it is when your entire team revolves around it, this discussion reminds me of the swagplay discussionI've played with and around perishtrap since nearly when I started playing competitive pokemon, it is not a broken strat.
it is when your entire team revolves around it, this discussion reminds me of the swagplay discussionI've played with and around perishtrap since nearly when I started playing competitive pokemon, it is not a broken strat.
it is when your entire team revolves around it, this discussion reminds me of the swagplay discussion
then what do they provide that helps the metagame develop? Even if they aren't broken they are still over centralizingI've played with teams dedicated to it, against teams dedicated to it, with teams with just one, and against teams with just one.
None of them are broken.
A team
Real talk though, if you plan on making broad statements but don't plan on backing them up with some evidence (or at the very least a reason why you feel the way you do) then you probably shouldn't be posting about it. I like triples so I figured I'd post a few reasons. as to why I think Perish Trap was deserving of a ban:I've played with teams dedicated to it, against teams dedicated to it, with teams with just one, and against teams with just one.
None of them are broken.
Real talk though, if you plan on making broad statements but don't plan on backing them up with some evidence (or at the very least a reason why you feel the way you do) then you probably shouldn't be posting about it. I like triples so I figured I'd post a few reasons. as to why I think Perish Trap was deserving of a ban:
These in conjunction with the arguments already suggested give some pretty good reasons as to why a metagame without Perish Trap would be preferable to a metagame with it.
- The effects are devastating in Triples. As others have said, your opponent using Perish Song and then stalling you out will take care of half of your team at minimal risk to the opponent, putting you in a really bad position.
- While in a hypothetical sense, attacks can do this too, Perish Trap is much harder to safeguard against. When it comes to dealing with attacks, one has Protect/Detect, Wide Guard, Quick Guard, Rage Powder/Follow Me, and straight up switching, to name a few things, so a good team typically has many options to deal with attacks. However, dealing with Perish Trap is much harder, as it is a strategy that actively discourages interaction with the opponent (Perish Trap > Protect, switch). The only way to really answer it is to bring a Soundproof Pokemon, an Imprison Pokemon, or a Taunter, which aren't really effective options (and Taunt fails entirely if your Taunter isn't in at the time or if the opponent just puts Perish Song on something that doesn't usually carry it, so you don't think to Taunt it). These options will lead to you having a much less effective team though (with the exception of Taunt).
- One of the main flaws of Perish Trap in Doubles is that you could just use offensive pressure to prevent being set up on by playing carefully with support Pokemon. However, in Triples one could just hide their Perish Song user in a corner where they'll be safe from your most threatening Pokemon. Pairing it with an effective support mon can ensure that they get Perish Trap off very successfully and wreak havok on your team.
- It's an uncompetitive strategy in that it seeks to avoid interaction with the opponent whenever possible, making the game much more about your matchup than one that involves much skill.
I would write more but I've given up the argument. I see that I clearly can't change anyones mind, I'm not wasting more time on it.
The Immortal do what you must
Really interesting core and looks pretty fun. Never seen skarm used much outside of singles so that's cool.Here's a cool core: garchomp, skarmory, and mega gengar. The concept behind the core is simple. Skarmory goes in the middle and is immune to both gengar and garchomp's spread moves; earthquake and sludge wave. Furthermore, this leaves skarmory the opportunity to use tailwind and double the speed of the attackers. Should the opposing team just so happen to carry trick room in a feeble attempt to negate any offensive pressure, skarmory will have the ever-so-nifty taunt to make sure that trick room wont happen.
Not really imo. It hits your own pokemon & has a 30% chance to burn. Not many pokemon are immune to fire attacks as well. Risking the burn on your own pokemon is a pretty shit idea.Does Searing Shot have any viability in this ladder?
Does Searing Shot have any viability in this ladder?
I only see it being used if you're using it adjacent to a friendly heatran, which would open you up to earthquakesNot really imo. It hits your own pokemon & has a 30% chance to burn. Not many pokemon are immune to fire attacks as well. Risking the burn on your own pokemon is a pretty **** idea.
Exactly, and lando-t is one of the most prevalent mons in the format. You'd also have to be next to heatran for it to be useful so if at any point in the match you're not beside heatran it's almost a waste of a moveslot. Searing Shot is really different from EQ in that it's hard to find mons with immunities to it that don't stack weaknesses.I only see it being used if you're using it adjacent to a friendly heatran, which would open you up to earthquakes
You don't need to guess who the perish song user is. You just need to guess which mon isn't going to be protecting which can sometimes be easy because of the way protect works in consecutive turns.The real problem with Volt Switch/U-Turn is you have to correctly guess their Perish Song user -who will probably be in a corner anyway- and/or get lucky with their Protects not going off. (And if you're having everything target a different Pokemon to switch, then there's almost no chance they'll all escape, while if they're targeting the same guy, you have to get lucky)