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Tier Council
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Everything posted by pachima

  1. You cannot have "fun" and "Evasion is allowed" in the same mode man.
  2. Ok boys (And ladies), allow me to input my personal view of Lucario. First of all, I too believe Lucario seems a bit too powerful for the tier. Its usage and Winrate has been superb until now and the calcs are super promising. Is it broken? At first glance so it seems. However, I am not here to vote under first glances neither to take rash assumptions based on whatever is claimed after 3-4 days of testing but instead I prefer doing my own testing as well as watching relevant matches. What did I find out? Lucario sadly isn't very consistent. Yes, it can sweep teams after set up and yes it is very hard to stop it once its set, however based on my experience as well as experience while watching tournaments, Lucario doesn't do it very consistently. Most of the time it either dies early or is saved for way too late, where it no longer does what it is supposed to do. In other words, most of the most common Pokemon don't give Lucario a proper free set up, unless under specific conditions like a locked Krookodile's crunch, which is actually the main gateway I see for an incoming Set up. Also, unfortunately Lucario without set up is pretty lacking and is pretty much a worse Heracross. Maybe I haven't played enough or spectated enough or maybe the battles I play or the ones I watch are unfortunate, but so far I haven't yet seen, in practice, Lucario being the monster people claim it to be. This of course doesn't mean I think Lucario is not broken. On the contrary, I still think it has the potential to be, but people are yet experimenting with nonoptimal sets, also other people are adapting against it with nonoptimal builds. However, from what I have experienced so far, it doesn't warrant for me, at least, a quick-ban. 2 more things I want to address, and this is as well my personal view of it: First if Lucario is able to maintain these numbers (Usage + winrate) for a week or two, I will vote to ban it, not because the Pokemon becomes Uber Offensive, but because those numbers alone are a really good indicator of a super centralizing Pokemon that just works too well. Second, in the eventual future where Porygon2 is banned, I believe it is worth to note that in such a meta Lucario will pretty much lose the most common gateway to set up, and thus it would be indirectly nerfed. Tldr; I think Lucario has the potential to be uber offensive. However, so far in practice, it is not warranting any quick-ban status and neither is it living to what people are claiming, so my decision is not yet decisive.
  3. Some people just want to watch the world burn. Others want to walk on it. - Heavy Duty Boots probably.
  4. First of all thank you for hosting this marvellous event. ign: pachima title: Icy Valley
  5. Can I get community to share their inputs (respectfully) about P2? I've been running ladder for the past few days, and across all tiers this Pokemon is probably the only one (Apart from Dugtrio) that may warrant a discussion. I don't want to elaborate much for now, but I'll just write a starting point: First it is a mon that is terribly hard to switch into with an offensive team thanks to its coverage options, an already solid special attack and access to download. Not only that but its gargantuan defenses allow it to pretty much switch against anything that doesn't pack a stabbed and powerful Fighting move. This by itself may not be considered banworthy but there is something I realized upon spectating plenty of late rounds tournaments in UU: A lot, and I mean a lot, of teams are actually awfully built and weak to a lot of common stuff, except P2 is there to fix all those flaws without any major drawback whatsoever and I don't believe that is a good thing. In sum, P2 is way way too good not to be used in bulkier teams, and even a really viable option to serve as a pivot in more offensive ones. Is it too good for UU? I am not so sure yet, although by experience I can state it is really really a pressuring point in any battle that shouldn't be considering its absurd bulk capabilities, as well as deciding games in its own commonly once the enemy runs out of their Fighting mons (Which isn't hard to do since the tier has plenty of options of those) or if they simply do not possess them. Feel free to add into this.
  6. ign: pachima preferred tiers: Whatever Competitive accolades: Irrelevant Fluff: Im bad Preferred/Least preferred managers: Idc
  7. Nah, anything is better than gen3 UU mmo.
  8. Imagine sharing 500 calcs of a Modest p2 with just 25% usage.
  9. Im losses. Good luck Peru and Chile for the rest of it.
  10. Pc is to be repaired so I have restricted time discussing this thing. (Sorry discord) Anyway, allow me to address the super average Pokemon that singlehandedly pushed most offensive stuff in NU down while pretty much shifting the whole tier to a more defensive and stagnant one, all by itself, or most of it anyway. As a comparison note, before dugtrio dropped, NU was known as a Yolo tier, where there were so many possible threatening matchups that lead to an incredible offensive tier. Now 7 out of the 10 most common pokes are defensive, and the few offensive that survived, or can survive, are either wallbreakers (because the meta shifted defensively) or Pokemon that simply care little about the trio of terror. Note I am not saying thatpre-dugtrio NU was a good tier, cause it was not, but goes to show just how relevant and ever-present in building this Pokemon is, screaming to me, at the very least, terribly centralizing. (For my beloved gbwead, Dugtrio should be problematic in every tier. But, as stated, since NU is generally much less bulky, as well as having less priority, simply makes Dugtrio slightly more problematic here than in the other tiers) Also thank you Madara for your input. Let me explain my point of view regarding it and why I believe it is not right. (No offense, I actually respect you being the only who dared to bring your opinions in the other side of the spectrum) Thank you all for my pep talk about Dugtrio. As I said before this mon is negatively restraining the tier, and usage of the most common Pokemon shows this very well. I'm not sure when I am able to discuss again, so I guess have fun.
  11. I will try to clarify something here. It is not the experience of a player in a battle that makes the games much longer/shorter (Yes, it has some impact, but imo, almost irrelevant). On the same note, winrate also doesn't necessarily correlate to the length of the games. What does correlate is the way teams are built. Let me give you an example. My games are usually around 10 mins, even against stall teams. If I gave my teams to you your games would be short, and since you aren't experienced with them, they could be slightly shorter or longer, but never long because my teams are unable to drag the game without already breaking through the enemy. Nothing changes except a more experienced player has higher success with any team than a less experienced one. By the same logic, I am sure that if I was to use your teams, my games would be long, because those teams, as you claim, are unable to break Stall and there is no amount of skill (Unless one player is a God and the other a potato) that changes this fact. Winrate should show how experience /successful a player is with any given team in a given meta. Game length is ultimately decided not by the skill put into the actual match but in the teambuilding. If you claim your team is unable to get short games, that isn't a YOU problem nor a STALL problem, it is an YOUR TEAM problem, and as such, since you dislike lengthy battles, it only means that team isn't fit for you. If you wish I can give you some teams I use. They take time to get used to it, but you'll soon realize your battles won't and can't be long. You either beat them or get beaten shortly. The only difference is the amount of success I, you or anyone can have with these teams. Hope I could clarify it.
  12. This is Wrong and you should try to listen. 6-Wall team doesn't necessarily drag the game for long. What it does is exhaust the enemy team's resources until they are unable to keep going with momento and therefore crumble. This also mean that while a Wall team against a Wall team will most likely drag, a wall team against an offensive team will not. In this latter case, either the wall team exhausts the offensive team quickly enough and wins, or the offensive team punches through the defensive team quickly enough and wins. As an offensive player, pretty much all all my games are within the 10 min mark, no matter if I face offense or defense. The problem here is not the wall teams. It is you failed to adapt your team to deal with those, and therefore lack an way to punch through the defense system, thus dragging the game. Do not ever forget a Pokemon game is played by 2 players. If your games drag for needlessly long, opposing wall teams are just part of the problem, the other part is your own team. My advice is actually try to learn and gather information, and pick wallbreakers that destroy stall. I have seen players with less than 2 months actually succeed and reach top 100, so there is no reason for you, or anyone else for that matter, to struggle where they did not. As long as you learn how to adapt, I promise you will have a much greater time playing this game. It is not easy, and you will not learn everything in 1 day or 1 week, but with some effort and adaptation anyone can do it.
  13. You bring a valid point about newer players struggling more against more defensive teams. However, just like any game, the competitive meta is, and should be, decided solely by competitive aspects, and not knowing the game isn't one of them. Examples: if I start play Yu-gi-oh and struggle against OTK decks that summon 560 monsters in half a turn, but the top players don't, it is a ME problem and the meta shouldn't, in any case, change because of it. If I start playing League, and my ADC is always rekt by the bulky bruisers with some sort of CC because I cannot successfully poke or engage at a perfect time, that is a newbie problem and shouldn't reflect the meta. I get that it may be annoying for you. It was annoying for me and for many others. But luckily you don't need to be a pro. Most of top 100 nowadays aren't even that good and if they are there, it is because they succeed. All you need to understand, for now, is that some matchups are inherently easy/hard for others. If you struggle with Wall teams, nothing prevents you from picking a taunt Hydreigon or a Banded Darmanitan, or even a mixed Dragonite or a Sheer Force Conkeldurr and destroy them left and right. Now I will try to explain why your logic is flawed with a bit of bias. I am mostly an offensive player. Most of my teams, the moment I build them, are inherently weak to Rain teams, and they make me have to go through outrageously cycles of outplays to even have a chance of winning. Does this make Rain broken? No, this means Rain has a superior matchup against my teams. So what do I have to do? Adapt, and change the team in order to be slightly more resilient to said Rain. In other words, Rain isn't problematic because it shutdowns Hyper offense, the same way full Stall isn't problematic just because it shutdowns specific balanced builds that do not pack an wallbreaker. So, all you need is to adapt. In sum, I believe anyone is entitled to their opinion, even newer guys, but I also believe newer guys should try to learn from what more experienced people say. If successful people claim Walls aren't problematic then most likely they are not and there are plenty of ways to deal with those (skillfully). The problem I see is that some (not all) newer people are just incredibly stubborn and believe Pokemon is a game where everything should work equally, and therefore their teams and their style should equally work against everything. (Trust me I used to be like this), where in reality Pokemon is simply an adapting process, where some styles are inherently weaker than others, and as such anyone, new or old, should and try to use teams that succeed against the given meta. There are also plenty of guides in these forums to check out and learn from. I hope I could send the message I wanted.
  14. Let me share my personal opinions of Dugtrio. First of all, I really love the way Zymogen has explained why this Mon isn't healthy for the tier. (I can even agree it is also not healthy in any tier, but the way it stands in NU currently is just more problematic than in other tiers) For the sake of usage itself, I'll consider the 42 most used Pokemon last month. In other words, anything 4+% usage. Dugtrio has 3 viable trapping sets, although it can do more with a support variant to rock/memento/etc. It has lackluster defenses, but it is equipped with a perfect typing and speed for the optimal job: Trapping, that is able to trap whatever it wants to trap, reliably. List of Pokemon Choice Band Dugtrio traps List of Pokemon Choice Scarf Dugtrio traps List of Pokemon Sash Dugtrio traps For obvious reasons, I will ignore meme sets that further boost its trapping capacity such as Specs Earth Power or Sash hidden power fire to trap the likes of Steelix/Escavalier. In sum, Dugtrio is able to beat almost half of the common tier, while effortlessly trapping more than one third of it. This creates a negative mentality and unhealthy pressure to any of the stated Pokemon, just like Zymogen kindly explained perfectly, while also preventing effective teambuilding, since Dugtrio alone helps any team to get rid of any Weakness they inherently possess. Furthermore, I also believe Dugtrio is overcentralizing, and has shifted the tier negatively. For instance, Houndoom and Drapion were top 5 Pokemon before it dropped, and now they are #14 and #20 respectively. Other trapped Pokemon like Typhlosion, Espeon and Zoroark have also dropped, and less relevantly Manectric. On the other hand, Pokemon that inherently immune to the trap or don't mind it have increased a lot. Finally, allow me to speak to the community. I don't agree with Munya's statistical approach, but I can understand it. Because of this I'd like the community to know that any extra feedback helps us discuss more eventual issues, not only bringing us any new issue we have not considered yet, but also to help us discuss already considered issues with new perspectives. Please add only constructive criticism, because otherwise it will not be considered, for obvious reasons. However, and I'll repeat once again, any explained input and reasoning is considered in our inner discussions, and that is why I'd welcome you, the community, to share more openly any concern you may have regarding eventual issues. TLDR; Voice your opinions. If you believe they are worth discussing, explain why. It may not look like but they are always considered and they vastly help some of us sharing different perspectives regarding any issue we face. Thank you all.
  15. without aero in his teams, that might be possible.
  16. Every third month (aka season change) cutoffs are 4,36%.
  17. IGN: pachima Country: Portugal Prefered tiers: ALL Personal note: WC = Casa de Banho
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