TLDR - heavy duty boots is a far better item, and life orb is not good for longevity in a hazard heavy meta, if not using HDB
Taking this into account, would you say that Expert Belt has more value with Life Orb being less practical? It lacks the recoil and might bluff your item once in a while. Or is that wishful thinking on my part and Darkrai and Deoxys-Speed are the exception to the "rule", rather than the norm?In addition to what DaddyBuzzwole said, there's a second factor, one which hazard uptime factors into: Life Orb is only worthwhile if it lowers the number of attacks you need to kill the enemy.
When your base damage is 40% to an enemy, Life Orb turns a 3HKO into a 2HKO. When your base damage is 60%, it turns a 2HKO at +1 into an OHKO at +1. You're taking less damage from Life Orb recoil than you would from taking an extra attack, so the item is beneficial. It's also good on a cleaner or revenge killer, where you don't know how much damage you'll need, and so more is better; needlessly taking Life Orb recoil when it wasn't required is far less punishing than leaving the enemy alive.
However, if hazards are everywhere, then any opponent not wearing HDB is going to take hazard damage and get OHKO'd at +1 anyway, or the 2HKO from a 40% hit. In that situation, all you're doing is costing yourself an extra 10% health on each attack, on top of being vulnerable to the opponent's entry hazards. The Life Orb isn't just useless, it's actually a liability.
As offensive power creep increases, there are fewer situations where the enemy would survive in the first place, which also makes Life Orb a useless item - dead from a 105% roll is the same as from a 135% roll, and between increasingly min-maxed stat spreads, wider access to boosting moves, and items like Booster Energy, those scenarios are increasingly common.
Life Orb still has its niche, but mons that appreciate it are less common. It's to the point where the item is starting to benefit from surprise value, scoring unexpected KOs.
Deo-S runs life orb almost out of necessity because its base stats are lacking- it needs life orb to have a lot of offensive presenceTaking this into account, would you say that Expert Belt has more value with Life Orb being less practical? It lacks the recoil and might bluff your item once in a while. Or is that wishful thinking on my part and Darkrai and Deoxys-Speed are the exception to the "rule", rather than the norm?
It has more value than Life Orb for sure but there's an opportunity cost to running it. The extra breaking power is nice in certain matchups but in matchups where the boost doesn't matter, you effectively don't have an item. Darkrai likes the extra breaking power into fat teams, but if it comes at the cost of being chipped by hazards by those same teams, then boots is more valuable because it also helps into other matchups. Valiant giving up Booster Speed makes it worse into offense when it's no longer out speeding everything. Zama has the same problem as Darkrai in that Leftovers, Boots, Chesto, etc all give it more consistent utility than just the matchups where belt's boost matters. Expert Belt has always been kinda unexplored but that's almost by design; an item that only functions in specific cases is of course only used in specific cases. It's up to players to decide whether those cases outweigh the more general utility that you get from more general items.Taking this into account, would you say that Expert Belt has more value with Life Orb being less practical? It lacks the recoil and might bluff your item once in a while. Or is that wishful thinking on my part and Darkrai and Deoxys-Speed are the exception to the "rule", rather than the norm?
Where can I read about why suspect reqs were made harder? I’ve seen the post annoying the change, but not the discussion leading up to it.
Thanks. While I understand there was a large group calling for harder reqs, I wish Ausma was listened to more. Newer/inexperienced players really don’t have an avenue to attempt reqs.Partially Implemented Thread 'SV OU Suspect Reform'
So as finch alluded to in the mess of a kyurem suspect thread, there are ongoing discussions about changing voting reqs and I would like to weigh in with a proposal: adding 2 gxe points to the current system, allowing reqs to overlap and possibly implementing a game & alt maximum.
The gxe requirement seems most logical and clean cut to me. Using Excel I found out that the average GXE was about 78.3% on the top500 ladder. Keep in mind lots of people are playing casually, memeing, and in general clicking hard and the average is still 78.3%. Yes there are high outliers in the high 80s low...
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I’d argue this is, unfortunately, by design. Not to alienate newer players or inexperienced players, but rather those without sufficient level of play and understanding — that is the brutally honest core of the issue.Newer/inexperienced players really don’t have an avenue to attempt reqs.
I of course don’t mean fresh players. Ausma mentioned players in the 1600-1750 range. I think that range probably has a decent understanding of the meta. I’m in that range and definitely don’t even have a chance at reqs now.I’d argue this is, unfortunately, by design. Not to alienate newer players or inexperienced players, but rather those without sufficient level of play and understanding — that is the brutally honest core of the issue.
I will say though that the GXE floor has been the same and the amount of people who have gotten reqs has been virtually the same, but it does take a few more matches.
Players in the 1600-1750 range can absolutely make 1750 if they can get to 80 GXE, which was already the minimum before we changed reqs. The change did not impact rigor so much as force players to play 3-5 more games against high ladder opponents using real teams rather than reqs being almost only against low ladder.I of course don’t mean fresh players. Ausma mentioned players in the 1600-1750 range. I think that range probably has a decent understanding of the meta. I’m in that range and definitely don’t even have a chance at reqs now.
it's quite simple: Most of the pokemon in OU just simply don't need it. Kingambit's ability literally gives it a free choice band if its the last mon alive, you don't need a life orb boost to cleave through everythingGiven how steep power creep has been this generation, and the relative prevalence of entry hazards and other forms of residual damage, chip damage on offensive pieces can be ill-afforded, perhaps moreso than any generation before, especially chip damage voluntarily accepted and entertained by running Life Orb.
Outwith Sheer Force cases, it gets a little harder to justify running over a choice item, or Booster Energy for those that can use it, or even Boots to avoid chip damage from hazards
Still fun on CM clefable to catch people unawareWhat do you guys think happened to life orb? It seems non existent in SV OU
this is the kind of cooking i hope we see more of. never even considered spd gap could live hits like that. only issue is gholdengho, who makes you cry with this set. Defo gotta pack smth for that if u run thisI’m back from the lab with a brand new, specially tailored Gapdos set.
Zapdos-Galar @ Leftovers
Ability: Defiant
Tera Type: Fairy
EVs: 248 HP / 8 Def / 196 SpD / 56 Spe
Careful Nature
- Bulk Up
- Brave Bird
- Thunderous Kick
- Substitute
Enough speed for modestand if you tera Fairy,
’s Moonblast can’t break sub.
can’t OHKO and you OHKO back. Anti-Stall unit, can beat
if [
] gets a headstart. Beats
and obviously
(base).
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yeah for sure. every team needs like 2 or 3 good ghold checks or lure coverage because Ghold is one of those mons where if you don’t prepare for it either purposely or accidentally, it’ll bully the whole teamthis is the kind of cooking i hope we see more of. never even considered spd gap could live hits like that. only issue is gholdengho, who makes you cry with this set. Defo gotta pack smth for that if u run this
personally i prefer knock over temper flare. it's a stronger immediate punish if you predict the balloon ghold switch-in and serves as a generally better click than temper flare if it's non-balloon or something else switches in. temper flare's nice and all, and i especially fw it on sun, but i really like how well knock off can ease the burden of prediction in the tusk-ghold matchup. luv me midgrounds, simple asAt least Gholdengo is the easiest mon in Pokemon history to lure. All you have to do is try to remove hazards and it'll come in on a suicide run to stop you. Booster Attack Great Tusk usually does a pretty good job, and Temper Flare crushes the balloon variants that are most popular these days.
Give me your slightly unorthodox moves/sets for common OU mon. I'm talking like Thunderbolt/Flamethrower Dragapult type shit, I need some heat for a team but I am unsure what to fill some slots on it just yet and I want to be inspired.![]()