(Jasking Off, if you will)
To finally kill the "monopolization" of the metagame thread, this will be the Ninjask/Sand Attack/Speed Pass thread.
Why does Ninjask warrant such discussion?
The combination of the Ability Speed Boost and Baton Pass makes for an extremely polarizing style of play that is arguably uncompetitive and widely scorned by the player base. It forces extremely linear lines of play that aren't really seen outside of RBY. The semi-recent discovery of Sand Attack as the 4th move on this set increases the polarization of Ninjask games tenfold by restricting consistent phazers even further to 3 pokemon tiered as OU, and some decent but otherwise super niche UUBL and below pokemon.
Why does Sand Attack warrant such discussion?
Other than being blatantly uncompetitive, the discovery of a style of play consisting of 4 trappers and 2 tracers which semi consistently takes games to the turn 1000 cap brought Sand Attack into main stream ADV discussion.
Why does Speed Pass warrant such discussion?
At this time, it really doesn't, but due to the questionable at best old gen tiering policy wanting to avoid complex bans for whatever reason, it's shoehorned into the Ninjask discussion because realistically that's what's gonna be on the chopping block.
To finally kill the "monopolization" of the metagame thread, this will be the Ninjask/Sand Attack/Speed Pass thread.
Why does Ninjask warrant such discussion?
The combination of the Ability Speed Boost and Baton Pass makes for an extremely polarizing style of play that is arguably uncompetitive and widely scorned by the player base. It forces extremely linear lines of play that aren't really seen outside of RBY. The semi-recent discovery of Sand Attack as the 4th move on this set increases the polarization of Ninjask games tenfold by restricting consistent phazers even further to 3 pokemon tiered as OU, and some decent but otherwise super niche UUBL and below pokemon.
Why does Sand Attack warrant such discussion?
Other than being blatantly uncompetitive, the discovery of a style of play consisting of 4 trappers and 2 tracers which semi consistently takes games to the turn 1000 cap brought Sand Attack into main stream ADV discussion.
Why does Speed Pass warrant such discussion?
At this time, it really doesn't, but due to the questionable at best old gen tiering policy wanting to avoid complex bans for whatever reason, it's shoehorned into the Ninjask discussion because realistically that's what's gonna be on the chopping block.