Friday, 13 January 2017

Through the eyes of a madman



17 in a nutshell



This is pretty much going to be a notebook of how I see the format and how I feel it is played along with how to 'succeed' in it. Now I'm hardly experienced in this format, fluking day 2 with a crappy Mudsdale team and freezing everyone gave very little insight for me so I've had to sit on PS and figure it out there instead (PS lol I know) Whilst I'm not 16 levels of confident yet, I feel I've improved slowly since London and hope to continue. This is literally just a notebook of opinions, nothing is fact or false, take it and interpret it how you wish :]


So if anyone's ever spoken to me this year about the format I'll probably of told you it's rubbish and that 16 is better. In truth that's just because this metagame isn't established yet and is changing literally every day so it's hard to keep up whereas 16 had a 'big 6' fairly early making it easier to build.
I also tend to avoid serious talk and prefer using shitmons. But its serious time now (with some shitmons thrown in of course) 


London day 1-2 differences.

Now I say a lot that day 1 and 2 were completely different metagames. This was the case at worlds and London so I expect it to be the case in every instance of day 2.
Day 1 of London had some defensive teams but I played mostly more offensively based teams, this was fine as I also had an offensive team with Porygon 2 as a literally backbone. This made it through day 1. When day 2 rolled on, EVERYTHING I played was soooo defensive and fat. I had to accept I didn't have the firepower to break through and resorted to Toxic stalling. To a degree this worked but the team was incredibly out of place and didn't last long. P2 as a backbone was effectively snapped in 4 pieces never to be seen again.

Post London this started a trend of defensive teams dominating all over the ladder and many (myself almost included) deciding that offense was doomed and to join the bulk train and Toxic everything out. For myself this lasted about 30 seconds because defensive play honestly bores me and I live for ludicrous calcs and massive damage. And what do you know, at the time of writing (early January) offense is back on the rise and we have some sort of balance between the forces. And then there's balance as an archetype on its own which is a bit lost right now. 

Notice the terms 'Defensive, Offense, Balance' These are all typically singles terminology and I'm using them because I honestly think this format has the same feel as OU in gen 6. It's probably flowchartable (hello vgc16) in how certain team styles struggle against others. I guess I should define the archetypes before I actually say anything :v


Defensive: 
These teams focus on being unbelievably fat and have switch ins to most common attacks, they slowly wittle you down with weaker attacks or status. They typically have one 'nuke' Pokemon like Tapu Lele to bust through threats to the team.

They commonly feature:
Celesteela,Gastrodon,Arcanine,Milotic,Marowak,Garchomp,Any Tapu.

From experience against these teams. Strong yet underappreciated  Pokemon, like Nihilego and a supporting partner can blow through these teams with relative ease. They can win through strong play of course but its more of a struggle. Underappreciated Pokemon being able to beat certain archetypes handily shows hope for the format for more obscure Pokemon to come out and take the spotlight, similar to Vikavolt coming out at the moment. These teams also tend to fall to pieces when a key member is KO'd. So aim to KO early if you want to win quickly. Pro tip: Aim for the Fire type.

An example would be something simple yet hard to accomplish like koing Marowak so your Koko can freely fire off Thunderbolts. Naturally your opponent isn't going to let that happen and it opens up doors of possibilitys. If you should lose your Koko then Marowak isn't going to be as important to KO and your focus should shift to something else, IE Celesteela/Milotic. Marowak will still be a threat, but its no longer hindering your team as much as it was earlier on.




Balance/Offense:

I'm pairing these together since its hard to distinguish between them. Balance isn't just Offense with a Toxic Gastrodon and a Celesteela thrown on. It's hard to explain but you'll know one when you see them. I guess it could be described as a team that doesn't focus on either Offense or Defense massively but has features from both. These teams are naturally harder to just beat but often tend to be weak to stronger teams that blow the backbone away. Rain and Kartana/Scarf Lele can beat down on most teams in this category so watch out! (I like these teams too much to let them be beat by rain)
A good way to approach these is to beat them at their own game. Be more offensive than the defensive ones and outlive the more offensive ones. Since they lack the same overall offense and defense of other archetypes it can be hard for them to keep up.

They commonly feature Pokemon from both Hyper offense and Defensive styles such as:
Kartana,Gastrodon,Garchomp,Tapu's, Arcanine, (literally any Pokemon)




Hyper Offense:

A team with an average defense stat of 70 and an average attack of 130+ these hit harder than you'd like. They don't seem to care about switch ins and will often sac a mon to get a free switch into another hard hitter. Endgames are important for them, often trying to win with Lele or Kartana when a team is weakened. Fortunately these teams are easy to pin down if you can make a member a sitting duck and make it incredibly hard to switch out. A very similar mentality to 16 is applied when I face these. Timing KO's as to not get swept up by the monster's hiding in the back.Harder Trick room teams also fall under this archetype relying entirely on strong mons outspeeding and finishing the game as quickly as possible. Status effects, especially burn can really hinder these teams. Also, an early KO on a huge threat can leave the whole team unable to answer certain Pokemon. IE: Koing Kartana T1 and having Gastrodon. 

Commonly featured Pokemon: 
Kartana/All Tapu's, Aerodactyl,Tapu Koko,Slow Trick room reliant Pokemon such as Drampa and Torkoal.





All in all, I'm probably full of crap and just rambled nonsense, but I think the key to success in this format is identifying just what archetype your opponent has/is likely to have and adapting game to game. Obvious sounding I know but if you actually think about it, it makes a bit of sense? 
It's hard to adjust from 16 where you archetypes were based on uber pairings like Xdon,Xray,Ydon etc. You actually have to work out whats going on on preview again and I like this. It makes things harder certainly but this is a good thing.
Similar to 16 however, I think its important to find what you're good with and stick with it all year unless something drastic happens in the metagame to prevent you. Personally, I'll be sticking to Balance with a bias towards Offense because I enjoy my silly calcs and don't like games going on too long. More likely to get myself haxed and not my opponent that way!

I dont think there's a right or wrong way to approach archetypes in this format, Literally choose whatever you feel suits you best and roll with it. 

-Matt


Obligatory shitmon you really shouldnt use!





























Wednesday, 4 January 2017

Zed moves


Definitely not zzz moves!



Z moves were arguably one of the biggest new features in generation 7, especially in competitive play. While there was much confusion behind them at first we now (for the most part) understand how they work and what they do. What we still don't know however, is the best practical use of one. Given that they effectively cause a mon to lose an item its very important to get it right when choosing one. Do you opt for a status Z move? A coverage Z move to KO a threat to the team. A STAB Z move or just an all out nuke? Another frustration with players is having a key Pokemon sniped off the field by a Z move they didn't expect, especially in BO1 play where this often leads to a game loss. I'll try and cover all the 'common' Z moves and even some interesting ones that don't see much play but could definitely see usage.


Waterium Z :

Waterium Z as a held item will allow the usage of Hydro Vortex if the user has a water type attack. The power will vary depending on the original power of the move, with popular moves Waterfall,Liquidation and some Hydro Pump used as the base. 

Common users include:

Gyarados + Waterfall = Hydro Vortex BP 160

Gyarados is often seen with this Z crystal as a way to increase the power of its best Stab move Waterfall. In conjunction with a boost or 2 from Dragon Dance, this Z move has the potential to rip most of the format a new one. Even resistances to Water will take heavy damage from this attack

+1 252 Atk Gyarados Hydro Vortex (160 BP) vs. 0 HP / 0 Def Garchomp: 208-246 (113.6 - 134.4%) -- guaranteed OHKO

+1 252 Atk Gyarados Hydro Vortex (160 BP) vs. 188 HP / 60 Def Celesteela: 183-216 (93.3 - 110.2%) -- 62.5% chance to OHKO

+1 252 Atk Gyarados Hydro Vortex (160 BP) vs. 252 HP / 0 Def Politoed in Rain: 189-222 (95.9 - 112.6%) -- 75% chance to OHKO


Golduck + Hydro Pump = Hydro Vortex BP 185

Golduck falls under the 'Nuke' category of Z moves. Given the BP of Hydro Vortex coming off of Hydro Pump and the typical rain boost on top of it, it can KO almost any Pokemon it hits at least neutrally. Be aware of Golduck launching off one of these and try to Protect through it. Once it loses the Z move it loses a fair bit of offensive presense (Its still no slouch)

252 SpA Golduck Hydro Vortex (185 BP) vs. 252 HP / 0 SpD Celesteela in Rain: 190-225 (93.1 - 110.2%) -- 62.5% chance to OHKO

252 SpA Golduck Hydro Vortex (185 BP) vs. 252 HP / 4 SpD Garchomp in Rain: 217-256 (100.9 - 119%) -- guaranteed OHKO

252 SpA Golduck Hydro Vortex (185 BP) vs. 252 HP / 0 SpD Tapu Lele in Rain: 171-202 (96.6 - 114.1%) -- 81.3% chance to OHKO


Araquanid + Liquidation = Hydro Vortex BP 160

Araquanid also falls under the 'Nuke' category from its ability Water Bubble doubling the power of its Water type attacks. Whilst the BP is only 160, it is actually much much higher and capable of destroying Pokemon through resistances. 

252+ Atk Water Bubble Araquanid Hydro Vortex (160 BP) vs. 0 HP / 0 Def Garchomp: 211-249 (115.3 - 136%) -- guaranteed OHKO

252+ Atk Water Bubble Araquanid Hydro Vortex (160 BP) vs. 252 HP / 0 Def Goodra: 134-158 (68 - 80.2%) -- guaranteed 2HKO

252+ Atk Water Bubble Araquanid Hydro Vortex (160 BP) vs. 252 HP / 0 Def Oranguru: 241-285 (122.3 - 144.6%) -- guaranteed OHKO


Grassium Z:

Whilst not the most common type of Z move. Bloom Doom is probably the strongest available due to its most common user being Tapu Bulu. Wood hammer is the base for Bloom Doom when available and Leaf blade as the alternative for Kartana should it choose to run it.


Tapu Bulu + Wood Hammer = Bloom Doom BP 190

The purpose of this Z move is simple. Smash something so hard whats left would leave children in tears. On top of Bulu's massive base 130 attack stat, and Wood Hammer is the Grassy Terrain boost, effectively giving Bulu a Choice Band base 190 STAB attack. The calcs manage to be hilarious and unfunny at the same time. If you get hit by this attack, you're likely to be turned into mush.

252+ Atk Tapu Bulu Bloom Doom (190 BP) vs. 252 HP / 252 Def Garchomp in Grassy Terrain: 219-258 (101.8 - 120%) -- guaranteed OHKO

252+ Atk Tapu Bulu Bloom Doom (190 BP) vs. 252 HP / 88 Def Eviolite Porygon2 in Grassy Terrain: 178-211 (92.7 - 109.8%) -- 62.5% chance to OHKO

-1 252+ Atk Tapu Bulu Bloom Doom (190 BP) vs. 0 HP / 0 Def Gyarados in Grassy Terrain: 217-256 (127.6 - 150.5%) -- guaranteed OHKO

+1 252+ Atk Tapu Bulu Bloom Doom (190 BP) vs. 0 HP / 0 Def Psyduck in Grassy Terrain: 1412-1664 (1129.6 - 1331.2%) -- guaranteed OHKO (RIP DUCK FREN)


Firium Z:

Firium is another rare type of Z move. This is likely due to the lack of viable Fire types that wouldn't prefer another item. Marowak is restricted to Thick Club and Arcanine would rather have a healing berry. More offensive Arcanine and Talonflame can choose to run it though so be aware!


Arcanine + Flare Blitz = Inferno Overdrive BP 190

Arcanine's decent attack stat paired with a base 190 STAB attack will chargrill every Pokemon that thinks it can stay in to take the usual Flamethrower. Mostly used as a snipe it also finds use in KOing neutral targets that the team might otherwise struggle with. 

252 Atk Arcanine Inferno Overdrive (190 BP) vs. 252 HP / 252+ Def Celesteela: 204-242 (100 - 118.6%) -- guaranteed OHKO

252+ Atk Arcanine Inferno Overdrive (190 BP) vs. 252 HP / 0 Def Oranguru: 190-225 (96.4 - 114.2%) -- 81.3% chance to OHKO

252 Atk Arcanine Inferno Overdrive (190 BP) vs. 4 HP / 0 Def Tapu Koko: 165-195 (113 - 133.5%) -- guaranteed OHKO


Talonflame + Flare Blitz = Inferno Overdrive BP 190

Talonflame isn't a very common Pokemon anymore, and its damage output is lacklustre even with the Z move. Its still worth noting that they can and often do run a Z move. Be it Fire or Flying. Stay safe out there.

252 Atk Talonflame Inferno Overdrive (190 BP) vs. 252 HP / 4 Def Tapu Bulu: 210-248 (118.6 - 140.1%) -- guaranteed OHKO

252 Atk Talonflame Inferno Overdrive (190 BP) vs. 188 HP / 60 Def Celesteela: 218-258 (111.2 - 131.6%) -- guaranteed OHKO

252 Atk Talonflame Inferno Overdrive (190 BP) vs. 4 HP / 4 Def Tapu Lele: 148-175 (101.3 - 119.8%) -- guaranteed OHKO


Psychium Z:
Whilst not many Pokemon run this Z move, the ones that do are common and hit stupidly hard with it. Shattered Psyche (with its cool animation) literally sends mons into the void where they can join me for the rest of their days. Tapu Lele and Raichu-A are the common offenders here, both potentially receiving a boost from Psychic terrain!


Tapu Lele + Psychic = Shattered Psyche BP 175

Similar to Bulu in how its a stupidly overpowered nuke move designed to rid the field of almost anything. If Lele hits this attack in its respective terrain, you better clench and hope its on a resisted hit or your beloved Pokemon is getting sent to the shadow realm. Seriously watch out for this one.

252+ SpA Tapu Lele Shattered Psyche (175 BP) vs. 252 HP / 252+ SpD Tapu Bulu in Psychic Terrain: 184-217 (103.9 - 122.5%) -- guaranteed OHKO

252+ SpA Tapu Lele Shattered Psyche (175 BP) vs. 0 HP / 4 SpD Assault Vest Garchomp in Psychic Terrain: 186-220 (101.6 - 120.2%) -- guaranteed OHKO

252+ SpA Tapu Lele Shattered Psyche (175 BP) vs. 248 HP / 8 SpD Magnezone in Psychic Terrain: 133-157 (75.5 - 89.2%) -- guaranteed 2HKO


Raichu-A + Psychic = Shattered Psyche BP 175

Raichu-A is commonly used alongside both Lele and Koko to fully abuse its ability and new typing. Shattered Psyche in E terrain will outspeed and OHKO opposing Tapu Koko and under Psychic terrain will chunk everything massively. Not Lele levels of power but enough to leave a dent.

252 SpA Raichu-Alola Shattered Psyche (175 BP) vs. 4 HP / 0 SpD Tapu Koko: 153-181 (104.7 - 123.9%) -- guaranteed OHKO

252 SpA Raichu-Alola Shattered Psyche (175 BP) vs. 252 HP / 0 SpD Tapu Bulu in Psychic Terrain: 190-225 (107.3 - 127.1%) -- guaranteed OHKO

252 SpA Raichu-Alola Shattered Psyche (175 BP) vs. 0 HP / 4 SpD Garchomp in Psychic Terrain: 205-243 (112 - 132.7%) -- guaranteed OHKO


Buginium Z:

Buginium is incredibly rare and only really seen on one Pokemon. The lonely Scizor. Scizor will use X-Scissor to create Savage Spin Out, a strong Bug type attack that's purpose is to maul Oranguru before it can set up T-room. It also does a hefty chunk to anything neutral due to Scizor's massive attack stat!

252+ Atk Scizor Savage Spin-Out (160 BP) vs. 0 HP / 0 Def Garchomp: 157-186 (85.7 - 101.6%) -- 12.5% chance to OHKO

252+ Atk Scizor Savage Spin-Out (160 BP) vs. 252 HP / 252+ Def Oranguru: 252-296 (127.9 - 150.2%) -- guaranteed OHKO

252+ Atk Scizor Savage Spin-Out (160 BP) vs. 252 HP / 0 Def Muk-Alola: 190-225 (89.6 - 106.1%) -- 37.5% chance to OHKO

Dragonium Z:

The few Dragons in the format typically have something better to do than drop a Dragon super nuke.
Garchomp prefers Groundium, Drampa doesn't care and Goodra has its vest. This leaves Salamence however to pick up the reigns as premier Draco dropper this year, and this Z Draco leaves a scar. While its not picking up all the ohko's, it's leaving everything with a sliver or in range of something else to pick up with a spread attack like EQ. Ultimate wombo combo Z move.


Salamence + Draco Meteor = Devastating Drake BP 195

252 SpA Salamence Devastating Drake (195 BP) vs. 148 HP / 0 SpD Arcanine: 178-210 (96.7 - 114.1%) -- 81.3% chance to OHKO

252 SpA Salamence Devastating Drake (195 BP) vs. 0 HP / 4 SpD Gyarados: 147-174 (86.4 - 102.3%) -- 12.5% chance to OHKO

252 SpA Salamence Devastating Drake (195 BP) vs. 252 HP / 0 SpD Marowak-Alola: 178-210 (106.5 - 125.7%) -- guaranteed OHKO


Groundium Z:

Groundium is a huge Z item for certain Pokemon and teams to have. Allowing access to Tectonic rage is incredible, not only for its massive damage output, but because it's single target as well allowing teammates to attack next to you without taking damage from EQ! The common EQ users in the format can be found with this crystal from time to time. While not the most common item on the users, its always a possibility. 


Garchomp + Earthquake = Tectonic Rage BP 180

Garchomp is once again a key Pokemon in the metagame with its strong overall stats and stupid typing. The lack of Flying Pokemon both help and hinder it. It means it can hit almost any Pokemon for damage but can't EQ safely very often. Tectonic Rage fixes this for one turn only, allowing it to nuke a target without hurting its partner. This is huge in battles and can turn into a win very quickly if pulled off. Its also not weakened by Grassy terrain so it can be used to circumvent Bulu if needs be.

252 Atk Garchomp Tectonic Rage (180 BP) vs. 252 HP / 4 Def Marowak-Alola: 284-336 (170 - 201.1%) -- guaranteed OHKO

-1 252 Atk Garchomp Tectonic Rage (180 BP) vs. 252 HP / 0 Def Arcanine: 246-290 (124.8 - 147.2%) -- guaranteed OHKO

252 Atk Garchomp Tectonic Rage (180 BP) vs. 252 HP / 0 Def Muk-Alola: 390-458 (183.9 - 216%) -- guaranteed OHKO


Krookodile + Earthquake = Tectonic Rage BP 180


Same thing as Garchomp but you trade power and speed for Intimidate. The calcs are similar however.

252 Atk Krookodile Tectonic Rage (180 BP) vs. 252 HP / 0 Def Muk-Alola: 360-426 (169.8 - 200.9%) -- guaranteed OHKO

-1 252 Atk Krookodile Tectonic Rage (180 BP) vs. 252 HP / 0 Def Arcanine: 228-270 (115.7 - 137%) -- guaranteed OHKO

252 Atk Krookodile Tectonic Rage (180 BP) vs. 0 HP / 0 Def Garchomp: 150-177 (81.9 - 96.7%) -- guaranteed 2HKO



Fightinium Z:

This Z crystal sprung up during London and the aftermath as a tool used mainly to crush Porygon-2. Due to the high power of the base moves, All Out Pummeling is one of the strongest Z moves available and will deal heavy damage to anything that doesn't resist it.


Hariyama + Close Combat = All Out Pummeling BP 190

252+ Atk Hariyama All-Out Pummeling (190 BP) vs. 0 HP / 0 Def Garchomp: 177-208 (96.7 - 113.6%) -- 81.3% chance to OHKO

252+ Atk Hariyama All-Out Pummeling (190 BP) vs. 252 HP / 156 Def Eviolite Porygon2: 210-248 (109.3 - 129.1%) -- guaranteed OHKO

252+ Atk Hariyama All-Out Pummeling (190 BP) vs. 252 HP / 0 Def Oranguru: 204-240 (103.5 - 121.8%) -- guaranteed OHKO

Pheromosa + High Jump Kick = All Out Pummeling BP 195

252 Atk Pheromosa All-Out Pummeling (195 BP) vs. 252 HP / 0 Def Oranguru: 208-246 (105.5 - 124.8%) -- guaranteed OHKO

252 Atk Pheromosa All-Out Pummeling (195 BP) vs. 0 HP / 0 Def Garchomp: 181-214 (98.9 - 116.9%) -- 93.8% chance to OHKO

252 Atk Pheromosa All-Out Pummeling (195 BP) vs. 252 HP / 156 Def Eviolite Porygon2: 216-254 (112.5 - 132.2%) -- guaranteed OHKO

Rockium Z:

Seen almost exclusively on Gigalith and occasionally Bulu as a coverage option (not common enough to cover) The animation is hilarious and relatable, it also hits really really hard off of Gigaliths gargantuan attack stat!

Gigalith + Stone Edge = Continental Crush BP 180

252+ Atk Gigalith Continental Crush (180 BP) vs. 252 HP / 156 Def Eviolite Porygon2: 108-127 (56.2 - 66.1%) -- guaranteed 2HKO

-1 252+ Atk Gigalith Continental Crush (180 BP) vs. 0 HP / 0 Def Gyarados: 278-330 (163.5 - 194.1%) -- guaranteed OHKO

252+ Atk burned Gigalith Continental Crush (180 BP) vs. 252 HP / 0 Def Arcanine: 208-246 (105.5 - 124.8%) -- guaranteed OHKO


Weird Z moves to watch out for:

Z Mirror Move increases the user's Speed by 2 stages and the move stolen is now a Z move. Users: Tapu Koko?

Z Splash raises the users attack by 3 stages! Users: Mimikyu, Gyarados

Z Hypnosis raises the users speed by 1 stage. Users: Xurkitree 

Z Trick Room cannot be taunted and raises accuracy by 1 stage.Sleep Powder spam with Eggy can happen. Users: Oranguru,Exeggutor

Z Celebrate and Conversion raise all stats by 1 stage... Users: Ninetales, Porygon-Z

Z Belly Drum raises the users HP to full before halving it and providing the +6 boost. Users: Snorlax

Z Parting Shot breaks battle spot and also heals the incoming Pokemon to 100% of its HP. Users: Persian-A

Z Destiny Bond becomes Follow me. Users: Gengar

Z Curse raises your HP to full before depleting and adding Curse. Users: Mimikyu

Note: These Z moves are pretty rare so don't expect the user's of them to have them. This is just a 'keep in mind' list


This sucked to write but I've actually learnt a lot by doing so! Calcs have all sunk in and the letter Z has gone off of my keyboard! I hope this actually helps out in some way, it took a long time gathering everything I needed and it's worth it already <3 
I can add in more Z moves at a later date if they become more common, what's listed currently are the most common ones, or ones you're likely to run into at a tournament. PS doesn't count since everything will run a random Z move on there!

-Matt

Zygarde is a Z mon so felt appropriate to have one :v