Yes, pressure causes every move (including Haze but not struggle) to use up 2 pp.Does Pressure affect Haze? Talking about PP
Yes, pressure causes every move (including Haze but not struggle) to use up 2 pp.Does Pressure affect Haze? Talking about PP
Correction: Pressure affects every move targeting the mon with Pressure. Haze is affected, however.Yes, pressure causes every move (including Haze but not struggle) to use up 2 pp.
What keeps Protean greninja balanced in OU? (Compared to generation 6, where it was suspected and banned).
Bad. Kartana is too frail to run defog. It is better off with either all-out attacker or swords dance z-move.How good or bad is considered to be Defog Kartana in the Pheromosa's suspect meta?
Kartana has 131 Def, so it's not exactly frail. Still, literally any special attack takes it out.Bad. Kartana is too frail to run defog. It is better off with either all-out attacker or swords dance z-move.
Yeah I assume but people has been spamming Webs on my ladder like monkeys, Phero is gone (I hope forever) and Kartana can defog free on Smeargle (Mandibuzz aswell but fuck that)Kartana has 131 Def, so it's not exactly frail. Still, literally any special attack takes it out.
guan123 if you're running defog, you have to either sacrifice Smart Strike or sacrifice Swords Dance. Kartana can't really afford either of those gone, and without leftovers (because it prefers to run fightinium z), it gets worn down by physical attacks rather quickly.
What's the current state of hazards/hazard removal in the OU metagame? In ORAS, Bisharp was the primary Defog deterrent, but I know Bisharp is basically nonexistent right now. There's Defiant Thundurus, but I don't think that sees a lot of usage either. So is it just absurdly easy to keep hazards off the field? And is the primary Defog deterrent just offensive pressure? Not giving the opponent a free turn to use it?
Thank you, that's a really good primer.I don't know if you've played SM OU, but I think you're ignoring the other side of this question; namely, the lack of good hazard removal options in OU, especially now that our only good Rapid Spin user is gone.
The previous first option for Defog, Latios, is facing an entire A/A+/S rank of Pokemon that can destroy it if it tries to Defog, and it's not particularly fast by this gen's standards. Though Pursuit is less common now, it's safe to say that Latios is not a top-tier threat anymore, and I'd argue its non-Defog sets are more interesting at the moment. Same for Latias. Simply put, there are fewer Pokemon that they can threaten out and even fewer Pokemon that they can switch into themselves.
Skarmory is good on Stall, and Mega Sableye still exists (unfortunately). Neither are seen on other archetypes too frequently.
Tapu Fini is by far the most common form of hazard removal, but it struggles to beat many of the premier hazard setters, such as Ferrothorn and Protean Greninja. Even Landorus-T (and Garchomp) can dent it heavily with Z-Moves. Even if you look past these matchups, its lack of recovery means it is very easy to wear down, even by the threats it's supposed to check. Whenever I use it, I always feel like it's a matter of time before Tapu Fini dies. Regardless, Tapu Fini is good and for most offensive teams you should consider it. Misty Terrain + bulk + Taunt/NM is huge.
Defog Mega Scizor has become fairly common, especially on balance. Mega Scizor + Toxapex + Zygarde is a very strong core.
I guess lower rank stuff like Kartana, Mantine, and Mandibuzz exist, but those should only be considered for very specific teams.
Excadrill is decent right now, but as a Rapid Spin user it is rather underwhelming. Still, it's better than its competition...which is basically only Starmie, and Starmie is more or less irrelevant now.
If anything, entry hazards are better now than they ever were, especially Spikes and Toxic Spikes.
How are OU suspect tests subjects determined? Do users have any say as to what is tested?
I believe it looks a little something like this:Hey anyone got the DD zygarde set?
If Smogon has implemented this already, first pick the Hidden Power that you want, and then raise the IVs to 31 for every stat. Hope that helpsSince the bottle cap system has been introduced, how do I adjust ditto in the showdown teambuilder to make sure it gets the hidden power that I want?
It can't actually legally run hidden power in the import, and I don't know whether manually changing ivs in the teambuilder actually effects hidden power.
Sadly not this month.I don't think you have a sense for how bad the situation is. If I try to process OU logs on PS, those scripts get killed for exhausting system resources. In copying logs to my own machine, I'm maybe 10% complete, after running this for a week.
Excluding randbats (the only non-usage-based tier that sees a significant enough number of battles to make a difference) might allow me to get the usage stats out a week or two sooner, but as it stands right now, even if I focused just on OU, we wouldn't be seeing usage stats this month.