Pursuit might actually be a better thing for slower pokes or even pranksters!
It works the same way on cart. Eject button activation stops the switching of u-turn/volt switch.I can hop on the cart and check it if somebody's willing to help with the test.
(I don't have an Eject Button but if the other person doesn't either I can buy it)
Obligatory renom of Shedinja for B.Not sure how long until it's added to the op, but here's the viability ratings:
VT Mayhem Viability Ratings.
(As always, this can be selected and copied 1:1 to a smogon post.)
Credit goes to Chopin Alkaninoff who started it and makes the final calls, and to Phippsy, Tehy, Grum23, me, and Quantum Tesseract for contributing.
Edit: Oops, don't want to go stealing likes from Chopin. Please go and like one of his posts rather than mine.
i've seen torn-t a few times and it hasn't done muchAlso Tornadus-T should obviously be ranked/ Im thinking A or A+ tbh.
Have your hazard setter be something that can deal substantial damage to it (like Heatran, Garchomp, Klefki). It can't possibly switch in whenever it wants to block hazards -- taking 35% from Tankchomp's Earthquake on the switch is a cool prospect when said Tankchomp gets forced out afterwards, but if chomp immediately pivots out to a Fairy-type, Mega Sableye won't have time to recover. Mega Sableye users get a very limited number of mispredicts when using it because of its low speed and lack of passive recovery, so running hazard setters that it can't freely switch into is a good way to force it between a rock and a hard place.... also, I have no idea how one deals with Fake Out+Feint Mega Sableye. I loathe the thing.
Some points about Slaking:Slaking C - -> C
I actually don't see why this is ranked in C-. Being able to spam Banded STAB giga impact making it hard for things to switch in (but it's voltturn mayhem so eh) The only thing that really can switch in are bulky steels which usually get destroyed (baring ferro and skarmory) but the thing is it also has a wide move pull (Gunk shot, EQ, Fire Punch, Ice Punch, Thunder Punch, Hammer Arm, Play Rough, Sucker Punch, Shadow Claw, Rock slide) making it much harder for pokemon to resist it's attacks. Truant is also canceled out due the voltturn effect (obviously). Ghosts might be able to switch in (MEGA SAB) really easily so that's a downside and predicting wrong can be a huge loss. Pair slaking with the right support the thing can actually be pretty strong.
I haven't played this enough to say whether I think its ranking is correct, but yeah.On to Slaking - a couple of people I've run into on the ladder have complained that "it's broken" etc, but there are multiple ways to deal with it, some of which you should have on your team anyway:
-Fake Out: The devil itself is actually a great way of beating 'king, because Truant counts the flinch as "you tried to attack, skip your next turn". This means the Slaking user has to switch out.
-Protect: Again, this forces Slaking out, pretty simple stuff.
-Bulky Steels (Ghosts) not weak to Fighting (Ghost or Dark): Slaking's huge damage output comes mainly from Giga Impact, so resisting/being immune to that is useful. The standard set is something like Impact/Hammer Arm/Shadow Claw OR Night Slash/Filler, where the filler is usually either Sucker Punch, Return, or Facade.
-Burns: Do I need to explain this? Slightly tricky to pull off, as it's not coming in on Scalds with that base 65 SpDef, and Wisp is mainly Ghosts which it doesn't like either.
I understand the fake out issue but it can just switch out with protect (Although, it's still a bit risky)Basically, Slaking is the worst ranked mon in this OM because Fake Out and Protect are very common.
While you can predict what is running Fake Out, virtually anything that's not choiced can run Protect; making it very difficult to even counterlead with, let alone lead.
Slaking is a beginners' trap in this metagame, and the sole reason it's ranked at all is so anyone looking for it can see it's not good.
It can work well with the right support (Needs a lot of it though)
C Rank
Honestly, it sounds like it's in the right place, especially with how much it's crippled by Fake Out and Protect.Reserved for Pokemon that have notable niches in the VT metagame, but have just as many notable flaws that prevent them from being effective. Pokemon in the C tier often require significant support to be effective. Pokemon from this rank tend to face a lot of competition with the more commonly used Pokemon.
Well, I kind of question Magcargo at first. It's niche is tanking Fake outs and Giga Impacts and burning them with Flame Body.Honestly, it sounds like it's in the right place, especially with how much it's crippled by Fake Out and Protect.
Now, what I'm curious about is how Magcargo made the rankings. Granted, I've not gotten to play much because of Real Life™ and me having my hand in way too many things, so I'm a low ladder scrub in this meta and I'm probably missing the big, obvious reasons.
The thing about the Fake Out+Feint set is that it's basically impossible to get a counter in on it. That's tricky at the best of times in the meta, but the Fake Out+Feint set is particularly obnoxious. Sure, I can get hazards up and wear down the team, but getting hazards up isn't my issue -my issue is Mega Sableye chipping my team and bringing in optimal answers to whatever I've got up, often for free on Mega Sableye's part. (Whether through Fake Out or predicting a Protect and Feinting) Feint doesn't even make contact!Have your hazard setter be something that can deal substantial damage to it (like Heatran, Garchomp, Klefki). It can't possibly switch in whenever it wants to block hazards -- taking 35% from Tankchomp's Earthquake on the switch is a cool prospect when said Tankchomp gets forced out afterwards, but if chomp immediately pivots out to a Fairy-type, Mega Sableye won't have time to recover. Mega Sableye users get a very limited number of mispredicts when using it because of its low speed and lack of passive recovery, so running hazard setters that it can't freely switch into is a good way to force it between a rock and a hard place.
Flash Fire users, your own Magic Bounce user, and Mew all dissuade Will-o-Wisp, which further limits Mega Sableye's options and utility. Mega Lopunny can click Fake Out first, though it only switches in on Knock Off and Recover. Ghost-types hate Knock Off and (save Chandelure) aren't fond of Will-o-Wisp, but Mega Sableye users can+should be wary of Faking Out in their presence. An itemless Talonflame set with Protect+WoW+Roost+Acrobatics is basically indifferent to anything Mega Sableye does, and most of its checks are slower than it, so it can fast-pivot back out if it needs to.
That's what comes to mind at the moment.