I started learning about competitive battling in the DP development phase. At the forum I went to, one of the things drilled into me was a team "goal". To this day, that idea still eludes me. There have been a good number of threads on this subject before, but they all just sort of touch on it, and none have really satisfied me or given me my answer, so I decided to make my own.
Information on the necessity of team goals was posted, and is still floated, here, and I'll be addressing this thread a couple of times. The thread itself is a bit outdated, but the idea inside looks good. Was some of the team goal idea simply a comparison to advance? I didn't play competitively in Advance, so that might be the reason I don't understand.
Is Surgo's sticky saying "you can't counter everything, so don't bother"? I don't think that's the case, it's most likely suggesting that mounting the offensive in DP is the proper way to go. I can't wrap my head around offensive teams. Actually, teambuilding as a whole baffles me. I feel that I need to work towards a goal, but I don't know what that goal is! Offensive teams, especially, confuse me, since they ruin the idea of building teams in small, achievable steps. I usually think about what my team so far is particularly weak to, weigh weaknesses and resistances, see what I need to counter, and then choose the Pokemon I think helps me satisfy those needs. With an offensive team, I'd be overwhelmed because that idea of "countering" seems to be thrown out the window, and that basically opens up too many options to deal with. I'm not asking how to build an offensive team (perhaps a reason for a future thread/reading some old threads), just if this is what a team goal is meant to be.
Does the thread mean that gimmick teams, like Rain Dance and Trick Room teams, have the advantage against "standard" teams? Recently, I've realized that this probably isn't it what Surgo was getting at, though it's been the definition I'm using for a while. Teams based around weather (like Sandstorm teams) or a certain move (U-turn teams) would fit this idea, but I'm not sure if that gimmick, though in some ways, "unifying", puts the team one step ahead of the status quo.
Does "a central, unifying strategy" imply that a team should clear the way for one Pokemon to sweep? People have varying ideas here; this version of a "goal" has been the most discussed one in some threads similar to this one. This idea is probably the most popular one, though it has it's critics. The team Surgo posted a couple posts down in his sticky used Magnezone to clear the way for a DDNite sweep. This seems like an effective way to build a team, but how do you build a team that consistently and effectively gets rid of certain threats (barring trappers, and even then, Shed Shell exists)? On paper, if you switch in a Pokemon that can threaten whatever your opponent has, they will just switch out instead of falling to your moves, and the cycle will continue forever, with both sides endlessly switching in counters. This generally doesn't happen in battles, but the problem is with building teams to beat certain threats, rather than knowing how to predict properly, or "think long-term". What I mean is that getting rid of Pokemon is something you do when actually playing the game, not really when you're building your team. "Lures" are one way to do this. Some people also attack this idea of a team goal by saying a team is useless after the Pokemon it was designed around faints. I disagree with this. DDNite generally doesn't want to come in unless it's sure it has a sweep. Besides, the Pokemon setting up shouldn't be the only one capable of doing damage. I don't think that this is what a team goal is, because using the words "central, unifying strategy" instead of "remove a certain Pokemon's counters" implies that there must be more than this.
Was the treatise on newly posted teams posted simply so we could all have leave to start running Ash theme teams? :P This might make for some interesting warstories (hats off to ChouToshio), but probably isn't the answer I'm looking for.
I'm not posting this in order to understand every user's personal way of building teams. I'm posting this in order to ask specific people the question in the title, so that I can gain the tools I need to overcome this concept hindering me when I build teams. I really want to know Surgo's opinion, or the thoughts of anyone who was pushing this concept in pre-DP (I wasn't active here at the time, so I don't know who that would've been), so I "get it" "straight from the horse's mouth". So is there a concept floating around that I haven't grasped? Or is the treatise on newly posted teams simply outdated pre-DP theorymon? I'd like to know.
Information on the necessity of team goals was posted, and is still floated, here, and I'll be addressing this thread a couple of times. The thread itself is a bit outdated, but the idea inside looks good. Was some of the team goal idea simply a comparison to advance? I didn't play competitively in Advance, so that might be the reason I don't understand.
Is Surgo's sticky saying "you can't counter everything, so don't bother"? I don't think that's the case, it's most likely suggesting that mounting the offensive in DP is the proper way to go. I can't wrap my head around offensive teams. Actually, teambuilding as a whole baffles me. I feel that I need to work towards a goal, but I don't know what that goal is! Offensive teams, especially, confuse me, since they ruin the idea of building teams in small, achievable steps. I usually think about what my team so far is particularly weak to, weigh weaknesses and resistances, see what I need to counter, and then choose the Pokemon I think helps me satisfy those needs. With an offensive team, I'd be overwhelmed because that idea of "countering" seems to be thrown out the window, and that basically opens up too many options to deal with. I'm not asking how to build an offensive team (perhaps a reason for a future thread/reading some old threads), just if this is what a team goal is meant to be.
Does the thread mean that gimmick teams, like Rain Dance and Trick Room teams, have the advantage against "standard" teams? Recently, I've realized that this probably isn't it what Surgo was getting at, though it's been the definition I'm using for a while. Teams based around weather (like Sandstorm teams) or a certain move (U-turn teams) would fit this idea, but I'm not sure if that gimmick, though in some ways, "unifying", puts the team one step ahead of the status quo.
Does "a central, unifying strategy" imply that a team should clear the way for one Pokemon to sweep? People have varying ideas here; this version of a "goal" has been the most discussed one in some threads similar to this one. This idea is probably the most popular one, though it has it's critics. The team Surgo posted a couple posts down in his sticky used Magnezone to clear the way for a DDNite sweep. This seems like an effective way to build a team, but how do you build a team that consistently and effectively gets rid of certain threats (barring trappers, and even then, Shed Shell exists)? On paper, if you switch in a Pokemon that can threaten whatever your opponent has, they will just switch out instead of falling to your moves, and the cycle will continue forever, with both sides endlessly switching in counters. This generally doesn't happen in battles, but the problem is with building teams to beat certain threats, rather than knowing how to predict properly, or "think long-term". What I mean is that getting rid of Pokemon is something you do when actually playing the game, not really when you're building your team. "Lures" are one way to do this. Some people also attack this idea of a team goal by saying a team is useless after the Pokemon it was designed around faints. I disagree with this. DDNite generally doesn't want to come in unless it's sure it has a sweep. Besides, the Pokemon setting up shouldn't be the only one capable of doing damage. I don't think that this is what a team goal is, because using the words "central, unifying strategy" instead of "remove a certain Pokemon's counters" implies that there must be more than this.
Was the treatise on newly posted teams posted simply so we could all have leave to start running Ash theme teams? :P This might make for some interesting warstories (hats off to ChouToshio), but probably isn't the answer I'm looking for.
I'm not posting this in order to understand every user's personal way of building teams. I'm posting this in order to ask specific people the question in the title, so that I can gain the tools I need to overcome this concept hindering me when I build teams. I really want to know Surgo's opinion, or the thoughts of anyone who was pushing this concept in pre-DP (I wasn't active here at the time, so I don't know who that would've been), so I "get it" "straight from the horse's mouth". So is there a concept floating around that I haven't grasped? Or is the treatise on newly posted teams simply outdated pre-DP theorymon? I'd like to know.