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pachima

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Posts posted by pachima

  1. Let me share my personal input into this controversial topic.

     

    First, allow me to separate the mentioned abilities/items into two:

    1- Sand Veil /Snow Cloak.

    2- King's rock /Quick claw.

     

    1) They require specific conditions in the field to trigger (aka weather). They are also shared information both players possess (since its an ability). Therefore, the miss rate provided by these abilities is not much different than, let's say, a miss from Hydro Pump. In which case, it's up to the players to play in the way they maximize their victory chance. In sum, and in my opinion, I can't say that 1) falls within rng or uncompetitive status, because that would mean stuff like Hydro Pump or Focus Blast would be too. What you can argue, however, is that a 20% fixed dodge rate under said conditions is broken, but that's a bit out of topic.

    Let's move on.

    2) These require no specific conditions in the field to trigger. King's rock relies in outspeeding only, while Quick Claw virtually requires nothing at all. The main problem here is that an opposing player has no way to know whether these items are being used before they actually activate themselves (or via superhypermegaultratopkekuseless gimmicks like frisk). This unfortunately removes all sort of skill put into the match, as there is no realistic way to consider these variables to the most optimal winpath, or in other words, puts the game completely in rng hands, essentially removing the "competitive" aspect of it. 

     

    tldr; rng mechanics are always super bad. Rng abilitiescan be arguably labelled in the broken status, while rng items, such as King's rock and Quick claw should be labelled under Uncompetitive status and therefore banned/removed/whatever you want to call it.

  2. 6 hours ago, RysPicz said:

    This isn't actually a good argument to make PoryZ stay in UU. If one pokemon singlehandely lays down an entire playstyle (even as obscure as stall) then it deserves to be banned.

    Thats the thing, pz doesnt singlehandedly lays down stall. Yes, its strong vs it, but in practice, even against stall, p-z is only taking down 1-2 things maximum, before being worn up to death, assuming there is no gigalith.

  3. pZ.jpg

     

    The Tier Council has re-evaluated the Borderline 1 Pokemon and have decided to drop Porygon-Z and test it in the Underused tier. This will be a suspect test which will occur over an undecided period of time. Through a prolonged discussion and majority vote, we have decided that Haxorus and Lucario will not be tested at this time. 

     

    Porygon-Z is a natural stallbreaker, which means it specializes in breaking stall. As such, its counters are very limited, and in UU they usually only take the form of Bronzong and, although in a lesser scale, Porygon2, Snorlax and/or Dusclops. Note, however, that Gigalith is able to safely counter any set, only fearing the eventual Trick to Choice Scarf play.

     

    Arguably Porygon-Z's biggest advantage is being able to spam stab Tri-Attack, boosted by either Adaptability or Download, and in fact, this move is able to break almost anything in the tier when you consider its secondary ability (to burn, freeze, or paralyze at around a 20% chance).

    Does this make it broken? Not necessarily, hence why the need to retest it.

     

    On the other hand, Porygon-z isn't without flaws. First, it possesses a mediocre speed base stat of 90 that makes it vulnerable to many faster offensive threats in the tier. Second, its pure normal typing hinders Porygon-z defensively, not allowing it to take any resisted type, besides Ghost-immunity. Plus, Porygon-z is also prone to virtually every priority move commonly used, as well as every hazard and status. In other words, Porygon-z has little to no switch-ins and more often than not should only enter the field after something previously fainted or after good prediction, which in and of itself is a gamble. Lastly, Porygon-z is also pressured by Pursuit users, most notably Bisharp, Krookodile, and Metagross, especially a choice set.

     

    Overall, we have decided that Porygon-Z is at the very least, worthy of being suspect tested in UU. We cannot safely guarantee it will not be broken after the testing period, but we believe it has a chance of fitting in the tier and possibly even improving upon what has become a tier with little variability.

     

    Please discuss.

  4. 3 hours ago, ThinkNicer said:

    Interesting, can we get some TC input on why P-Z but not Hax? P-Z has way more immediate power than Haxorus and in a way even has more spamable STAB. It has more potential sets than Hax that need a larger variety of answers and it can carry Trick which is.... tricky. Especially with Jelli moving out of the tier it's curious that P-Z is being considered for a retest. What are the metashifts that justify a retest of P-Z, while not justifying a retest for Hax? I'm curious.

    1- Access to close combat on a lot of mons, including Haxorus (Both helps hax and hinders pz)

    2- Access to empoleon and metagross (hinders pz)

    3- Loss of Mandibuzz, aka best haxorus counter.

    edit: UU also gained access to Rotom-Heat, which only boosts Haxorus even further.

  5. 11 hours ago, ThinkNicer said:

    Imo it's too soon to quick ban Azu. The CB set is the most threatening and consistent set I'd argue, BD sounds nice on paper but will prob be hard to pull of and can even be easily stopped (it would likely get a kill first). Even then the CB set is stopped by things like Rocky Helm Quag, Slowbro, Tangrowth, Alomola. And those are just the safest switch ins to most of its moves. At +6 Haze Golbat and Mantine can put an end to the boost while common mons like Venusaur and Sceptile can take a +6 jet and kill it. Mind you that ice punch will really not hit mantine or golbat that hard when it isnt boosted by CB and even defensive Venu would be able to take 3.

    The fun begins when 0 hp invested Sitrus berry Azumarill survives Giga drain bold Venusaur AFTER BELLY DRUM!!!

    The fun continues when Itemless Azuma 2hkoes bold venu with Ice punch WITHOUT BOOSTS!

    The fun proceeds when Sceptile has a high chance of dying to +6 aqua jet after rocks.

    And the fun ends to Golbat for as long rocks are in. 

    You can then focus on mantine speedy haze, which then loses to CB azuma, and to everything else it was supposed to counter before, cause its defenses become paperlike.

    Oh, did I mention screens are a thing?

     

     

     

     

     

  6. Infinite scrolls are, imo, a big no, because original builds will get rendered useless, via extra and outside of battle available information a player should have either way. However, listing only the most common moves is alright, or something like listing only the upper half of the most common moves or whatever (so it also doesnt give the full info about an abysmal used pokemon).

  7. Common cores: (Some stuff from op will be changed)
     

    1- Rain 

    Spoiler

    Peliper: Best rain setter in the game
    Kingdra (Choice specs): Best rain abuser in the game

    Kabutops(Band/Life orb): Great user of rain, while also possessing good synergy with kingdra, due to physical + special combo.

     

    Scizor (Probably Band): Scizor is a bit interchangeable with Kabutops if you struggle with finding 2 filler slots that patches most weaknesses. But you can also use them together. Scizor both appreciates rain support to decrease fire-type damage, as well as being able to pressure some fat blobs and/or bringing Rain back, after u-turning to Peliper.

     

     

    Weaknesses your filler Pokemon should try to minimize:

    - Rotom-Wash/Mow (A volt blocker is therefore recommended to use in a filler spot)

    - Ferrothorn (If you are struggling with it, Kabutops is able to learn superpower, and Scizor handles it nicely, if you chose not to pick it)

    - Gastrodon (Currently seeing less usage so won't go deeper into this)

    - Jellicent/Milotic (A filler that abuses the passive presence of these two is therefore recommended)

    - Sand (Kind of a rat and cat situation, where both teams can be simultaneously both. Whoever has the leading weather has immense advantage over the other team, thus its recommended some pivot that takes back the weather)

     

     

    Extra note: Pure rain, although used commonly, has a massive drawback, consisting in having literally no defensive answers. In other words, any momentum shift forces the rain user to sacrifice a Pokemon most of the time. Because of this, in my opinion, I suggest picking solid defensive answers for the filler spots (Not necessarily meaning walls. Simply something with switching capability. Rain's core offensive power is already outstanding, so no need to capitalize on that. On the same note, similar to 'Sand' A pivot like Scizor or Rotom is recommended to keep exerting pressure with Peliper's rain.

     

     

     

  8. Over the years, I've read, replied, reread, and replied again (and again) one simple question: How do I start playing Pokemon Competitively? 

     

    First of all, it looks overwhelmingly complex, if you haven't touched the competitive scene yet. No, I mean OVERWHELMINGLY COMPLEX. Why am I declaring this? Because I don't want you to give up in what, in my opinion, is the best experience from the Pokémon franchise. 

     

    (Before reading this, please make sure you are already experienced with EVs - IVs - Natures, and these things)

     

    Now, without further ado, let's finally break this 'overwhelmingly complex system' and turn it quite simple.

     

     1- Building a team.

    Spoiler

    - A team is a combination of 6 Pokémon that work well together. In a fancy common used term, they possess good 'synergy'.

    - A team is also the final process of analyzing, testing and adapting to a certain meta. This means a team is also a whole line of thought put into it, other than the 6 Pokémon. It also means a beginner won't most likely understand what makes some teams 'good' or 'bad', and therefore they shouldn't use someone else's teams (for now).

     

    But hey, good grief, I'll finally explain how to deconstruct these ideas, so you can at least build yourself a solid-ish team, so you can then practice, test and adapt, until it becomes a really solid team.

     

    1- Know your style. Different players have different styles, which means they see the match differently, which means they'll use different sort of units.

     Examples of styles (but not exclusively): Stall - Defensive - Balanced - Offensive - Hyper Offensive (Don't mind too much designations).

     

        - Stall: A team that endures the enemy's offensive pressure as much as it can, while gradually chipping down the opponent team. They often have no offensive pressure, and thus are somewhat passive, relying on the enemy's plays.

     

        - Defensive: Sometimes considered stall too. Its a style where the team's player is able to safely switch against most of stuff, but there is some offensive pressure there.

     

        - Balanced: A mix of defensive and offensive gameplay. Typically you won't have free safe switches for everything at once, so, ideally, you pressure these threatening things with the offensive mons.

     

        - Offensive/Hyper offense (HO): Sometimes considered the same. These teams rely on their player and their plays to constantly seek for momentum, because most of the time, they struggle to find safe switches for the opposing pressure. It offers a more high risk-high reward environment.

     

    2- Team Cores: (THE MOST IMPORTANT THING YOU'LL EVER LEARN IN THIS POST)

      Every style has different sort of cores, but (for now) I'll try to sum them all in one swing.

     

      - What is a core? It is a combination of 2 - 3 different Pokémon that synergy well with each other, in a given meta. The core is, well, the core of your team. The basis of your team. The core is what the team focus on and specializes about. This means, if a core isn't good, the other Pokémon won't miraculously save it.

      - What cores should I use? Anything that synergies well with each other, in a given meta. Let's give examples that you might be familiar with:

     

    RAIN!!!:  What is a good rain core? Well, that would be Peliper + Kingdra, or Peliper + kingdra + Kabutops. (explanation: Peliper boosts Kingdra and Kabutops speed, as well as water-stab power. Kingdra deals with most stuff not named bulky waters or fat blobs (chansey/blisseys), and kabutops deals with these fat blobs, complementing Kingdra, to an extent.

     

    Volt-Turn: Mienshao + Jolteon, or Infernape + Rotom, or anything similar. (Explanation: These offensive Pokémon are able to gain momentum, and shift positions with a u-turn or volt switch, to keep the pressure. (Example of example: Let's take Mienshao against Blissey. Mienshao u-turns an eventual cofagrigus/skarmory switch, making Jolteon enter the field. Now jolteon has further pressure exert on the enemy) - Note: These teams work nicely with a dedicated rock-setter slot, and units that deal with voltblock units  (electric-immunity Pokémon)

     

    Conkeldurr - Tyranitar: Simple enough: Conk is drawn back by ghosts or psychics in the tier, and Tyranitar helps remove them. 

     

    Anyway, these are just examples, but you can understand the main idea: Build cores of Pokémon that help each other (There are almost endless options!!!)

     

    3- Rest of the team:

      Have you created your unique core? Amazing, that's the hardest part. Now create more cores (Yes, more cores!) Why? Because, in the future, you won't build teams from scratch. (Hell no!) You'll be building different teams, based on the initial cores you developed, and evolved through your experience.

     

      Now, how do you complete these teams?

     

      - Rule #1 : Trial and error. As you have probably guessed by now, there is no way in hell a 2-3 Pokémon core handles most of the meta, by itself. You're right, they won't. And you also won't be able to consider all eventual matchups you'll face, when building a team. Therefore, stick to this rule: Test different fixes for your core, and adapt them until your team can handle most stuff comfortably.

        But hold up! This is indeed overwhelming. Is there any guideline?

       

       There are some yes. Here is what you need to consider, while building your very first team (and many others):

          - Rain: Your team should handle rain. How? Well, it depends in your core. Let me give examples of units that deal with rain: Ferrothorn, Blissey, Milotic, Jellicent, to a lesser extent: Rotom-Wash.

          - Sand: Less common than rain, and probably less pressuring considering you only have 1 Pokemon to look for: Excadrill. Examples: Rotom-Wash, Skarmory, Gliscor, hippowdon, etc etc etc. (And, as you can see, Rotom-wash can ease pressure coming from both Rain and Sand. Its called a multitask Pokémon, and they are key when complementing cores.

          - Common powerful threats, like Conkeldurr, Scizor, Garchomp, Reuniclus. Again, these units are so powerful and so common, that you need to handle them comfortably, otherwise they will roam freely and punch holes in your team. Multitask Pokémon are great here too. For instance, Hippowdon handles both Sand, and Conkeldurr/Scizor.

     

    Note: There are plenty of other substyles or underutilized meta teams, and obviously you won't be able to counter them all in one team. But hey, you don't need. A team is just half of the job. The player is the other. Just make sure your team handles the common stuff used in the tier, to the extent where you can always have a chance of beating it, as well as being not utterly helpless against other not-so-used Pokémon (See the importance of multitasked units?)

     

    But wait, you may be already asking. If I go through all these analysis, my team will be more defensive than offensive, am I wrong?

     

    Indeed. Balanced is, in my opinion, the go-for-it style to learn first. Not only you'll realize how to use both defensive/offensive Pokémon, but you'll also be able to perceive how the enemy uses them. And, once you understand well the meta, feel free to test other styles, to see if any fit you better.

     

     

    This went a bit long, sorry. Any issues, feel free to contact me, or anyone else either in-game or in discord.

    Please also let me know if anything I posted was misleading. 

     

    I'll deconstruct it a bit better later on.

     

     

  9. Team Name: ShittyRankedIsntFair

    Team Tag: SRIF (Weird 'I')

    Team Manager: pachima

    Number of TT won: plenty

    Players with an official win: Akasjulianka  fengrinrin  ElguapoXD  xbleakness  shelluny xiyinTWT  ChushouRicardo  Pechino  OtoukiO  Akuaayiyahei SheepAlone  StaPuil  zchi

     

    List of all players:  FallenKings  Akuaayiyahei   GolDreza  ElguapoXD  StaPuil   xbleakness   Quadesh  xiyinTWT   Pechino  OtoukiO  Akuaayiyahei SheepAlone  shelluny  zchi   pachima  Duanal  fengrinrin   ChushouRicardo   Pitzzin   Milmoz.

     

     

     

  10. @Inbetween Let me try to explain how usage works:

    A Pokemon is UU when it falls below a certain threshold in OU. By the same logic, A Pokemon drops to NU when it falls below a certain threshold in UU. Now it doesn't matter if a Pokemon has 10,20,30 or 100% in UU. For as long as that same Pokemon has not reached that threshold in OU, it still is considered, by definition, UU. Ofc you can argue that a Pokemon that would have 100% in UU is too broken for the tier. And yes I agree, but so far the general consensus is that although Rotom-H has 41% in UU: 
    1- By definition is still UU, cause it has low usage in OU
    2- Rotom-H itself just doesn't fit any banworthy criteria, not even remotely, to justify it being banned to OU.

    Because 1 and 2, Rotom is UU and should most likely stay there.

    I hope I explained it decently enough.

     

  11. Come on now gbwead. If this was true, then you wouldn't be against diglett in LC, that as a matter of fact, traps less things than dugtrio does in NU. That comparison also doesn't make sense, first because NU has more trappable mons than those, and second because most of those aren't even viably trapped, mostly because ark9, empoleon, bisharp and metagross have strong priority vs it, and rhyperior doesn't really die even against banded EQ. In NU, however, priority moves in the mons dugtrio can trap are much rarer(or weaker), and ignoring choice scarf users, Dugtrio effortlessly traps a lot of stuff, without risk of not ohkoing or risk of getting prioritized to death.

     - Also regarding Dugtrio: We decided we could quick ban the pokemon, if it becomes problematic after being tested. It is not, imo, the ideal decision (I believe it is simply too powerful for NU to stay), but honestly I can get behind it as well.

     - What I mean is: If Dugtrio becomes problematic (Which, imo, it is), simply link or point us towards the games in where it was so. Not only that's constructive food for thoughts in our discussions, but it also helps convincing those that are not yet fully certain the Pokemon should be banned(or not).

     - Regarding Electrode, I have mixed feelings. We all know how dominant brainless strats within the MMO community are, and we all know Electrode fulfills those specially well. However, NU has much weaker set up compared to UU. NU also has crit mons and plenty of viable phazers. While I don't think that's enough to justify it staying in the tier, I'm saying it may or may not contribute to its overall viability, and that we need to test it before a proper and final decision involving it. Also opposed to Dugtrio, which is super straight forwards with its "Hello, haha you trapped, bye!" mindset, Electrode is a mon that isn't good by itself, but rather supports others. This is, ofc, fully dependent on its tier, and just adds layers of complexity that we cannot really foresee exactly and successfully without testing. 

     - Regarding Machamp, I believe it is too similar to what Hariyama can achieve, in the guts set, and its only standout trait is being able to spam dynamic punches without accuracy checks. However, that set is blocked by some common pokemons, as a prime example Spiritomb, and as I said Guts is way too similar to Hariyama to become problematic on its own. 

     - Regarding Victreebel, it sucks.

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