viivian
OU's sweetheart
dark, dragon, and flying are all way too low imo, and rock and electric are too high
My take on this idea (the format I found really fucked up the fighting type)
dark, dragon, and flying are all way too low imo, and rock and electric are too high
My take on this idea (the format I found really fucked up the fighting type)
https://www.smogon.com/forums/threa...undra-victim-of-the-week.3665831/post-8981326Got a clown question/discussion
How is everyone limiting Blace?
Submission period is now closed, so let's move on to the voting phase. The Victim of the week was the Ultra Beast . Here are the submissions, we've got:
Checks
by Katy
by HydreigonTheChild
by avg
by Plushietran
by Windingsss
by D5405
by RaikouLover
by SLDR
by ralts_boy
by InvisibleWater
by Da stall masta 999
by Dawn Greninja
Counters
by powergo1
Electric has single-handedly forced a ground type onto every good team and tyranitar's stone edge has proved itself to me as strong enough that rock can go into the top tierdark, dragon, and flying are all way too low imo, and rock and electric are too high
Just going to leave this here:some counters n checks 4 u. Blace is an offensive powerhouse for sure that def needs to be accounted for during the tb phase for most team archetypes
Modest is not a good idea on Blace. The increased SpA is nice, but the cost of being outsped by Chomp, Zapdos, Lele, Nihi and Shifu hurts its ability to clean up lategame.Just going to leave this here:
252+ SpA Choice Specs Blacephalon Shadow Ball vs. 252 HP / 252+ SpD Gastrodon: 196-232 (46 - 54.4%) -- 55.9% chance to 2HKO
Timid Specs with Lele can also do this:
252 SpA Choice Specs Blacephalon Expanding Force (120 BP) vs. 252 HP / 252+ SpD Gastrodon in Psychic Terrain: 232-274 (54.4 - 64.3%) -- guaranteed 2HKO
I've only Modest Specs when I'm running Mind Blown, otherwise Timid Blace all day. That's also why I dropped the Expanding Force calc with the more common nature.Modest is not a good idea on Blace. The increased SpA is nice, but the cost of being outsped by Chomp, Zapdos, Lele, Nihi and Shifu hurts its ability to clean up lategame.
Ghost's type match-ups are about as good as Dragon, with a bit more SE coverage, but the same number of Resistances & immunities. On top of that, the BP of Ghost type's strongest attack is lower than other types like Ground, Water, Fire, etc. Poltergeist is a strong move, but also has the downside of being completely useless against anything that doesn't have an item (which can occur in battle by using Knock Off prior or a consumable item) making it situational.If we're on the subject of typings, it's honestly incredible to me that Gamefreak has stubbornly stood by its decision to remove a Ghost type resistance (Steel) without adding another one, and pretend that it is a good balance decision. Maybe one day they'll let people who actually play the game provide at least some fleeting input into their game design.
There's a big difference between ghost vs dragon. While dragon has higher BP moves, they have hard stops in fairies which there are plenty of good ones (in the context of OU). And of course steel is still as good as ever. Vs ghost types, which are blanked by normals (which there are all of one viable normal in the tier, and said normal has seen better days in viability), and only two splashable darks. It doesn't really matter that ghosts have lower BP moves, when they can just freely click a move most of the time and not be punished for it if they need to switch out.Ghost's type match-ups are about as good as Dragon, with a bit more SE coverage, but the same number of Resistances & immunities. On top of that, the BP of Ghost type's strongest attack is lower than other types like Ground, Water, Fire, etc. Poltergeist is a strong move, but also has the downside of being completely useless against anything that doesn't have an item (which can occur in battle by using Knock Off prior or a consumable item) making it situational.
Respectfully, I don't think this is a good argument in favor. Even now, barely any Pokemon run nonstab ghost moves as coverage (this is also true of Pokemon and not running nonstab dragon moves). The change didn't help these Pokemon because they aren't suddenly gonna be using these unstab ghost moves against resists to their main stab(s).Generally speaking, I do think the decision to remove Steel's resistance to Ghost was a good decision since most Pokemon (particularly Pokemon like Glaceon) had no way of hitting Steel-types outside of Hidden Power. Ghost being neutral at least lets these Pokemon damage Steel-types rather than being completely walled.
Teleport is only an issue with Regenerator, as otherwise the mon using teleport gets chipped too much by spamming it. And Slowtwins would work the same way with baton pass, u-turn or flip turn. With Teleport becoming competitively relevant this generation, it's the first time slow regen mons have access to a pivoting move, and here's the real problem. So how do you counter that?Am I the only one with trouble with teleport? It just feel wrong and uncompetitive as a move. It really throws off the balance of pivoting.
When someone uses it against me I always feel a step behind no matter the play I do and when I use it against someone teleporting out it the most play 90% of the time. All forms of pivots have their advantages and counters:
Switching out: countered by double switch or predicts.
Quick turn/voltswi : needs a move slots,contact/ground types counter it.
Staying in: countered by opponent staying in, coutners double switch tho.
I honeslty believe Magma Storm is an almost fundamental move for offensive Heatran, for the main reason of forcing progress on its targets with constant (often unrecoverable) chip damage on its switch-ins, as well as the ability of crippling and potentially removing many key defensive mons on the opponent's team. Another important aspect is removing the option of double-switching, letting in the appropriate breaker and putting pressure on the opponent. As much as I would like to complain about Magma Storm's accuracy and low PP, they probably are the only reasons this thing is in OU.So with a rise in Air Balloon usage on Heatran, I'm curious as to how people are game planning with their own Heatrans in return to avoid being hard walled with the usual fire/ground coverage. I've been exploring Heavy Slam, Flash Cannon, and Body Press all to varying affect. If you aren't SpA invested Heavy Slam hits Clefable harder Flash Cannon does, but with even just a +SpA nature and minor investment you quickly even the damage up. Flash Cannon has the advantage of hitting Lando/Chomp reliably hard on the switch, and when offensive invested, gives you the best answer to dealing with the fairies. With 208 defense EVs, Body Press 3hkos Blissey, and obviously hits other Balloon Trans the hardest. A 208 def EV Body Press also out damages a 252 +SpA nature Flash Cannon on a 252 HP/+252 Tyranitar in Sand pretty easily.
Some Fun Calcs:
252+ SpA Heatran Flash Cannon vs. 252 HP / 252+ SpD Tyranitar in Sand: 138-164 (34.1 - 40.5%) -- guaranteed 3HKO
208 Def Heatran Body Press vs. 252 HP / 0 Def Tyranitar: 272-320 (67.3 - 79.2%) -- guaranteed 2HKO
0- Atk Heatran Heavy Slam (60 BP) vs. 252 HP / 4 Def Tyranitar: 102-120 (25.2 - 29.7%) -- 39% chance to 4HKO after Leftovers recovery
208 Def Heatran Body Press vs. 252 HP / 252+ Def Blissey: 266-314 (37.2 - 43.9%) -- guaranteed 3HKO
0- Atk Heatran Heavy Slam (120 BP) vs. 252 HP / 200 Def Clefable: 218-258 (55.3 - 65.4%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Heatran Flash Cannon vs. 252 HP / 56+ SpD Clefable: 270-318 (68.5 - 80.7%) -- guaranteed 2HKO after Leftovers recovery
208 Def Heatran Body Press vs. 252 HP / 0 Def Heatran: 140-166 (36.2 - 43%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Heatran Flash Cannon vs. 252 HP / 0 SpD Tapu Fini: 115-136 (33.4 - 39.5%) -- 97.9% chance to 3HKO after Leftovers recovery
If You are not specially invested (even -Atk nature) Heavy Slam will out damage Earth Power on 252 HP/+192 Def Fini by ~3%
0- Atk Heatran Heavy Slam (120 BP) vs. 0 HP / 0 Def Tapu Lele: 270-320 (96 - 113.8%) -- guaranteed OHKO
252+ SpA Heatran Flash Cannon vs. 0 HP / 4 SpD Tapu Lele: 254-302 (90.3 - 107.4%) -- 93.8% chance to OHKO
252+ SpA Heatran Flash Cannon vs. 252 HP / 252+ SpD Landorus-Therian: 120-142 (31.4 - 37.1%) -- 51.2% chance to 3HKO after Leftovers recovery
252+ SpA Heatran Flash Cannon vs. 252 HP / 252+ SpD Garchomp: 115-136 (27.3 - 32.3%) -- guaranteed 4HKO after Leftovers recovery
0- Atk Heatran Heavy Slam (100 BP) vs. 252 HP / 4 Def Garchomp: 93-109 (22.1 - 25.9%) -- possible 5HKO after Leftovers recovery
(Chomp so tanky!)
I almost think we could have a discussion thread solely on Heatran. Despite suffering from 4mss, it has quite an interesting pool, two great abilities, a plethora of items to choose from, and very customizable EV spreads. It can be tailored to do quite an array of jobs at a high level, and often gets treated as a supporting piece rather than the focus. Other than testing different moves to break Balloons, I've also been trending away from Magma Storm and more towards Eruption and/or Lava Plume as my fire stab(s). After missing so many Magma's I wanted to shift more towards reliable progress and stronger raw breaking power.
You may as well drop the pastes, since you linked so many replays. Some of those teams look fun.1. The best all star team used Aegislash, Keldeo, Mandibuzz and Bulu. This core is shockingly proficient both offensively and defensively. And this is with only Mandibuzz running pure defensive EV spreads! It caused a strong zapdos weakness, hippodown + your choice of rotom could deal with it.
Drill and Hippo are other two mons in UU that are borderline OU. We know who they are, and we know what they do - the meta isn't overly favourable to them at the moment, but thats not a fault on the mon itself. They'll come back home to roost in OU in future gens.What are your favorite UU Pokémon’s that do really well in OU?
I feel a lot of people have been sleeping on Rotom-Wash , especially the Trick Scarf set. Due to its stabs and Will-o-Wisp Lando usually avoids to switch in so it is very easy to trick the scarf onto a Ferro, Clef or BlisseyWhat are your favorite UU Pokémon’s that do really well in OU?
I wholeheartedly disagree. You've made it sound like Magma Storm is the only thing making it viable despite it being at the top of the tier and people have discussed suspecting it. One move on mon doesn't do that. It's a cumulative total of its great qualities that have kept it at the top of OU since gen 4. The recent influx of Eruption/Lava Plume variants has shown us Heatran definitely can have a successful niche without being a Magma Storm trapper. It also warps the move selection for your set in addition to its accuracy flaws. If you want to get the most mileage out of it, very often you need to pair it with Taunt and/or Toxic just to kill certain mons within the trap time frame. I'd actually make an argument that Earth Power is more required than Magma Storm as Heatran has a number of viable primary Fire stabs, but Earth Power remains its best secondary option.I honeslty believe Magma Storm is an almost fundamental move for offensive Heatran, for the main reason of forcing progress on its targets with constant (often unrecoverable) chip damage on its switch-ins, as well as the ability of crippling and potentially removing many key defensive mons on the opponent's team. Another important aspect is removing the option of double-switching, letting in the appropriate breaker and putting pressure on the opponent. As much as I would like to complain about Magma Storm's accuracy and low PP, they probably are the only reasons this thing is in OU.
by far my fav UU pokemon to use in OU. nido just clicks a button and deals obscene amounts of damage on whoever switches in. he literally just nukes things left and right with his massive damage output and colorful coverage. this heavily limits the amount of pokemon who would want to come in on nido, especially on a predicted hit, bc you can’t tell what coverage he‘s running, so you kinda just have to bring in your bulkiest mon and hope he doesn’t nail you on the switch with SE coverage. so essentially, nido’s only “safe” switch-ins are blissey (gets slammed by LO superpower) and specially defensive corviknight (gets 2HKOed by flamethrower/thunderbolt). shit’s just so fun to use lolWhat are your favorite UU Pokémon’s that do really well in OU?
I may have phrased it poorly, I meant to say that Magma Storm's low accuracy and PP is the reason Heatran is not Uber. Obviusly Heatran has numerous reasons for being top tier, but what I feel it makes it almost banworthy is its ability to force progress in almost any situation.I wholeheartedly disagree. You've made it sound like Magma Storm is the only thing making it viable despite it being at the top of the tier and people have discussed suspecting it. One move on mon doesn't do that. It's a cumulative total of its great qualities that have kept it at the top of OU since gen 4. The recent influx of Eruption/Lava Plume variants has shown us Heatran definitely can have a successful niche without being a Magma Storm trapper. It also warps the move selection for your set in addition to its accuracy flaws. If you want to get the most mileage out of it, very often you need to pair it with Taunt and/or Toxic just to kill certain mons within the trap time frame. I'd actually make an argument that Earth Power is more required than Magma Storm as Heatran has a number of viable primary Fire stabs, but Earth Power remains its best secondary option.
Really though I'd rather be discussing anti-Balloon tech and their viability, as that was the purpose of my initial post.
That makes much more sense haha. As I mentioned prior, I think also in how restricting Magma Storm is as a move on the rest of your slots helps balance it quite a bit as well. If you run it without Taunt or Toxic your list of things you can trap with just Magma+E.Power is very small. There is a lot of value in bulky offense structures to get the switch advantage that Magma provides, that can't be denied for sure. But as someone who spends a good portion of their time trying to come up with new sets, moving away from Magma Storm has opened up a lot of creative possibilities, and sometimes even leads me back to using Magma again.I may have phrased it poorly, I meant to say that Magma Storm's low accuracy and PP is the reason Heatran is not Uber. Obviusly Heatran has numerous reasons for being top tier, but what I feel it makes it almost banworthy is its ability to force progress in almost any situation.
More than exploring its individual moveset, I feel it could be a good starting point to first define the role you would want Tran to have or, more importantly, its partners. Heatran has the ability to do basically anything with the caviat that, depending on the set, certain mons completely stonewall it, so it could be productive to explore the partners that would best take advantage of the basically guaranteed switch-in.That makes much more sense haha. As I mentioned prior, I think also in how restricting Magma Storm is as a move on the rest of your slots helps balance it quite a bit as well. If you run it without Taunt or Toxic your list of things you can trap with just Magma+E.Power is very small. There is a lot of value in bulky offense structures to get the switch advantage that Magma provides, that can't be denied for sure. But as someone who spends a good portion of their time trying to come up with new sets, moving away from Magma Storm has opened up a lot of creative possibilities, and sometimes even leads me back to using Magma again.
Rock Tomb isn't one I've tested myself yet, but if you provide some notable calcs (I'm not home atm) we can compare them to the ones I did for the previous three options to expand the discussion.More than exploring its individual moveset, I feel it could be a good starting point to first define the role you would want Tran to have or, more importantly, its partners. Heatran has the ability to do basically anything with the caviat that, depending on the set, certain mons completely stonewall it, so it could be productive to explore the partners that would best take advantage of the basically guaranteed switch-in.
On another note, how about Rock Tomb? It could help a lot with the match-up against fast pivoters, especially Torn-T.
0- Atk Heatran Rock Tomb vs. 252 HP / 4 Def Tornadus-Therian: 86-102 (23.7 - 28.1%) -- 88.2% chance to 4HKORock Tomb isn't one I've tested myself yet, but if you provide some notable calcs (I'm not home atm) we can compare them to the ones I did for the previous three options to expand the discussion.
I think one of the things that hurt offensive Tran was the loss of Hidden Power, notably Ice to catch Chomp+Lando on the switch, which has allowed them to be successful as SpDef checks better. But in the vein of you discussing partners when building around Heatran, Nature Power is one I haven't personally explored that much and allows Tran to not only answer some common checks, but to also break Air Balloons.
I could see Rock Tomb having merit. With Balloon it means Chomp and Lando are Toxic fodder for you always off the switch, same with Torn if you have enough speed investment. It gives a bit of redundancy vs Volcarona, but also helps directly in the Heatran mirror, especially if you have a Balloon, as if you are offensive you guarantee outspeed and ohko any Balloon Tran that tried to switch into you.0- Atk Heatran Rock Tomb vs. 252 HP / 4 Def Tornadus-Therian: 86-102 (23.7 - 28.1%) -- 88.2% chance to 4HKO
252 SpA Heatran Eruption (150 BP) vs. 252 HP / 0 SpD Tornadus-Therian: 268-316 (74 - 87.2%) -- guaranteed 2HKO
The damage isn't much but easily allows to 2HKO Torn on the switch under the right conditions. Also competely forgot of Nature Power as an option, although if using with Koko, Rilla or Bulu I would suggest to use another item other than Air Balloon to make full use of the terrain.