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Moi

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Posts posted by Moi

  1. 065.gif

     

    Alakazam Nasty Plot Volt-Turn

     

      Pokepast:

      Teambuilding Process:

    Spoiler

    Out of the 4 options, Alakazam seems the most interesting to me. Despite its quite fragile, its wallbreaking potential its something u can't just ignore so I wanted to make a build around it.  It has different options such as specs + trick or colbur + protect, but the one that got my attention is nasty plot. It has some really interesting calc, such as: 

     

    +2 252 SpA Life Orb Alakazam Focus Blast vs. 252 HP / 4 SpD Bronzong: 161-190 (92.5 - 109.1%) -- 56.3% chance to OHKO

    +2 252 SpA Life Orb Alakazam Focus Blast vs. 252 HP / 4 SpD Metagross: 198-233 (105.8 - 124.5%) -- guaranteed OHKO

     

    After seeing that, I wanted to use something that beneficts a lot from having those two removed, and the first one I came up with is Scarf Staraptor. Staraptor is a great speed control and it also has access to u-turn which is very valuable for Alakazam. You can use final gambit and make it easier for Alakazam too. Another pokemon that beneficts from having bronzong removed its flygon, it also has u-turn and its a good check to rotom and gigalith, I personally like cb flygon.  Next mon that I added was rotom, it checks Mamoswine, provides defog support and completes the volt-turn core. And finally, I had no switch in for water and fighting moves so I went for a standart empoleon/spiritomb defensive core.

      Usage tips:

    Spoiler

    This team is fairly easy to use, your aim is to keep as much momentum as posible and give Alakazam chances to break your opponents team. To get the most of Alakazam you need to play agressive, so don't be afraid of making predictions.

    Thanks for hosting this, I wanna see some good teams!

     

  2. While it still has some backdraws, namely its poor bulk and average speed (tho its not really that bad considering its a wallbreaker imo), I think specs pz its a bit too much for the tier. It has no 4ms, no move with shitty acurracy and its only solid answers are gigalith, sassy bronzong and careful spiritomb, plus the last two are bad and they all lack reliable recovery. I'm not saying that pz has 0 counterplay, and there haven't been that many uu tours where we can see it in action, but from what I've seen so far I believe that pz is overcentralizing and the metagame will be better if it gets banned.

  3. 1 hour ago, pachima said:

    1 - Do you realize how controversial this is? You are saying u don't need matchup to win, but then you outright imply you need to use a counterteam for whoever your opponent may be. If you want to counterteam the enemy, then you necessarily want to win via matchup, disregarding all skill put into the game. However, building a solid team around stuff that are good versus the few different opponents you may find, like nikhilr said, makes you able to beat all those enemies most of the time without relying on matchup alone.

    I'm not saying having a good matchup is 0% or 100% needed to win. Its just another factor of the game, as playing and rng are as well. Like I said before, regardless of matchup you still need to play correctly if you're facing a good opponent.  Its not about relying on it, but as good as one team may be, it will always have weaknesses, sometime you will get into a complicated MU and there's nothing you can do about it (I'm just talking of matchup here, in game if you play better you can manage to win). I also believe that chosing the best team for the occasion has merits, so what kind of bracket should we have, one where MU factor can be better controlled by players skills, or one where MU is more random?

     

    1 hour ago, pachima said:

      2- All I am saying is that people who want to win via counterteams (and I've seen a lot of hard counterteams that are inherently bad) don't want to put effort into the actual game to win.

    If a player can't build a solid team to beat someone else that means he's bad, you can easily punish it by using something he didn't expect. I don't see why we shouldn't have the kind of bracket that rewards skills the most because some people can't build (Again, I don't agree when you say that randomized bracket makes games more relying on plays, there will be unequal matchups and having a good MU doesn't give you a free win anyway)

     

    1 hour ago, CHUCKunso said:

    Well I don't value it as a relevant skill because it's yet again something that enables players with more resources to do better (e.g. having a team scout for them, etc.) opposing to giving the better play an edge per se.

    Looking team preview takes no time. I guess you mean scouting items and sets but I don''t think that makes a big difference in most cases.

     

    2 hours ago, CHUCKunso said:

    That's certainly a point, yet as my above mentioned point should make clear there is more to resources besides having the comps.

    Other resources like what?

     

    2 hours ago, CHUCKunso said:

    My experience from before this change was that there were A LOT of people hardcore fishing for matchups. And while I do agree that prebuilds certainly help you theoretically to not be c-teamed you'd need 6-7 prebuild teams if you don't want to build in between the rounds. I have just witnessed a lot of frustration when it comes to getting c-teamed and not just from people who just have one team but also people who would be able to build from round to round.

    6-7 teams doesn't seem like a big deal. I think you could even lower the number, its not like you can't repeat teams. And yeah, no matter how many mons you have it's possible that you get countered, you can only bring 6 at the end. It can be frustrating but if someone predicts what is opponent going to use even tho opp has multiple choices then that person deserves to be rewarded.

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