I'm working on a sun team and noticed that mold breaker Excadrill is a problem. Can anyone suggest some good checks to it please?
Corviknight, Mandibuzz + revenge killer, Vaporeon, Milotic, and Hippowdon should all be able to stop Mold Breaker Excadrill, but only the first two will be able to do so while functioning as a pivot/momentum generator, which is likely what you are looking for on an archetype such as a Sun team.I'm working on a sun team and noticed that mold breaker Excadrill is a problem. Can anyone suggest some good checks to it please?
Leafeon can switch in on an EQ, (can tank an Iron Head in a pinch) and force it out, giving it a free boost.I'm working on a sun team and noticed that mold breaker Excadrill is a problem. Can anyone suggest some good checks to it please?
Marvel Scale Milotic with Flame Orb? It's already stretching it. Best way to deal with it is by pivoting around.Is there such thing as a mon, no matter how niche, that fully counters the standard icicle crash/flare blitz/EQ/u-turn banded darm?
A lot of Ferrothorn tend to max out PDef on teams like those right now. Let’s you handle opposing Water types with at least some durability and also is nice for problematic Pokemon like Sand DrillerLooking for a genetic ev spread for ferrothorn that's to be used on a rain team of gyarados, peliper, dracovish, seismitoad, rotom-w and ferrothorn.
Humor me. So that my fucking peabrain can understand. Why wouldn't Aegislash go for CC turn one? By lure do you mean ttar uses a useless move like stone edge, and aegi uses a move other than CC, maybe predicting a switch, but then seeing that ttar is slower next turn it goes for CC? but crunch doesnt OHKO anyway.It’s to underspeed -Speed nature Aegislash to lure it into using CC and ohko it after it changes to Blade form. Not sure why it’s 27 instead of 28 speed IVs but probably doesn’t matter, maybe it’s to also catch 30 iv aegis that try to underspeed other aegis while still being faster than random stuff 0 iv couldn’t hit
Aegislash does go for CC turn one, they become blade forme, and you live the hit because of chople berry. Because you are slower, they are now in blade form when you attack them instead of shield form, so they have really bad defenses and your Crunch is able to OHKO it.Humor me. So that my fucking peabrain can understand. Why wouldn't Aegislash go for CC turn one? By lure do you mean ttar uses a useless move like stone edge, and aegi uses a move other than CC, maybe predicting a switch, but then seeing that ttar is slower next turn it goes for CC? but crunch doesnt OHKO anyway.
Pokemon Showdown is currently experiencing server issues that are the main priority. Dynamaxing will be removed when Showdown’s servers are fully back up and running, hopefully within the day.Why dynamax button still in the pokemon showdown?
Because that would heavily restrict team builds making stuff like stall non existent.I have a simple question, why is there no item clause in the OU metagame? It's really annoying going against two Pokemon that are choice scarfed.
You can remove the screens with Defog, use common moves like Protect or Baneful Bunker to stall out turns, use strong defensive walls to handle offensive threats behind screens, or some combination of these in order to function well against dual screens offensive teams.How do you deal with dual screens offense?
Also if you run Cinderace it can steal the screens for yourself with Court Change wasting all their efforts to setup and giving you an advantage.You can remove the screens with Defog, use common moves like Protect or Baneful Bunker to stall out turns, use strong defensive walls to handle offensive threats behind screens, or some combination of these in order to function well against dual screens offensive teams.
I see a lot of balance and bulky-offense atm. Not so much stall.A couple questions
What kind of teams are dominant in the current meta? (As in: BO, balance, stall, etc)
Special sets (Specs and SubWispHex) are most common, but people have used SubDD and it is viable.And does DD dragapult have any viability? Or is it just running special breaker sets
Torkoal is better because it has greater utility, in my experience, but these teams are pretty mediocre and very inconsistent.How are sun-teams performing in the post dynamax meta? Is Torkoal or Ninetales the better sun-setter?
I don't think so, but that has nothing to do with OU or anything we handle in this subforum or our tiering. Sorry.is it likely that dynamax will be removed from the "[Gen 8] Random Battle" metagame?
I would imagine HO is still pretty good in the new metagame. Generally when I think of HO nowadays I think of dual screens with Grimmsnarl. Ribombee/Dracovish/Bisharp seems OK but I can see why you're getting walled, as that core really struggles against Toxapex and Ferrothorn, two of the biggest walls in the current metagame. Some common offensive cores I've been seeing include Hydregion + Aegislash and Darmanitan-G + Clefable. Dragapult, Rotom-Wash/Heat, Tyranitar and Kommo-o can all run pretty threatening set-up or wallbreaker sets, too.Is hyper offense as an archetype still good in the post-dynamax meta? If so, what Pokemon/sets are top picks for hyper offense teams? I've been playing a HO team based around Ribombee/Dracovish/Bisharp and since the dmax ban I've been struggling to break through big defensive cores (specifically Haze Toxapex). Are these mons just not that great anymore?
Yes, the "main" 3 archetypes are generally offensive, balance and stall, though they can be seperated further into sub-archetypes, including Screens (utilizing Reflect/Light Screen or Aurora Veil), Spike-stack, Weather-based.... etc. Offensive is obviously pumping your team full of powerful wallbreakers and set-up sweepers. It's a riskier play-style but generally rewards good prediction skills and aggressive play. Stall is the opposite, where generally you try to whittle down your opponent while minimizing damage against yourself. Balance is a little more complex than just Offensive + Stall together. It generally involves making a team that's constructed to face down every possible threat in the metagame, or atleast most of them, focused on a more fluid win-condition. I hope that makes sense.New to the scene could anyone explain to me the archetypes? Is it just offensive/balance/stall? and is balance as simple as offense and stall elements together?
Thanks for such a detailed reply! I've been using dual screens grimmsnarl on my team as well and I agree it's an incredible set, and I honestly lead with it more than Ribombee at this point because Cinderace and Hatterene are everywhere and make it such a pain to get webs up.I would imagine HO is still pretty good in the new metagame. Generally when I think of HO nowadays I think of dual screens with Grimmsnarl. Ribombee/Dracovish/Bisharp seems OK but I can see why you're getting walled, as that core really struggles against Toxapex and Ferrothorn, two of the biggest walls in the current metagame. Some common offensive cores I've been seeing include Hydregion + Aegislash and Darmanitan-G + Clefable. Dragapult, Rotom-Wash/Heat, Tyranitar and Kommo-o can all run pretty threatening set-up or wallbreaker sets, too.
Yes, the "main" 3 archetypes are generally offensive, balance and stall, though they can be seperated further into sub-archetypes, including Screens (utilizing Reflect/Light Screen or Aurora Veil), Spike-stack, Weather-based.... etc. Offensive is obviously pumping your team full of powerful wallbreakers and set-up sweepers. It's a riskier play-style but generally rewards good prediction skills and aggressive play. Stall is the opposite, where generally you try to whittle down your opponent while minimizing damage against yourself. Balance is a little more complex than just Offensive + Stall together. It generally involves making a team that's constructed to face down every possible threat in the metagame, or atleast most of them, focused on a more fluid win-condition. I hope that makes sense.