They are implemented on PS, but research in-game unearthed that only work on Ogerpon after it has terastallized. tl;dr they're useless in AAADoes anyone know if the embody aspects for the masks are implemented or not?
They are implemented on PS, but research in-game unearthed that only work on Ogerpon after it has terastallized. tl;dr they're useless in AAADoes anyone know if the embody aspects for the masks are implemented or not?
rip was looking to cook with some teal mask speed boost sweeper, thought it would've probably been banned embody did work on other monsThey are implemented on PS, but research in-game unearthed that only work on Ogerpon after it has terastallized. tl;dr they're useless in AAA
Often times, especially on screens HO, you will need to bring in x mon to deal with your opponent's y mon. However, Kommo-o may easily be able to set up on x mon. This turns into a lose-lose situation, where you either find your team being heavily chipped by y mon, or Kommo-o setting up on x mon. Kommo-o being able to pick and choose what checks it makes it even more matchup reliant, amplifying the uncompetitive part of Kommo-o. Although minor, there is also the possibility of Scream Tail getting poisoned by Poison Jab, which shows that Kommo-o can just luck its way through it.II.) Uncompetitive - elements that reduce the effect of player choice / interaction on the end result to an extreme degree, such that "more skillful play" is almost always rendered irrelevant.
- This can be matchup related; think the determination that Baton Pass took the battling skill aspect out of the player's hands and made it overwhelmingly a team matchup issue, where even the best moves made each time by a standard team often were not enough.
- This can be external factors; think Endless Battle Clause, where the determining factor became internet connection over playing skill.
- This can be probability management issues; think OHKOs, evasion, or Moody, all of which turned the battle from emphasizing battling skill to emphasizing the result of the RNG more often than not.
Okay it's my first time ever writing something (not like this but anything in general here) but I need help in something I don't understand at all. Sorry if this seems strange but I really don't get it
Zapdos @ Choice Scarf
Ability: No Guard
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Zap Cannon
- Hurricane
- U-turn
- Heat Wave
Zapdos @ Choice Scarf
Ability: Pressure
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Thunder
- Weather Ball
- U-turn
I don't know the sets for sure and I only speculated the ev but why are those sets so common? The no guard one I've seen only early meta both scarf and boots but the pseas one I just don't get it, first of all I never once wanted a coverage move on Zapdos without weather ball (now that I'm seeing weather bal, for the first time I finally get it even if it make me miss U-turn a little) but I always found roost useful. Also I haven't actually checked any speed tier but isn't 100 base speed scarf a bit lacking when literary anything else exists? It cant outspeed any other scarfer let alone any shell smasher. It usually doesn't have the firepower to sweep teams especially with only one move and it literally never done anything useful against me if not some annoying chip on my offensive Mon before dying.
This isn't the usual post I see here but I genuinely wanted to ask if anyone could tell me why is this considered useful (as a disclaimer, I never went beyond 1350 and I'm currently more on the 1150/1200 on the account I'm using these days I'm more of a casual player and all this could be just the proof of the hive mind of the low ladder).
I've been laddering a lot recently with a defensive Kommo-o set, and I honestly think it brings a really unique defensive presence to the metagame. I won't write a whole essay about it, since its hella late where I am, but if action would be taken, I'd much prefer it to be either Triage, or the fabled Belly Drum+Triage complex ban.Dealing with Kommo-o: Defensive and Offensive counterplay. I'll be using the standard 252 HP / 252+ Atk and from full for calcs here, with LO as the item.
I'll start with defensive.
Offensive counterplay now.
- Unaware Scream Tail. While it is the most "boring" counter, it is by far the most viable and the best counter Kommo-o has.
- Defensive Zapdos. Fluffy Zappy takes nothing from all of Kommo-o's bar Rock Slide, but Rock Slide isnt too common rn since you want PJab to beat non STail fairies and EQ for Pex.
Fluffy Corv. Thunder Punch does 2HKO Corv, but it does allow you to pivot into whatever offensive Kommo-o check you have.Corv doesnt actually check Kommo-o lol- Some form of skele that doesn't take a million from EQ. --> can will-o-wisp kommo-o but you gotta pray it isnt Rock Slide.
As you can see, the list of counterplay can be counted on one hand. With how easy screens are to get up, it isn't very easy to prevent it from clicking Belly Drum unless your name is Specs BoR Walking Wake but who clicks BD on wake anyways. However the counterplay (barring teapot and maybe skele who isnt super viable rn but still usable) are all very good mons.
- Azelf. Any and every Azelf completely shut down Kommo-o while also chunking it (if on screens, outright OHKO if screen-less for scarf, specs always ohkoes)
- Armor Tail Polteageist. Very HO-specific mon, lovely.
This brings me to my next point: Kommo-o is uncompetitive.
Often times, especially on screens HO, you will need to bring in x mon to deal with your opponent's y mon. However, Kommo-o may easily be able to set up on x mon. This turns into a lose-lose situation, where you either find your team being heavily chipped by y mon, or Kommo-o setting up on x mon. Kommo-o being able to pick and choose what checks it makes it even more matchup reliant, amplifying the uncompetitive part of Kommo-o. Although minor, there is also the possibility of Scream Tail getting poisoned by Poison Jab, which shows that Kommo-o can just luck its way through it.
But what differs it from other setup sweepers like Gengar, Thundy, the like? Their counterplay is low too, they hit similarly hard, yet they aren't considered as uncompetitive? Unlike them, Kommo-o has bulk, artificial "speed" from Triage, access to Belly Drum which is much stronger than Nasty Plot, and the ability to self-sustain with a boosted Drain Punch. However, BD's drawback makes it a one-time do-or-die mon, while Gengar and Thundy can NP many times in a game. This difference in power and versatility separates Kommo-o and Gengar's role, Kommo-o being a (usually) one-time button clicker that heavily relies on matchup while Gengar is a more consistent, less MU reliant setup sweeper that can be used multiple times throughout the game to start breaking or to start sweeping.
The difference between banning Kommo-o and banning Triage is pretty significant. Kommo-o by itself has a lot of valuable traits: checking every Ogerpon form, Meowscarada, Cinderace, Barraskewda, list goes on. Banning Kommo-o will cause these mons to lose one of checks and may become more overbearing for the meta. Banning Triage means that some mons completely lose their niche - for now, that's Hatterene exclusively but Enamorus-T will suffer from that big hit too. Conkeldurr / Okidogi seem to be potential abusers of BU + Triage too, they will be relegated to running SoR or smth instead.
Triage is notably controversial, being able to remove progress by forcing out X mon could be considered uncompetitive as it does "limit" progress, but I haven't seen too much discussion on it. I'm interested in everyone's thoughts, what do yall think about Triage and Kommo-o? I personally feel like these two are fine and have sufficient counterplay such that they aren't broken. Competitive-wise I'm leaning towards kinda uncompetitive for Triage and Kommo-o being uncompetitive atm but maybe with meta developments I'll change my mind.
might be missing stuff since it's exam season for me rn but oh well
edit: new team: https://pokepast.es/6ae58583058a9d66, very consistent, wins against everything if you dont get 2 minrolls with lash out on corv and then missing stone edge or run into competitive sash gengar
Typically, whenever you see a lead Weavile, you should counter-lead with something that outspeeds it and OHKOs it. Mons that can do this well are:How do you guys deal with lead weavile? I build relatively good teams and end up being destroyed by Icicile spear+beat up+ low kick coverage with technician or some other really strong ability. The only mon I've been able to see check those consistently is defesive Quaquaval