I will make a Pokemon of you 2.0 [Welcome to the Sun/Moon Meta: Video Warriors]

A bit better yeah. Fight’s counters tend to be heavier in Special Defense than Defense. However…

Of the three defense weaknesses only Flying would be hit by a 2x typing disadvantage with Thunder Punch. Similarly for the five attack weaknesses only Bug would suffer against Fire Punch. Using their STAB would probably win out against type match ups weak against Electric/Fire/Ice unless it was a 4x. And Normal typing attacks is their typical choice for getting around bad typing (aside from Ghost which would need another type or a Foresight-like move).

Sort of!

To really kick ass a pokemon needs moves that have a STAB (same type attack bonus) modifier.

So, you want your hitmonchan to be rocking at least one heavy-hitting Fighting move. The elemental moves will get a x1.5 bonus against types that are weak to them (about 3-5 types each), but Fighting moves on a Fighting Pokemon would get a x1.5 bonus against 12 of the 18 types + another x1.5 bonus against the 5 types weak to Fighting.

So, giving your hitmonchan a nice spread of elemental punches isn’t a bad idea, but you need to make sure you have at least one STAB Fighting move.

Another thing to keep in mind is that punching a Fire pokemon with a STAB Fighting move will do just as much damage as punching it with a Water move–provided the moves do the same damage. Well, as it turns out elemental punch moves all have 75 Base Power, and the Fighting move Drain Punch also has 75BP with the added bonus of healing you for 1/2 the damage you do. (Another option is High Jump Kick, which has a monstrous 130BP, but cuts your health in half if you miss–10% chance of that).

So, what does all this mean? It means that Drain Punch is always better than an elemental punch except against types resistant to Fighting, that includes Flying, Poison, Bug, Pyschic, and Fairy. So,if you want to give your hitmonchan an elemental spread, you should try to cover those types.

Edit: *Ymer pointed out later in the night that I made a really dumb error here, but I don’t feel like rewriting this analysis quite yet. I think the conclusions I come to still work, but for the record: the supereffective bonus modifier is actually x2, not x1.5. So Drain punch is not equal to the elemental punches when they have type advantage. So, the rest of my logic after this is based on a shakey premise, but it still works well enough.

This is probably a good time to emphasize that I’m not a super-poke-master. I’m just a fan of the competitive meta, and I’m getting more and more familiar with the specifics involved. The great thing about this thread is that it gives me an excuse to look things up and thinking things through. In this case I wrote wrote these posts pretty quickly, mis-remembered the exact bonus ratios, and didn’t double-check. These sorts of bonuses are pretty fundamental to the game, though, so I feel pretty dumb for forgetting how one of them works.*

Beating the Spread

So, how can we best cover these five types with our three remaining move slots?

Well, Rock can take out Flying and Bug and Hitmonchan has three decent Physical Rock moves.
But Fairy, Psychic, and Poison don’t overlap at all. So you kind of have to prioritize what you’re scared of.

Poison resists Fighting, but it isn’t strong against it. So, a HItmonchan with a move strong against Poison would have no type-reason to run from a Poison 'mon. Poison is only weak to Ground and Psychic. Hitmonchan doesn’t have any Physical Psychic moves, but it does have access to Earthquake, one of the best Ground-type moves. So Earthquake seems like a good move to use.

Psychic and Fairy, on the other hand are strong against Fighting. Since HItmonchan isn’t a speed demon you’re ultimately probably better off switching out against these match ups.

To take on a Psychic, you’d need Dark, Poison, or Ghost moves, but unfortunately, Hitmonchan doesn’t really have any viable ones…

But! Hitmonchan does have Bullet Punch, a Steel move which would be strong against Fairies that has low attack power but +1 priority. So, it would almost always go first. Would it OHKO a Fairy that might OHKO you? Probably not… But hey: makes more sense to have that than Fire Punch, which will do equal damage to Drain Punch without the heal bonus.

So, based on all that, this might be a good build in the spirit of your childhood dream, updated for the modern 18-type meta.

Of course, one thing we’ve left out of all of this is Hitmonchan’s abilities. In XY Hitmonchan has access to the ability Iron Fist, which boosts every punch move by 20%. That’s a pretty significant modifier!

So what does this mean for our build? Well, most of the punches are elemental, and if we’re going to go elemental, we might as well take down Flying with Thunder and Bug with Fire, just as Grim Sweeper mentioned. So, it seems like your childhood dream actually makes a lot of sense…

Note that you could swap out Bullet Punch or Thunder Punch for Ice Punch. It gives you coverage against Grass and–more importantly–Dragon, and it does the full 75BP damage. Actually, it’s a much better choice than Thunder Punch, because it also covers Flying, but I through I’d keep the build OG RBY to fulfill your fantasies. Of course, Ice Punch lacks the priority of Bullet Punch, and doesn’t cover Fairies. But realistically, you should probably swap out against a Fairy anyway. A more common choice for pirority would be Mach Punch, which has STAB and +1 priority.

After some testing, I might say it’s better to invest fully in Speed than Defense. Bug is weak against Fighting, so I’m thinking you can take the hit against a fast Bug and take it out with Fire Punch, but even at max speed, you’re probably not going to outspeed a Flying type. So you might as well have the Defense stat to take that super-effective hit. But sometimes testing reveals stuff you weren’t expecting.

Also, if I had my druthers, I’d probably work Earthquake in there, even though its not a punch. It would be nice to have that Poison coverage, and since EQ has a higher BP than the punches (at 100BP) it’s not that much weaker than the boosted punches.

So, my ideal type-coverage build, outside of your specifications, is probably:

Ymer’s Compromise (Hitmonchan) (M) @ Leftovers
Ability: Iron Fist
EVs: 252 Atk / 252 Def / 4 Spe
Adamant Nature

  • Drain Punch
  • Fire Punch
  • Ice Punch
  • Earthquake

Mach Punch is tempting, but I like the idea of being a threat to bug-types.

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I think young me would be fine with the narrative that Hitmonchan simply punches the ground really hard to unleash the Earthquake. Real cool job this.

Wait, is this right? That attacking a Pokemon’s elemental weakness only gives a x1.5 damage boost? I feel kind of bad questioning this after you made this really cool thing but I always thought it was a x2 boost. I can’t seem to find any info that this was changed in later gens. Is this unique to Pokemon Showdown to keep things more balanced? Maybe I’m misunderstanding something?

Ugh, no you’re right: I was moving too fast and being a total idiot.

So obviously that shifts things around. Supereffective is Double and STAB is only x1.5. So a STAB move is still worth having for the STAB+SE stack, but my comparison is was definitely screwy.

Ugh, feel really dumb right now. Not your fault for pointing it out of course.

Man, that definitely changes my analysis, though I think the outcome might be about the same… You have to remove the bit where I claim we only need to focus on what’s not covered by the Fighting move. That’s still a good way to narrow things, but you could also consider whether there are certain types you want to take out.

But…yeah. I think I’d still drop Thunder Punch. It really depends on the rest of the team. If you need to check Water, then you fit Thunder back in there.

:servbotsalute:

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Pokemon is infinitely more complicated now than it has ever been. I feel like if I were to even try and get back into it I’d have to do immense reading to even have a basic understanding. Plus the fact that there are just too many Pokemon to keep track of anymore.

I do enjoy watching the occasional vid or reading this thread quite a bit though. Even if I don’t understand all the acronyms.

@sleepysmiles, as Select Button’s biggest fan of giant, wobbly-eyed twee-ness, it didn’t take me long to reallize that your poke-tulpa would be celebi, the Cal-Arts-eyed spirit of the forest which exists throughout time, spreading life and good vibes throughout Pokeplanet.

As a celebi, you have a lot of options, but the question is always exactly what path to pursue–what lifestyle will ultimately bring you peace of mind? Like mew, all your base stats start at 100, and–while you don’t have the ability to learn every HM and TM like Mew–you have enough useful moves to point to a number of viable builds. Heal Bell and Wish give you potential as a cleric. And yet your somewhat vulnerable typing doesn’t make you necessarily the best option for that. You have access to Nasty Plot (raises your Special Attack by two levels) and Sword Dance (raises your Attack by two levels), Recover, and some pretty good STAB moves, so it’s tempting to make you a set-up Sweeper with almost the same build as Kilroy. And yet, you’re not quite that blood-thirsty.

Sure, you’re a naturally compassionate, empathetic ‘mon, but it’s not like you’re a total martyr. And you’re not a complete push-over either. If someone is being a jerk, you’ll make sure they know it. And yet your goal isn’t to dress people down just to build yourself up. Pulled in two directions, with so many move and only four move slots, you have the potential to be many things to many people. But how can you just be you?

sleepysmiles (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 Spe
Timid Nature

  • Substitute
  • Leech Seed
  • Baton Pass
  • Giga Drain

Maybe you just have to take stock of yourself. As a Grass/Psychic type, you’re naturally very in-your-own-head and you have a tendency to avoid confrontation. When others are aggressive, sometimes your first instinct is to curl inward. At times like this, it’s good to have your Substitute handy. Sure, you’ll take 25% damage, but it’s often worth it to protect yourself from the potentially greater danger of your aggressor, and–honestly–if anybody’s going to hurt you, it’s going to be you. Sometimes that’s the most control you can have in life.

But just because you’re turtling a bit, that doesn’t mean you’re purely on the defensive. As a Grass type, you’re partial to Leech Seed, a move that drains 1/8th of your target’s HP and gives it to you. Along with your Leftovers, this replenishes about 19% of your HP after one turn, nearly making up for the 25% you spent on your Substitute. With your Speed maxed out, you’ll get you Substitute up before you’re attacked most of the time, and with your HP maxed out, this should give you a turn to either set up a new Substitute (once the old one is broken) or call in an ally with Baton Pass.

To some, moves like Substitute or Leech Seed might seem selfish. You’re wrapped up in your own reaction to things, trying to find a safe place for yourself in a bad situation. But the reality is that the better you treat yourself, the more equipped you are to be there for others. Baton Pass allows you to switch out, passing to your ally any buffs you’ve given yourself, including Substitute. So, after setting up both Subsittue and Leech seed, you can bring in an ally with no risk to their safety. Substitute takes a hit for them (maybe two if they’re bulky), and Leech Seed heals them until the enemy switches out.

Of course, if you already feel in control of the situation, you can always just use Giga Drain–your Special Attack STAB move that heals you for 50% of the damage you deal, ensuring that you stay in the match long enough to jump in whenever your teammates need a quick pivot. If someone’s in peril, you don’t mind taking the hit, because–ultimately–you’re more resilient than some of your teammates. You take some hits hard, but over the years, you’ve figured out more than one way to build yourself back up.

It’s a funny thought, but–in a way–the more you dread conflict, the more you prepare yourself for it.

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i finally got around to reading mine thoroughly and it’s difficult to emphasize how much you totally nailed it, @BIGHEADMODE.

Awesome! Yeah, I figured you just didn’t see the alert on the Discourse feed or something. Glad you like it! Incidentally, you’re one of the top-tier contenders in your format on Showdown, and your typing pairs well with others so you’ll likely end up on a lot of SB teams!

Yeah, okay. Okay, yeah. Uh-huh, yeah, okay, yes.

That’s one of my favorite monsters/movesets actually. Nice w/u tmkf thanx!!

@CourierRice, like all of us, it took a lot of growing up for you to become who you are today. But more than most, your self conception is inextricably linked to the path of your personal growth. When you were a little ‘mon, many mistook you for a newborn hatchling, and as an adolescent you retained a childlike air that–in retrospect–may have protected you from some of the expectations of aging. Now, more or less fully developed, you still feel like you’re growing–a quality which manifests in an internal playfulness that allows you to find wonder in the oft-overlooked minutiae which underlies the perfunctory. Your non-threatening demeanor may lead some to underestimate you, but–of course–they do so at their own peril. For Togekiss is a force to be reckoned with.

While you may seem like the get-along type with your better-than-average defenses and access to support moves like Heal Bell, your true niche lies in a more proactive sort of support. Your impressive 120 base Special Attack pairs well with your decent Speed, offering plenty of potential as mid-game all-rounder. But your real secret is the synergy between your movepool and the fantastic ability Serene Grace.

SG doubles the chance that an attack’s secondary ability will trigger. This means that if an attack has a 10% chance of poisoning the opponent, for you, it will have a 20% chance. Or, if we’re being real about it, it means that we’re going to give you Air Slash, a moderately powerful STAB attack with a 30% chance of flinching the target. That means that if you attack first, you have a 60% chance of the opponent not even being able to take their turn. That is huge. That is free turns. In the glass 50% psychology of a poke-battler, a 60% chance of a status might as well be 100% (whereas a 70% chance of a move hitting means it’s nearly worthless). If you don’t get flinch, fine: you still attacked. If you do get flinch; awesome. Awesome, awesome, awesome, with infinite future chances for 60% odds at awesome.

CourierRice (Togekiss) @ Leftovers  
Ability: Serene Grace  
Shiny: Yes  
EVs: 4 Def / 252 SpA / 252 Spe  
Timid Nature  
- Air Slash  
- Nasty Plot  
- Thunder Wave  
- Soft-Boiled

On top of that, we can give you Thunder Wave, a useful move that technically every pokemon can learn via TM. Thunder Wave paralyzes the target 100% of the time (unless they’re Electric-type), meaning they have their Speed stat is dropped by 25% and they have a 25% risk of losing their turn. This means that you can paralyze your opponent outright, making you faster than almost anyone you can face (with your Speed maxed out). They then have a 25% chance of losing their turn, with every attack you land they have an additional 60% of losing their turn. It’s starting to look very bad for your opponent.

Of course, you’re not invincible. Your Flying half fears Rock and Ice, whereas your Fairy side fears Steel and Poison. But most of all, you should avoid Electric ‘mon. You’re as weak to them as the former types, but they’ll also tend to edge you out in Speed, and they can’t be paralyzed. Overall, you’re just better off without that sort of manic energy in your life, so pull out when the situation becomes charged.

We’ll round out your move set Soft-Boiled, a remembrance of your egg days that heals 50% of your health, and Nasty Plot, which can raise your Special Attack by 50% and turn you into a true Sweeper, if you get the chance to set up.

Altogether, your a strong ‘mon with a lot of potential: solid stats, a good moveset, a great gambit, and the potential to Sweep. It all comes down to what you do with it.

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@boojiboy7, my first thought when pokemonifying you was to come up with some reference to devolution. However, the gag wasn’t really there, so I was left to consider your other qualities

Q: Are we not ‘mon?
A: You are mamoswine.

While a giant,hairy pig-elephant might not seem like a flattering caricature at first glance, I ask you to reserve offense until you’ve considered two factors: 1) Utility to the team 2) Overall badassitude.

When it comes to utility, you will always have a place as the keeper of the Ice attacks. Ice is coveted thing in the OU metagame. Until the Fairy type was introduced in this generation, it was Dragon’s only weakness other than another Dragon. And it has a 4x effectiveness against ubiquitous Ground/Flying powerhouse Landorus (which only has one other weakness) as well as a 2x bonus against the dangerous Thundurus.

Unfortunately, Ice types tend to be rather fragile. They’re weak to Fighting, Steel, and Fire–three very popular types, and the only thing they resist are…Ice. As a result, many teams find it most efficient to simply assign an ice move to an unexpected pokemon. It won’t have the STAB modifier, of course, but it’s still 2x effective, and it has the element of surprise.

But here’s where you come in. As a mamoswine, you’re pretty damn bulky with an an impressive 110 base HP, and decent defensive stats. Your ground typing gives you an immunity to Electric attacks, which makes you immune to paralysis, and–here’s the kicker–your ability Thick Fat makes you resistant to Fire and Ice–Fire being one of your most obvious and ubiquitous weaknesses. Add to that your excellent 130 base Attack and surprisingly decent Speed, and it’s clear that you’re a very competitive pokemon in the OU metagame.

Now, while you’ve clearly got a lot going for you off the bat, and you contribute a lot to the team, you still can’t quite escape your past. With your combined typing, you’re still weak to Water, Grass, and Fighting–prevalent types with heavy-hitters of their own. When it comes to Water and Fighting, you’re best to run, and even though Ice technically has type advantage against Grass, I’ve run the numbers, and overall survivability against a strong Grass type isn’t looking good.

boojiboy7 (Mamoswine) @ Leftovers  
Ability: Thick Fat  
EVs: 120 HP / 252 Atk / 136 SpD  
Adamant Nature  
- Ice Shard  
- Earthquake  
- Icicle Crash  
- Stealth Rock

Still, with Ice Shard, a +1 priority move, you can reliably OHKO Landorus every time–risk free, and with Earthquake as your powerful and 100% reliable Ground STAB, you can dispatch any Fire pokemon who might forget your Thick Fat resistance. Icicle Crash is the no-brainer for your non-priority Ice STAB, but your fourth slot leaves us some options. Knock Off would be my normal go-to, since it’s a huge hassle for the opponent and a heavy hitter with some useful type advantages (if the enemy has an item, it does double damage and knocks it off). However, it’s also worth noting that you have access to Stealth Rock, a very important move in 6-on-6 battles.

In competitive 6-on-6, switching out is constant. You switch out if a type comes in that could OHKO what you have in, obviously, but this also creates a prediction game. Given the RPS nature of the game, it’s common to switch in a pokemon to scare away your opponent’s current pick, then immediately switch in a different pokemon. To an extent, one player can attempt to dictate the rhythm of the match with their switch-ins, and many would argue that making these kinds of calls is the essence of any “skill” that might be at the heart of the game.

Stealth Rock is a popular entry hazard. Once set, it stays on the field for the whole game (unless cleared by one of two uncommon moves) and does damage based on type (it’s a rock attack) to every pokemon that switches in. This is huge. It penalizes switching, and also narrows the margin of a OHKO. It’s common to say, “That’s an OHKO after Stealth Rock damage,” and take the latter part as a given. So, almost every team packs this move, and yet so far on the SB team we haven’t really had the opportunity to slot it in. Kilroy and sleepysmiles can technically both use it, but they’ve got too much else to do.

So, all this to say that unless someone else has it later, you will probably be our Stealth Rock dude. This is a bit of a bummer, since you would otherwise have a completely attack-oriented set, and you’d be able to wear an Assault Vest which would double your Special Defense, allowing me ot invest further in your HP and make you truly tanky. So, as a nod in both directions, I’ll post both builds. Ultimately, I’d rather give someone else Stealth Rock, so we can save you as a mid-game Wallbreaker and Dragon threat (rather bringing you out first), but we’ll just have to wait and see if anyone in the community is the devious hazard-setting type.

boojiboy7 (Mamoswine) @ Assault Vest  
Ability: Thick Fat  
EVs: 248 HP / 252 Atk / 8 SpD  
Adamant Nature  
- Ice Shard  
- Earthquake  
- Icicle Crash  
- Knock Off

So there you have it booj: you’re a straightforward all-rounder with a propensity for conflict that belies a wrasslin’ spirit. You’re a hulk who can intimidate, but taken as a whole, you’re a cuddly lump, reliable in a pinch and fierce in your loyalty.

Not gonna lie, this is legit, so no offense taken.

It’s like you wrote my horoscope and nailed it, so good job. I will miss my status as MissingNo. but we all must learn to move on.

God, I really wish you could play as MissingNo.on Showdown or trade them forward to the new games.

I would love to have a team of all MissingNo. variations.

I think their stats are somewhat unpredictable, but it’s common to have an incredibly high attack stat and then a 0 base stat for Defense or Special (which becomes non-zero as you level).

I was worried that I didn’t have enough history on the forums to work with but this is really cool and good and flattering, thank you!

Well, I think we’ve had enough interactions that I have a certain sense of you. Obviously, I can’t profess to have a deep personal knowledge, but some combo of cold reading and horoscopy-ness hopefully at least shows some thought.

I basically choose these by looking at a pokemon on and thinking, “Yep, that reminds me of [poster].” If I don’t have anything in mind, I’ll look down a type list, since I’ll often have a broad type association, based on my read of the poster’s personality. I also consider whether a moveset matches a personality.

For instance, I could have made u_u a Physical attacker or Special. I chose special, since that’s broadly aligned with intellect, and he’s a scholar by trade.

One of my emergent disappointments with this project is that so few of you are devious assholes. It would be nice to have some tricky 'mon to work with. And we have way too many Fighting types so far! Too many volunteers like fighting games, and maybe part of it is the humanoid physiologies.

In some cases, I would love to give someone a build that I consider most optimal, but it doesn’t quite match their personality; so I try my best to match them while also making them formidable.

You are, FYI, one of the best 'mon on the team, but that doesn’t necessarily ensure that you will be the most heavily used. Like I’ve said before, Mikey has completely surprised me with his usefulness. I actually have a game-changing upgrade for all monsters that I can’t believe I didn’t think of before (I’ll post about it another day). I want to play with ArOne and Evan more. I will probably build a team around Ronnoc as a Sweeper. I think she’ll need a lot of protection, but she is super-threatening with the proper synergy. Actually, Ronk might pair nicely with her.

I was going to wait a little longer to do this, but–what the hell–consider this a preview match.

My last post got me interested in throwing together an SB team, oriented around Ronnoc as the Physical Sweeper. All told, it turned out pretty well. In theory, the team has no general type weaknesses, though you don’t really know until you test it live.

It’s getting late, so I just played one match. But it ended up being a surprisingly nice back-and-forth, and I thought it might be a good illustration of modern poke-battling.

Just click here to see the match play out in real time. The default is the sped up version, which allows you to watch the whole match in about three minutes and still follow what’s going on.

Maybe I’ll play some more battles with this team this week, and if I’m noticing a good balance, we can make this SB’s first official team!

Battle Post Mortem:

Overall, I was a bit sloppy, partially because it was a new team and partially because I’m a mediocre battler. We had a a pretty significant type advantage going into this, so it honestly probably shouldn’t have been this close. Still, I didn’t really make any major mistakes. I just could have been more aggressive, left some of you in longer, and pushed my advantages more.

All told, the team synergy was decent, but I’ll have to see how you fair against an uphill battle.

@boojiboy7, I used you as the opener to get Stealth Rock out early. It proved to be very effective, punishing switch-outs for my opponent and letting me dictate the pace of the battle until zhe threw out some Toxic Spikes that really spooked me into being conservative with my switches. Ultimately, I should have kept you alive longer, because you were the only answer to the opponent’s jolteon (as Ground type, you were immune to all of it’s attacks), but you were the least important when it came to taking down the bulk of the opponent’s team, so I used you as a pivot, taking the poison spikes and ultimately sacrificed you to keep the momentum I needed to take down that Gengar. Without your sacrifice (and Shrug’s after you), it’s very likely we could have lost.

@CourierRice, remember when I said you fear quick electric 'mon? Honestly, I let the opponent chase me all over the place with that jolteon, and I probably should have just taken a stand with booji. The reality is that the opponent was terrified to bring out zher Dragonite until you (and Ronk) were dead, but eventually just gave up. You were an excellent threat and when the time came, you dispatched it as prophesied, despite the fact that you didn’t actually have any Fairy moves to OHKO it with in the first place. Since you’re flying, you were also immune to the Toxic Spikes, which was awesome. Had the opponent dropped Stealth Rock, it would have been a very different story.

@drobe, I consider you damn near heroic in this battle. You were my go-to, my rock. Nothing on the opponent’s team scared you, and you were immune to the Toxic Spikes that threatened to be our gradual undoing. I’m honestly not usually this switch happy, but you were great for confusing the opponent. In retrospect, I could have kept you in vs. that tentacruel, but I thought for sure the opponent would switch out. Anyway, you were vital to this battle.

@shrug, I used you to trick a ghost to death. And then I let an electric cat murder you, on purpose. There were never reinforcements, shrug. There were never reinforcements.

@Ronk, I was basically reserving you for the whole battle, because you are walking dragonsbane, and that jolteon and venusaur were pretty threatening for you. I knew from the start you would be late game, but I didn’t plan to use you for your priority move, totally against type. After losing booj, taking down that Jolteon was proving to be a bigger problem than I thought. It would go first against the entire team, and it had a powerful STAB move. If you didn’t have a priority attack and an extremely strong Attack stat, we might have been screwed.

@Ronnoc, whelp. It turns out that your comrades were so good at protecting you, that you didn’t even have to fight. Honestly, that’s how a match is supposed to go, but I was hoping to test you a bit. You would have been immune to that Toxic Spike, and you would have been faster than jolteon (though weak to its Thunder, so would have to come in after a sacrifice). But if everyone else can handle it, it’s just best to save you for last, since you could probably have taken down three weakened enemies on your own. If Ronk didn’t have a priority move, that’s actually how it might have gone down. Luckily, you have Protect, which would have allowed you to mega-evolve without consequences, so I know you would have been able to do it.

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Select Button.

SELECT BUTTON.

This may be the best team I have ever played with.

8-game streak. The final match was lost by a hair in a final showdown scenario.

The best part is that we were very rarely on the ropes, even as we climbed the ranking into the area where teams getting intimidating and players get good. We had two rage quits from experienced players. The team just always had what we needed when we needed it. Nearly perfect synergy and excellent teamwork all around!

Y’all might notice that I swapped @shrug for @Rudie. I did this specifically because I realized we didn’t have a good answer to talonflames. Talonflames are, in my opinion, one of the most threatening 'mon in the OU meta, simply because they have an incredibly powrerful move that will always go first, barring one exception. Rudie, carries that one exception: Extreme Speed, the only +2 Priority move in the game. Some other 'mon have this move, but Rudie is also resistant to all of Talonflames STAB attacks and bulky enough to always survive the exchange.

Basically, shrug held a strong niche in the team, but I thought it was worth having an answer to this one specific pokemon. And boy did it pay off. I think at least half the battles tonight involved talonflames, and I believe Rudie killed all of them. I was pretty happy with that decision.

In other news, two small adjustments to the team (made after the streak):

  • I’m swapping Ronnoc’s Fury Cutter for X-Scissor. Fury Cutter is a Bug STAB that starts weak and doubles in strength everytime you use it, until it’s the strongest Bug move. Pretty cool, but I really just need Ronnoc to burst forth with OHKO’s.

  • Switching @drobe’s Thunder for Thunderbolt. The latter is a big weaker but 100% reliable. In one of tonight’s battles I missed with Thunder four times, because it’s got 70% accuracy. I was pretty surprised that I hadn’t packed Thunderbolt in the first place. I usually never go for low accuracy moves.