Question: Are you afraid of the potential future ban on Sleep, particularly the consequences for Amoonguss and Breloom?
Not at all personally. I think it's a big change for sure and I'm against it on principle but I do not think it's that big of a change for UU. Amoonguss still has Regenerator at the end of the day and will be able to run Stun Spore like most of them did in the end of SS UU Metagame.Question: Are you afraid of the potential future ban on Sleep, particularly the consequences for Amoonguss and Breloom?
I'm responding to this on the premise that this is an argument about hazard stacking as a whole based on your opening sentence, but from reading your post it seems to mostly just be about TankChomp so I'll focus a good amount on that anyway. I view hazard stacking in two ways, one being the HO lead variants and the other being your usual bulky offense/balance variants.Hello there fellow UU enjoyers. I'd like to open a debate with this post about something problematic in my eyes in the current metagame which is Entry Hazards stacking, especially Entry Hazards stacking teams based around TankChomp.
Garchomp @ Rocky Helmet
Ability: Rough Skin
Tera Type: Ghost / Water / Fairy
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Dragon Tail
- Earthquake
I think this set is currently one of the bane of this tier. Many teams are made around this Pokémon and I think it allows massive progress against so many teams/cores. The lack of Pokémon which can remove Entry Hazards allows those teams to handle the few Pokémon we have and to maintain Entry Hazards on the field. Iron Treads and Quaquaval can't bypass Sinistcha and even some HOs are adapting right now with things such as Air Ballon Ceruledge which is able to position itself against Iron Treads with ease. I think many Pokémon are threatening right now because TankChomp allows chip damage to an extreme extent on their checks thanks to either Entry Hazards or the combinaison of Rocky Helmet + Rough Skin. This is a point of view I'm sharing with Amane Misa (if I'm not mistaken) so I'd like to see if we're the only ones thinking Garchomp may be an issue for the tier development. Not to mention that Garchomp can also be played as a dangerous setup sweeper thanks to SD + Loaded Dice Scale Shot or a great HO Lead with Focus Sash, however I think that while those sets are great and/or super threatening, they're not as problematic as TankChomp which on its own provide so much utility and progress vs many teams.
I do think, if ceruledge is banned, the hazard stack issue will be neutered slightly. While sinistcha can be scary, rapid spinning with the threat of ceruledge coming in is far more scary. Sinistcha and tankchomp also share some key flaws, like an ice weakness and a lack of reliable recovery, meaning that teams can adapt to threaten these key weaknesses, like having ice coverage on their spinners or using their own spikes/toxic spikes. Ceruledge, on the other hand, takes advantage of tankchomps weaknesses to pivot into ice/fairy moves and set up, potenitally ending games on the spot. Naturally ceruledge's ban would make this situation void, making it easier to handle these teams.Hello there fellow UU enjoyers. I'd like to open a debate with this post about something problematic in my eyes in the current metagame which is Entry Hazards stacking, especially Entry Hazards stacking teams based around TankChomp.
Garchomp @ Rocky Helmet
Ability: Rough Skin
Tera Type: Ghost / Water / Fairy
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Dragon Tail
- Earthquake
I think this set is currently one of the bane of this tier. Many teams are made around this Pokémon and I think it allows massive progress against so many teams/cores. The lack of Pokémon which can remove Entry Hazards allows those teams to handle the few Pokémon we have and to maintain Entry Hazards on the field. Iron Treads and Quaquaval can't bypass Sinistcha and even some HOs are adapting right now with things such as Air Ballon Ceruledge which is able to position itself against Iron Treads with ease. I think many Pokémon are threatening right now because TankChomp allows chip damage to an extreme extent on their checks thanks to either Entry Hazards or the combinaison of Rocky Helmet + Rough Skin. This is a point of view I'm sharing with Amane Misa (if I'm not mistaken) so I'd like to see if we're the only ones thinking Garchomp may be an issue for the tier development. Not to mention that Garchomp can also be played as a dangerous setup sweeper thanks to SD + Loaded Dice Scale Shot or a great HO Lead with Focus Sash, however I think that while those sets are great and/or super threatening, they're not as problematic as TankChomp which on its own provide so much utility and progress vs many teams.
It definely hurts Amoonguss.Question: Are you afraid of the potential future ban on Sleep, particularly the consequences for Amoonguss and Breloom?
what is tankchomp check & counter that you said obvious?Regarding the discussion about TankChomp, here are the points that have been convincing me it is unhealthy to some extent:
Below are the ways to deal with TankChomp (not talking about checks and counters, which are pretty obvious at this point, but about ways to deal with it setting up hazards):
- TankChomp can fit into every playstyle
- Thanks to its great natural bulk and Speed, TankChomp has a good matchup against the vast majority of the common physical attackers, which can provide it with multiple opportunities to set up hazards without much risk
- Thanks to its high base Attack and ability with the back of Rocky Helmet, no viable Rapid Spin user can freely spin when TankChomp is alive and healthy
- The lack of recovery doesn’t matter much if TankChomp is used on a fast paced Offense team. If used on Balance, it can easily get healed by Wish Alomomola, the best staple on Balance teams in the tier
To sum it up, TankChomp can set up hazards relatively easily in most scenarios, can fit into every playstyle, and the ways to deal with it are either restrictive or are not worth most of the time. As a result, TankChomp has been feeling overwhelming and unhealthy for me to some extent.
- Defog Mandibuzz and Galarian Weezing
- Iron Treads can Rapid Spin and die to Earthquake, or take Rocky Helmet + Rough Skin, assuming TankChomp isn’t Tera Ghost or there is no spinblocker paired with it
- Heavy-Duty Boots spam
You're playing it wrong. Garchomp should always go for EQ on the first turn vs Treads because if it does, it ensure that Iron Treads can't Rapid Spin on it on the second turn (thanks to Rocky + Rough Skin chip damages). If Treads uses Ice Spinner and TankChomp EQ, then you have removed the Rapid Spin user and your Garchomp is still alive, so you'll still be able to eventually set Rocks/Spikes during the game, sac it or heal it with Wish + slow Flip Turn from Alomomola.what is tankchomp check & counter that you said obvious?
I personally use iron tread with stealth rock and ice spinner as suicide lead to face tankchomp
turn 1 : both setup rock
turn 2 : ice spinner vs spikes (tread hurt by rough skin & potential rocky helmet but garchomp heavily damaged (252 Atk Iron Treads Ice Spinner vs. 252 HP / 0 Def Garchomp: 332-392 (79 - 93.3%) -- guaranteed 2HKO))
turn 3 : rapid spin vs earthquake (tread is dead (0 Atk Garchomp Earthquake vs. 0 HP / 0 Def Iron Treads: 234-276 (72.8 - 85.9%) -- guaranteed 2HKO))
though tread is dead and chomp still alive, your advantage is having rocks on field, then you can just kill remaining hp of garchomp with any fast special attacker, iron moth for example can get 50% boost from fiery dance
The thing is, we don't know if the garchomp is bulky or offensive?You're playing it wrong. Garchomp should always go for EQ on the first turn vs Treads because if it does, it ensure that Iron Treads can't Rapid Spin on it on the second turn (thanks to Rocky + Rough Skin chip damages). If Treads uses Ice Spinner and TankChomp EQ, then you have removed the Rapid Spin user and your Garchomp is still alive, so you'll still be able to eventually set Rocks/Spikes during the game, sac it or heal it with Wish + slow Flip Turn from Alomomola.
If it's offensive, the Garchomp player will always try to scout for Ice Spinner (if it's a good player at least with decent knowledge about the metagame). Your replays are from around ≈1300 elo which is low even for lower tiers. Also if it's offensive Sash Lead Garchomp, the issue is always the same, EQ can OHKO Treads on a roll and if you're using Ice Spinner you're also KO while Garchomp is at 1 HP.The thing is, we don't know if the garchomp is bulky or offensive?
if its offensive, treads have higher chance to OHKO it with its better speed, unless the chomp have focus sash
252 Atk Iron Treads Ice Spinner vs. 0 HP / 0 Def Garchomp: 332-392 (92.9 - 109.8%) -- 56.3% chance to OHKO vs 252 Atk Garchomp Earthquake vs. 0 HP / 0 Def Iron Treads: 282-332 (87.8 - 103.4%) -- 18.8% chance to OHKO
I mainly play aggresive screen HO with sash Tread as a lead and have no problem facing chomp on turn 1
Some example of my replay :
- https://replay.pokemonshowdown.com/gen9uu-2032303595-0gx8x4hkptojclkszaqdb1t4v7f6fr0pw (chomp gets lucky 18% OHKO roll but my sash Tread revenge it with 56% roll, Tread did rocks, Chomp did nothing)
- https://replay.pokemonshowdown.com/gen9uu-2032322159-79pf5lfoe0h7ufni84shahckos9sgx1pw (I don't know how can liquidation does 62%, lol. But my tread gets bad roll so chomp is still alive. Weakened chomp can easily be killed with resisted hit like heat wave tornadus-t)
- https://replay.pokemonshowdown.com/gen9uu-2032335078-8xd4b4u0mulg47k7kyv7cqqof7zefjppw (stupid chomp using SD in front of Tread and get critted as a result, lol)
Yes, the 3 replay showing atkchomp, not tankchomp, Usually tankchomp is not used as a lead vs my team on preview. But trust me, Ice spinner Iron Treads is good vs Garchomp
Yes I mostly played at low ladder with many alt, I'm afraid to go higher than 1400, lol. I'm done with ice spinner treadIf it's offensive, the Garchomp player will always try to scout for Ice Spinner (if it's a good player at least with decent knowledge about the metagame). Your replays are from around ≈1300 elo which is low even for lower tiers. Also if it's offensive Sash Lead Garchomp, the issue is always the same, EQ can OHKO Treads on a roll and if you're using Ice Spinner you're also KO while Garchomp is at 1 HP.
You forgot the GOAT, AVWhile has it's checks you often see teams bring multiple checks in a single team. Most often cited are Steel types like Jirachi and Metagros who either get chunked by Shadow Ball or outright die to Fire Blast. Azumaril is immune to Dracos which makes it great against Specs but I find to overall a rather shacky check, it needs a sizeable SpDef investement on vest to not get 2HKO'd by Specs Luster Purge and Fears SpDef drops, moreover Latios has the option to run Thunderbolt and specs Tbolt always 2hko's Full SpDef Vest Azu if rocks are up. Other Checks include Assault Vest and who have their own issues.
Funnily enough I watched replays with for the post but I dont believe there is one where the two mons coexistYou forgot the GOAT, AV
I think behind Ceruledge, Latios is the most imposing threat in the tier right now. Obviously, Latios has a grab-bag of coverage moves as pointed out in the post above. These coverage moves (Aura Sphere for Empoleon; Shadow Ball for Jirachi; Surf for Treads) make Latios extremely unpredictable to deal with. The effectiveness of this coverage is compounded by the fact that most Pokemon pair well with Latios - meaning it is harder to assess from team preview what the Latios set might be (is it Specs to be a wallbreaker or CM sweeper?).@Szark: Latios is a mon with incredible freedom in it's sets. It can choose between amazing offensive items in Choice Specs or somewhat less powerful Soul Dew that doesn't lock it into any move. Psychic and Dragon are good neutral coverage that allow it to run an extreme variety of moves. Thunderbolt, Surf, Flip Turn, Trick, Calm Mind, Recover, Memento are all moves that have been seen in Tournaments and that's not even all it has since in early days it used to run Aura Sphere and can theoretically run Shadowball or Fire Blast.
i really think incinearor is better as a pivot with parting shot and knock offHello guys, could this set be any good?
Incineroar @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Fairy / Fighting / Steel
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Power Trip
- Drain Punch
- Flame Charge / Trailblaze