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Insou

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    xInsoux

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    Insouciance_

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  1. Welcome to LightFall Premier League This tournament will follow the same ruleset as PokeMMO. Monthly shifts and game balances will be applied accordingly. Pokemon in the OverUsed, UnderUsed, NeverUsed and Untiered tiers are valid. Pokemon in the Ubers tier cannot be used. The in-game Pokedex contains filters for competitive tiers. You can view any additional bans by opening the PvP menu -> Matchmaking Signup -> Bans. **Tournament Info** - 6 teams will be allowed to draft 8 players divided into 5 Starters and 3 Subs. - Four teams will be quallified for playoffs based on standings and win differential. - The winner team gets the grand total of 20m. - Since each round lasts a week, there will be 5 weeks in total including the finals. **Signup Rules** - Signups will be limited to 60 signups with an entry fee of 250k per person. - Entrance fee must be paid once the drafted into a team. (Everything will go towards the prizepool) - If you are not drafted, you do not have to pay the fee. **Scheduling Rules** - Players must respond before thursday 5pm gmt+0 - Players must attempt to schedule before thursday 5pm gmt+0 - Any scheduling changes past thursday 5pm gmt+0 will not be applicable unless both parties agree - Deadline for all matches is on Monday at 3am gmt+0 **All games will be played in game** Join the discord for more information! Click here to Join the Discord or Contact insouciance_ on discord if your team is interested in participating in the player league!
  2. LightFall is an aspiring competitive team with hopes to establish a strong core of Experienced players to participate in all sorts of tournaments and events that are not strictly limited to competitive activities. Our goal is not to create a massive community, but to establish a solid foundation for a tight knit circle to consistently earn top placements in Team Tournaments. Despite being a competitive team, we value socialization and relaxing activities with other team members. Therefore, we welcome PVE players who enjoy group hunts (Shiny hunts etc), and casual hangouts in certain areas of the game. We will prioritize players who has prior experience in competitive scenes (may extend outside of PokeMMO). Yes we are willing to put in the effort to help our newer members meet their full potential, but we expect to see a form of dedication towards self improvement in return. Competitive: We have a core of experienced players from Smogon and other Pokemon MMO games. Our competitive activities -PvP Tournaments -Team Scrimmages -1v1 Sessions -Viable Team Archives -Comprehensive Film -Review Sessions Post Tournament -A Training sessions for individuals aspiring to enter the competitive scene -PvP Bingo Player vs Environment: Our PvE Core is actively hosting group hunts, and is always willing to help players solve their issues as they progress throughout story. Pve Activities 1.Shiny hunts & Group hunts 2.Group Gym Reruns 3.Weekly PvE Bingo 4.Hide and seek events Active Marketplace 5.Complete PVE and PVP Guides (1-2 region) Completed [Preferably Hoenn] Discord Activity Competitive Experience (For PvP Core only)
  3. Team: [FaLL] LightFall Registered Players: xInsoux, WaysOfLife, Lonelan, KyokaiNoRuka, Jcow, Rasqo, BilalButt, ToastedPokeman, HamxHam, TheYellowSnorlax, LockeGriss. Team Captain: xInsoux
  4. Team Name: [FaLL] LightFall Team Tag: FaLL List of all players: KyokaiNoRuka, TheYellowSnorlax, Mrboyy, BilalButt, ToastedPokeman, Lonelan, xInsoux Captain: xInsoux
  5. Can't believe the son of god himself is joining us, check your discord please 🙂
  6. The main problem lies in the simplification of the rationalization process of whether Dugtrio can be identified as an overcentralizing Pokemon or not. Most of the argumentative points of this post has already been mentioned by other players such as @Azphiel, @Doctor, @Zokuru, @LiveLaughHate, and @Queza. Evaluation of Dugtrio's Impact in PokeMMO vs Smogon Dugtrio's dominance is incomparable compared to Smogon metagames ranging from the old generations to the newer gens, with black and white being the most relevant comparison to this topic. Despite the similarities in the available checks and counters for Dugtrio, as well as the defensive cores that exist within the OU Metagame, Dugtrio is not as potent as it is in BW and is not as centralizing due to the disparity in weather's usage and mechanics in PokeMMO. Unlike black and white, weather teams such as sand and rain are by far the most popular archetypes followed by hyper offense. Normally, this argument can be downplayed by the similarities in the targets of Dugtrio in both metagames. Despite the incomparable usage, Both metagames frequently sees weather and utilizes dugtrio as a trapper to eliminate the opposing weather setter. In balance, or bulky offense, its functions remains relatively similar which pertains to its ability to remove a certain threat to its partners such as reuniclus or espeon or togekiss, which is often hindered by tyrannitar. Moreover, its ability to remove certain threats for a particular core or archetype is insufficient as a form of justification of its classification as overcentralizing, or broken by any standards. While defensive tanks can be worn down effectively for dugtrio to showcase its ability to effectively trap and kill a certain mon, the fragility, existence of spinners, and its vulnerability to hazards limits its opportunities to enter the field. Therefore, it is often paired with a Pokemon that would be ranked near B or C by viability standards which corresponds to its slot ability, and its ability to fulfill its role in teams. Most comparisons are supported by superficial form of evidence which incorrectly compares its utility as trapper in PokeMMO and its true impact in Smogon metagame formats. ESpeon+dugtrio's prevelance is incomparable to Mega sableye+Dugtrio. Mega sableye is far more centralizing and has more utility to offer than Espeon which not only neutralizes mega medicham's threat, but also prevents hazard stacking which complements sash dugtrio sets very nicely. In the Pokemmo metagame, based on wall breaking prowess, the strongest wall breaker that is comparable to Mega Medicham would be Gallade. In what way can Espeon counter Gallade? In what way can Espeon neutralize Gallade's threat much like how Mega Sableye can neutralize Mega Medicham's wall breaking prowess and limit its ability to create progress? Furthermore, due to the absence of Mega evolutions and z moves, Dugtrio's impact cannot be compared to gen 7 either. Therefore most people will choose black and white OU as a more reasonable choice for comparison despite the aforementioned differences. Relevant counterplays for Offensive cores including Dugtrio Numerous counterplays exist for dugtrio, unlike sharpness, or the recently banned draco meteor which often constrained teambuilding for hazard stacking balance and bulky offensive archetypes that do not run AV Mienshao, AV superpower tyrannitar (which is a check, and not a counter due to focus blast, or empoleon (which again is a check, and not a counter due to focus blast). Gallade on the other hand threatens even the bulkiest psychic types in the metagame, namely reuniclus as sacred ignores defensive boosts which benefits from sharpness and swords dance sets. Gliscor, is threatened by ice punch which forces people to run impish to scout its possible sets and often proving unreliable. Metagross checks scarf and choice band sets of gallade, but is cannot be considered as a counter since swords dance life orb 0hkos with sacred sword. Most people here consider arena trap as the primary constraint for most teams to find a form of counterplay without forcefully sacrificing a check for the prominent special attackers in the metagame which in this case is again tyrannitar which improves matchups against the likes of zapdos, hydreigon, and togekiss. As pointed out by @gbwead, while Tyrannitar solves the majority of the issues against a team of shed magic bounce, dugtrio removes what's supposedly one of the only reliable counter, despite the availability of certain others in Zapdos, and when using hyper offense, mold breaker lead Excadrill becomes an option which threatens Shedinja's freedom to wall threats that would typically eliminate Porygon. While Arena trap constraints teambuilding to some degree, once again, Dugtrio's efficiency as a trapper has diminished in the PokeMMO meta due to disparity in the usage of its primary targets to eliminate. Teambuilding without accounting for certain Pokemons is a fatal mistake that any player can make. Constructing defensive cores that doesn't account for dugtrio should immediately imply the need for reconsideration and a reevaluation of other threats that could possibly exists. Despite the inconsistencies in the argument that a team that is weak to dugtrio is weak to any ground types, the list of mons that check dugtrio are shared with other common ground types, but the difference in the roles exist between other ground type threats and dugtrio. One is a trapper, and others play a certain role which in this case could be a revenge killer, or sweeper such as scarf garchomp in balance or bulky offense or excadrill in sand. However, defensive cores that consist of suicune+garchomp+zapdos and amoonguss to deal with serperior is decent option for a counterplay. Offensively, weavile mamoswine exists to threaten the aforementioned magic bounce team. Additionally, Gliscor and amoonguss that is paired with an ice type such as weavile or an offensive pivot in rotom wash is also a decent option to mitigate the progress that it can create. Furthermore, hyper offensive consisting of hydreigon as a breaker which often utilizes nasty plot also threatens the team. Similar to bulky sets of excadrill that are present in other archetypes, Hyper offense with excadrill lead neutralizes magic bounce due to mold breaker; thus allowing the team to set rocks and to create an opportunity to bring in a potential threat to the defogger of the team which in case is serperior. The real issue lies in the inability to distinguish what is truly overcentralizing. Is it Dugtrio+magic bounce? Dugtrio's efficiency as a trapper? The consequences that Dugtrio creates as a trapper? Or is it some other Pokemon that is being overshadowed due to the irrationality in the decision to implement a gen 9 ability that does not have a readily available nor any reliable counters in the metagame where fairies are non-existent. Most people's argument revolves around the idea that dugtrio forcibly creates progress by eliminating the primary constraint against certain offensive cores. However, there are limited opportunities for dugtrio to enter the field and to effectively or to instantly eliminate the said threat. For instance, in rain vs sun, dugtrio requires torkoal to be chipped below 60% in order to effectively trap and kill without the fear of burn or of it becoming a possible threat to its efficiency as a trapper. Furthermore, against tyrannitar which is the primary counter to the magic bounce togekiss team can be paired with garchomp or gliscor in bulky offense or balance which forces dugtrio out of the field. Hyper offense? Its unnecessary to even elaborate the plethora of options that are available to threaten the team. However, outside of the available answers that exist for the magic bounce teams, let's evaluate more viable cores or teams that utilize dugtrio as its trapper. First dugtrio and reuniclus which is often supported by suicune and zapdos. This core is threatened by scarf hydreigon and sash breloom in offense. Amoonguss also limits the opportunities for zapdos to come into the field without fearing spore, which creates an opportunity for reuniclus to come in and only be threatened out with hydreigon if its not running colburr focus blast. If the reuniclus is running double dance which is a great option when paired with dugtrio to elimimate the likes of tyrannitar, then reuniclus becomes instantly threatened by dragon gem dragonite which guarantees a 2hko even when followed up with an iron defense or acid armour boost. In addition, flame orb conkeldurr's also threatens the defensive core that supports the duo as facade and ice punch can hit the likes of gliscor, garchomp and 2hko reuniclus on the switch. In addition, roar suicune can also prevent reuniclus from endlessly setting up with calm mind. Moreover, Taunt nasty plot dark pulse focus blast hydreigon also threatens a tyrannitar which is also an option to pair reuniclus with. Limitations of switching Dugtrio preventing switching as a sole logical argument is not a valid example of its consideration as an overcentralizing pokemon in the metagame. Switching itself is not constrained by the presence of dugtrio, but rather due to its ability to deny an entry for a check for its offensive core to come into the field without any potential drawbacks. Simply having dugtrio in a team does not limit the opportunities for a half of the pokemons in the metagame, unlike a certain pokemon which does not need to be named. As much as dugtrio limits switching, its opportunities to also switch into a desired target has been limited due to the difference in mechanics such as rapid spin gaining a speed boost which formerly did not exist in black and white. Moreover, although there are plenty of other reasons, It is unnecessary to repeat the previous points that has been addressed. Conclusion As evident in the examples provided, we can conclude that teams with offensive cores revolving around dugtrio's role as trapper is constrained by vulnerabilities against other archetypes or prominent offensive cores in the metagame in order to complement its glaring weaknesses. However, this does not invalidate Dugtrio's competency or ability to perform well in the metagame, but a rationalization in the argument that dugtrio is not overcentralizing nor extremely unhealthy in the metagame by any standards. Ultimately I'm voting for DNB despite our inability to change the decisions of the tier council. Will probably edit this and add more points later that needs to be addressed.
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