ghost of Gigas after the horrible accident. Scarf PBond Moongeist is the button clicker VS Kart and MMX and MMY(sometimes) and Deo-S and all the other mons it sounds good into. Searing Shot I have not used very much, so I would not be surprised if it is changed to some other move because Kart dies anyway. It is mainly for Scizor, but PDon generally catches that. Ice Beam for Zygarde and MRay. U-Turn seemed so cool, but I have not really ever had the chance to use it because WG catches me so much with it, so I could see Trick here as well.
So...that's it. If anyone would like to tear this team apart in a reply, be my guest. So...uh...not sure how to end this.
https://pokepast.es/4c86b8ef49eb4c22 How did this get here.
I think you should change the Gengar to some breaker set or like ng gar or change the mon completely as I feel like you don't have anything solid for bulky WGs right now. You could also free up a slot by making pogre into WG Kart and chaning the MG kart to something else? Some hazards couldn't hurt either but idk how to fit that, maybe on the ng gar if you decide to try that?I am hitting a mental roadblock. I have zero clue what to put on the Mega Gengar, because it feels like it just presses Moongeist like 90% of the time, and the other 3 moves are almost never used. Searing Shot only does anything Versus MSiz, Ferro, and Cele, but unless they have Shed Shell, PDon already eats all three of those mons alive. Ice Beam doesn't kill Zygarde well enough, and doesn't do much outside of Zygarde. And while U-Turn seems so good to try and catch shit like incoming Melo or Ash Gren or MGyara, they almost never actually do it, and it is almost never worth the risk of using it when they could just go into a different WG mon to eat a Moongeist. The problem is Improofing, as always. I would probably run Sludge Wave if I could, but MAud needs to be able to Improof. As well, Normal types in general kinda suck to deal with, because if I tech in Secret Sword, it doesn't do much damage anyway to something like a Arceus or a Regigigas. And, as I am not gonna live whatever they throw at Gengar, I only have a chance to kill them on the switch. So, what the hell should I put on the Gar?
(Also, if anyone wants to review the team, be my guest)
Wouldn't NG Gar struggle into WG the same if not more then the current Gar? You more or less only have one moveslot to work with as coverage, as the other three are more or less forced to be Smash Moongeist Sheer Cold/Fissure, and you can only catch so many WG mons with only one move. With Zap Cannon, WG Normals are still a issue, which is the same as before. I have considered WG Kart, but it being so frail as a WG mon keeps turning me away, along with the fact that if Kart dies for any reason, because I would no longer have a Scarf Gar, NG suddenly stands a good chance of running me over. Also, a problem that I have with the Kart now, and would still have is Improofing. I really would want a Fire move on Kart, but then the Improof falls apart if Aggron is chipped down too much. And if I run the solution of Fire Memory + Multi-Attack, then I no longer have a Sash, which Kart really needs.I think you should change the Gengar to some breaker set or like ng gar or change the mon completely as I feel like you don't have anything solid for bulky WGs right now. You could also free up a slot by making pogre into WG Kart and chaning the MG kart to something else? Some hazards couldn't hurt either but idk how to fit that, maybe on the ng gar if you decide to try that?
Okay the point about NG gar is fair and I didn't think too much about the NG MU. As for the Karana improof problem, there is no easy way to say this but if you want to run a fire move and have it be improofed by a WG that does not lose to fissure, you will have to run Ho Oh with a +Def nature... Prankster Ho Oh could also maybe work but you will have to run Flare Blitz over V create. Empoleon is the only other WG mon that really works but that thing sucks and it loses to Fissure. If you really wanna fit the WG Ho Oh maybe making Gengar into a Bounce mon would be good, but the the team looks very different atp so the choice is up to you. I don't really see any other solution here though unless you wanna run a some weird stuff like WG zyg or Pdon to improof the kart lolWouldn't NG Gar struggle into WG the same if not more then the current Gar? You more or less only have one moveslot to work with as coverage, as the other three are more or less forced to be Smash Moongeist Sheer Cold/Fissure, and you can only catch so many WG mons with only one move. With Zap Cannon, WG Normals are still a issue, which is the same as before. I have considered WG Kart, but it being so frail as a WG mon keeps turning me away, along with the fact that if Kart dies for any reason, because I would no longer have a Scarf Gar, NG suddenly stands a good chance of running me over. Also, a problem that I have with the Kart now, and would still have is Improofing. I really would want a Fire move on Kart, but then the Improof falls apart if Aggron is chipped down too much. And if I run the solution of Fire Memory + Multi-Attack, then I no longer have a Sash, which Kart really needs.
Just to make it clear, I am thankful for suggestions. I asked for them, after all. I have found that the best way for me to discover better options is to try and argue against them, and if I cannot, then it is probably a better option.
When in doubt, CFZs are broken (especially stoked sparksurfer) trick is solid and even stuff like encore can occasionally save games.I am hitting a mental roadblock. I have zero clue what to put on the Mega Gengar, because it feels like it just presses Moongeist like 90% of the time, and the other 3 moves are almost never used. Searing Shot only does anything Versus MSiz, Ferro, and Cele, but unless they have Shed Shell, PDon already eats all three of those mons alive. Ice Beam doesn't kill Zygarde well enough, and doesn't do much outside of Zygarde. And while U-Turn seems so good to try and catch shit like incoming Melo or Ash Gren or MGyara, they almost never actually do it, and it is almost never worth the risk of using it when they could just go into a different WG mon to eat a Moongeist. The problem is Improofing, as always. I would probably run Sludge Wave if I could, but MAud needs to be able to Improof. As well, Normal types in general kinda suck to deal with, because if I tech in Secret Sword, it doesn't do much damage anyway to something like a Arceus or a Regigigas. And, as I am not gonna live whatever they throw at Gengar, I only have a chance to kill them on the switch. So, what the hell should I put on the Gar?
(Also, if anyone wants to review the team, be my guest)
https://pokepast.es/8225533756795a0aOkay the point about NG gar is fair and I didn't think too much about the NG MU. As for the Karana improof problem, there is no easy way to say this but if you want to run a fire move and have it be improofed by a WG that does not lose to fissure, you will have to run Ho Oh with a +Def nature... Prankster Ho Oh could also maybe work but you will have to run Flare Blitz over V create. Empoleon is the only other WG mon that really works but that thing sucks and it loses to Fissure. If you really wanna fit the WG Ho Oh maybe making Gengar into a Bounce mon would be good, but the the team looks very different atp so the choice is up to you. I don't really see any other solution here though unless you wanna run a some weird stuff like WG zyg or Pdon to improof the kart lol
I do think you should consider switching up the Gengar slot into something else even if you don't change the Kart set.
Scarf Pbond Mgar MU is looking a bit rough, MG MGyara could maybe work as it punishes MGar very hard with pursuit if it chooses the wrong move against it, and it isn't getting OHKOd by Bug Buzz if you get a guess wrong anyway (or just revenge kill to be safe I guess)https://pokepast.es/8225533756795a0a
Focus Blast MGar looks so dogshit, but I think it actually works. It always 2HKOs Arceus, as well as Gigas and Slaking, and after a Smash it always kills (Unless the Arceus is +SpD, in which case it is a roll, but who the hell runs +SpD Arceus). Now, I am thinking that the team would want another Magic Guard Mon, or some way of getting hazards because Magic Coat on MAud is looking better and better. Maybe a MMY? Idk.
>"imp sweep.gif"imp sweep.gif
from discussions on discord i feel like you've overrated imposter imo even if it is still really good. tbh all your team needs for imp prep is a general game plan into imposter, as long as it's sturdy enough to not fall apart too easily you should do fine into imp, but from you talking on discord you've said every mon needs to selfproof (tbf your definition of selfproofing is rather lax as you're ok with misc sash sweepers that can ohko imp) which hasn't felt like the case whenever i play against imp and i'm sure other people can back me up on this. ofc imp does still demand careful prep i'm not going to deny that, but the amount of prep it requires feels less than what you say is needed.Again people are still hella underestimating impostor...
this means pretend that you see a gif of imp sweeping>"imp sweep.gif"
>no gif
what did he mean by this
i never said every mon have to selfproof, rather i said every setup mon should selfproof. the reason is pretty obvious. When i say imp is overpowered and underrated i mean we should see 2 imp per game averagely and that should have been the situation you are preping for on your team. I dont think i have to explain how usage doesnt mean the strength of a mon especially when we dont have a lot of good data. the primal concept of impostor chans is already very overpowered: A copy of you with 250 hp and with access to eviolite. Technically speaking there's no way of actually self proofing, the current ways like using plate judgement or hidden power is still not 100% safe as imp can also change to those. This is beyond normal criteria so its definitely > innards. Plus you have to actually sack a lot of thing to prep for imp and as a lot of the teams are currently doing unsafe prep for it, the underusage is pushed to a new levelbut from you talking on discord you've said every mon needs to selfproof (tbf your definition of selfproofing is rather lax as you're ok with misc sash sweepers that can ohko imp) which hasn't felt like the case whenever i play against imp and i'm sure other people can back me up on this. ofc imp does still demand careful prep i'm not going to deny that, but the amount of prep it requires feels less than what you say is needed.
close enough :lickylicky:i never said every mon have to selfproof, rather i said every setup mon should selfproof.
imp is good yeah but 2 imp per game on average is far too high imo, this implies either every team should be carrying imp which is just false or multi-imp structures should be used more and while they are probably worth experimenting with i don't think they should be used enough to bring the average use of imp above 1 imp per game. you should prep for imp on every team aside from tour teams vs opponents who don't bother with imp obviously, though this also feels like the case with innards and even then innards feels much more impactful in game than imposter in my experience.When i say imp is overpowered and underrated i mean we should see 2 imp per game averagely and that should have been the situation you are preping for on your team.
do agree, ladder isn't the most reliable when it's mostly filled with mid level players and tournaments have a pretty small sample size all things considered. felt worth bringing up thoughI dont think i have to explain how usage doesnt mean the strength of a mon especially when we dont have a lot of good data.
do agree with hidden power as there isn't really a downside to switching your hidden power type to whatever has any level of usage, though plate judgment requires giving up eviolite/scarf/to a lesser extent shed shell which doesn't feel worth it for a mu fish. maybe justifiable in a tour environment though even there you'll likely have better options to beat misc wg smashers anyways instead of plate/memory imp.Technically speaking there's no way of actually self proofing, the current ways like using plate judgement or hidden power is still not 100% safe as imp can also change to those.
again disagree, while imp is vastly more constraining in the builder compared to innards, if you do that prep (which keeping a balance of beating imp and having a good team isn't too difficult assuming you know what you're doing) imp isn't as rewarding in game which i value more highly.This is beyond normal criteria so its definitely > innards. Plus you have to actually sack a lot of thing to prep for imp and as a lot of the teams are currently doing unsafe prep for it, the underusage is pushed to a new level
No if you cant 1v1 imp why do you setup? just to show your sets to your opponment? unless youre like hp kart that can do untankable damage in one turn.still an exaggeration imo, haven't felt the need to have every sweeper beat the imp version of itself like ever. again only a sturdy gameplan is needed to win against imp, you don't gotta have every offensive mon beat imp 1v1 or whatever.
I might exaggerated here but what I think it should be is 2 imp being common and no imp being wield. but Idk enough about building to say that if 4 slots are enough for a strong team.imp is good yeah but 2 imp per game on average is far too high imo, this implies either every team should be carrying imp which is just false or multi-imp structures should be used more and while they are probably worth experimenting with i don't think they should be used enough to bring the average use of imp above 1 imp per game. you should prep for imp on every team aside from tour teams vs opponents who don't bother with imp obviously, though this also feels like the case with innards and even then innards feels much more impactful in game than imposter in my experience.
first of all my disclaimer isdo agree with hidden power as there isn't really a downside to switching your hidden power type to whatever has any level of usage, though plate judgment requires giving up eviolite/scarf/to a lesser extent shed shell which doesn't feel worth it for a mu fish. maybe justifiable in a tour environment though even there you'll likely have better options to beat misc wg smashers anyways instead of plate/memory imp.
Which means Im taking about technically the usual ways of improofing is not safe. plates are arguably strong, especially when you have 2 impostors which is why I said we need 2 imp. Impostor is usually a consumable powerful hp trading (or just sash and life trading here) machine, and effectively doing damage is the prerequisite.the primal concept of impostor chans
No, like how I have said, if everyone prep for a thing it will certainly be a less odd for it to win in actual games, but the fact that everything have to prep for it make it good. let me know if you think I have to explain on this point as im gonna skip the reasoning here as its too long and should be obviousagain disagree, while imp is vastly more constraining in the builder compared to innards, if you do that prep (which keeping a balance of beating imp and having a good team isn't too difficult assuming you know what you're doing) imp isn't as rewarding in game which i value more highly.
if imp is dead/they don't have imp then you can set up without worryNo if you cant 1v1 imp why do you setup? just to show your sets to your opponment? unless youre like hp kart that can do untankable damage in one turn.
double imp shouldn't be common and no imp shouldn't be weird, no imp has shown to be good by impless teams succeeding since like forever, double imp takes up too many slots to be worth running commonly even if i think it should be messed around withI might exaggerated here but what I think it should be is 2 imp being common and no imp being wield. but Idk enough about building to say that if 4 slots are enough for a strong team.
usual improofing methods (plates/memory) are secure enough vs most imps and while dual imp does fix this by letting you run more niche items easier it still means you lose to uncommon wg sweepers (e.g. pdon, mgyara) and these aren't common enough to tech for without losing out on more important mus. dual imp does somewhat punish looser improofs though it's tough to make work given you have to give up multiple slots for what's typically a somewhat redundant mon.Which means Im taking about technically the usual ways of improofing is not safe. plates are arguably strong, especially when you have 2 impostors which is why I said we need 2 imp. Impostor is usually a consumable powerful hp trading (or just sash and life trading here) machine, and effectively doing damage is the prerequisite.
imp definitely still is good i'm not trying to argue it's bad, though i feel like it's not as good as you're saying it is if you have proper counterplay for it. like i said in the previous post imp is definitely more constraining in the builder though in game innards is better which i value moreNo, like how I have said, if everyone prep for a thing it will certainly be a less odd for it to win in actual games, but the fact that everything have to prep for it make it good.
This means nothing but you auto lose into impif imp is dead/they don't have imp then you can set up without worry
impless team succeeded, but double imp can succeed better. This shows nothing but "it turns out good team exist in a 7ph when neither you and your opponment runs double imp" as double imp is rare. And double imp imo is the best way to actually utilize impdouble imp shouldn't be common and no imp shouldn't be weird, no imp has shown to be good by impless teams succeeding since like forever, double imp takes up too many slots to be worth running commonly even if i think it should be messed around with
Uncommon wg sweepers is uncommon for some reasons. Most common one is because they are bad. Mgyara lose to common rkillers like pixilate and fimp and mach punch and everything, while pdon is weak to fissure. dual imp punish lose improof, have great advantage into stall as you have infinite pps and wont be caught on switching turns when you run out of pp as stall is main thing imp is not quite good into, and "multiple slots for what's typically a somewhat redundant mon" not at all. As I said imp is somewhat a consumable mon.usual improofing methods (plates/memory) are secure enough vs most imps and while dual imp does fix this by letting you run more niche items easier it still means you lose to uncommon wg sweepers (e.g. pdon, mgyara) and these aren't common enough to tech for without losing out on more important mus. dual imp does somewhat punish looser improofs though it's tough to make work given you have to give up multiple slots for what's typically a somewhat redundant mon.
you didn't reply to my reasoning and rather you just repeated what you said in the previous post. And I still doubt on the difference "in builder" and "in game" as they shouldn't make big difference. If it does that only means your play and build style cares more about sth and less about sth else which doesn't help on your claim that imp isn't as great as I saidimp definitely still is good i'm not trying to argue it's bad, though i feel like it's not as good as you're saying it is if you have proper counterplay for it. like i said in the previous post imp is definitely more constraining in the builder though in game innards is better which i value more
Is it supposed to be a speed tierlist ? Cause it looks like except Kart being lower than it shouldi have wasted my time doing something. i have found mega beedrill is faster than any other meta physical attackeri do say that state comparisons could be done so i'm just going to but this here for people to experiment with https://pokepast.es/7e319a49a4401dbf anyway bye for now
it is not in any particular orderIs it supposed to be a speed tierlist ? Cause it looks like except Kart being lower than it should
do agree with most of these complaints tho they are insistent on running beedrill so i wouldn't bring that up, i'll give my thoughts on how i'd change the team- I don’t rly see how you justify running MBee here
- Haze here's weird I'd recommend hazards/king’s shield
- isn’t it Sunsteel>Photon ? Not sure tho
- Why topsy turvy ? Why not Pursuit or a set up move ?
- Why SEruption on a defensive set ?
- The set looks weird but I didn’t test it, makes you rly weak to Sash (MG) spec Thief
And on such a balance I'd recommend Zygod (or other) prank haze or at the very least Imposter
you dont really need a scarf on mbee its already very fast, scarf doesnt make it to be able to rkill tons of foes. I can see youre willing to ohko mmx with dascent, but its not really hitting anything else through. I will recommend a life orb set with vcreate that hits hard enough through netural non wg foes. The advantage of mbee comes with its typing, giving it access to stab bug and ability to absorb tspikes, along with fairy resistance, or in other words, able to be a soft check of pixilate diancie.hello everyone i now have a new team and i still always run mbee but please be completely honest on whats wrong with the team and how i can improve it and this is in no way a sample submission https://pokepast.es/23c5f940fe73e4a6 so no one need to test it but feel free to do so