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Metagame USUM Pure Hackmons

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.
if imp is dead/they don't have imp then you can set up without worry
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.
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 with
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.
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.
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.
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 more
 
if imp is dead/they don't have imp then you can set up without worry
This means nothing but you auto lose into imp
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 with
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 imp
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.
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.
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 more
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 said
 
Important Cores
I just find that having a corepedia will be as helpful as setpedia when I was trying to build yesterday so Im gonna post the cores that I think its gonna be important here.

Double Wonder Guard
This is Obviously important if you want to have a consistent no guard switch in.
Examples:
:Audino-mega:/:meloetta: + :kartana:/:scizor-mega:/:Swampert-mega:
Sample team:
https://pokepast.es/9369a50fd0e3775e

:Gyarados-Mega: + :Necrozma-Dawn-Wings:
Sample team:
https://pokepast.es/de64362d12a6a050

:Slowbro-mega:/:Celesteela: + :Muk-Alola:
Sample team:
https://pokepast.es/c1927b3d3a017edc


No guard+mbounce
The point is you can let the mbouncer solve opposing no guard users as well as impostor.
Examples:
:Lopunny-mega:/:Mewtwo-mega-y:/:Deoxys-speed:/:Pheromosa:/:aerodactyl-mega: + :Kyurem-White:/:Kyurem-Black:/:Celesteela:/:Yveltal:

Sample team:
https://pokepast.es/41aaa410ec71be40

Impostor + Magic Guard
This is kind of new but as nowadays a lot of the teams are too reliant on the innards to solve everything, most notably Impostors, so here we can punish them by the impostor+mguard pursuit combo. Also it does well into stall and balance as impostor provides infinite pps while magic guard provides hazards immunity so you can ultimately stall them out in a lot of the cases.
Examples:
:Chansey:/:Blissey: + :Gyarados-Mega:/:Yveltal:/Mguard pursuit users

Spore + Trap ( +Knock/Trick)
Basically you work around the items. Given that everymon have 1 item slot, meaning they can't bring safety googles and shed shell in the same time, so they will fall for one of the spore/trap users, given the two things are naturally strong, combining them together will give you extra advantages.
Examples:
:Kartana:+:zygarde-complete:
Sample team:
https://pokepast.es/314756d305b52267
WIP
 
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