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[Guide] Competitive Analysis: Laissure - Printable Version

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Competitive Analysis: Laissure - Dragonstrike - 09-26-2016

Hello!  Maybe some of you will know me from the Pokemon Uranium subreddit as u/Academic_Dragon!  If not, no worries.  I've been helping out here and there with questions and stuff over there, but I've also been posting some quick analyses over there on pokemon with competitive potential.  I was inspired recently to write something on Laissure over there, so I figured I'd put the info here too.  So without further ado...you might be familiar with this big, bad bunny already, as it is Western Tandor's counterpart to Yatagaryu from Eastern Tandor, and there are statues of it in both Tsukinami Village's Legend Museum and Victory Road.
 
[Image: latest?cb=20160816011558]
 
Abilities: Intimidate, Moxie, (Insert HA here?  Wiki doesn't have one listed currently)
 
HP: 105
Atk: 125
Def: 100
Sp Atk: 80
Sp Def: 95
Speed: 95
Total: 600
 
With stat totals like that, the Earthshaker Pokemon is more than worthy of that 'immortalized in legends' position too.  It's bulky enough to take the tons of neutral hits it will be taking, it's sufficiently fast to avoid getting outsped by a large number of mons, and its abilities help it become terrifyingly flexible.  How flexible?  Well, let's let the sets do the talking...
 
ResTalk

-Rest
-Sleep Talk
-Dragon Tail/Roar/Bulk Up
-Spikes/Earthquake
Ability: Intimidate
Nature: Careful or Impish
Item: Leftovers
EVs: 252 HP/252 Def or Sp Def/4 Speed or atk
 OR 252 HP/a mixture of Sp Def and Def (focus on Sp Def)/rest in Atk or Speed
 
Forgive me if the EV spreads seem confusing. I'm not an expert on creating weird ones that aren't fully invested in two stats, and help on that front would be appreciated.  

Regardless, the point of this Laissure set is to utilize its only recovery move, Rest.  Without Rest, Laissure is reliant on a Wish passer of some kind if it wants to be bulky.  Fortunately, Laissure can actually use the ResTalk strategy fairly well, and in two different ways.  Should your team take out all the enemy pokemon that are either immune to Earthquake or carry a special super effective attack, Laissure can take the time to set up some bulk ups with full special defense investment.  If slow setups aren't your style, you can instead go for a phasing variant. Dragon Tail and Roar become major nuisances when there's enough hazard support.  And funnily enough, Laissure can easily provide that, having access to both spikes and stealth rock.  For this set, we'll focus on spikes.  If you choose to run it, make sure you pick Dragon Tail over Roar so you aren't completely shut down by taunt.  If you don't use Spikes, pick up EQ instead and pick the phasing move that works best for your team: Dragon Tail if you aren't worried too much about substitutes or fairies, Roar if you don't care much about Soundproof Paraboom or Magic Bounce users.

So, how is the set used?  Phasing variants will aim to abuse hazards by forcing switches.  Once any problem pokemon immune to your chosen phasing move or able to do large amounts of damage to Laissure are dealt with, Laissure should come in and promptly spam the move to constantly phase out the enemy pokemon.  When its health begins to run out, it uses Rest to heal back to full and then uses Sleep Talk for the next two turns.  If you're lucky, you'll get the phasing move and continue the carnage.  If sort of lucky, you'll get EQ and do some damage that turn instead of phasing.  If you're unlucky, you'll get Rest and do absolutely nothing that turn.  ResTalk sets are always a bit of a gamble, tbh.  The strangest part about the set though is the addition of Spikes over EQ for Dragon Tail users.  It won't be a common choice, but if hazard cleaning ever becomes more prominent, Laissure could set up spikes while sleeping should they ever get removed from the initial setup, thus increasing the damage the bunny does when it uses Dragon Tail.  A strange concept for sure, but one that might work well, as it's the only way Laissure can stay in and reliably set up the hazards multiple times without any kind of wish support.  You could also run Earthquake and Spikes with no phasing move, I guess, but that combination probably won't be as common as the other ones.

Variants using Bulk Up instead function more like the classic CroCune sets.  If you aren't familiar with the term, a CroCune is a Suicune with a set of Rest, Sleep Talk, Calm Mind, and Surf/Scald and full investment in Suicune's HP and defense.  The pokemon uses its boosting move to bolster its weaker defense and its offense at the same time, rests up when its health is low, and then uses Sleep Talk to randomly boost its stats or deal a ton of damage with just the one attacking move.  Laissure has the unfortunate luck of having both fewer resistances and more weaknesses than Suicune, so the set might not work quite as well as CroCune in the end, but the possibility that it could still remains.

Choice Scarf

-Subduction/Earthquake
-Ice Fang
-Iron Head/Fire Fang/Earthquake
-Iron Head/Fire Fang/Earthquake
Ability: Intimidate or Moxie
Nature: Jolly
Item: Choice Scarf
EVs: 252 Atk/252 Speed/4 HP

Laissure has a lot of options for coverage on a choiced set.  You'll have to pick and choose what you want based on what the rest of the team can handle. 

Subduction versus Earthquake is an interesting question on a revenge killing set.  The more powerful Subduction fits more of a hit and run strategy, as it confuses the user upon making contact.  Earthquake, meanwhile, is more spammable, and doesn't have Subduction's lower accuracy either.  Both can be run on the same set if you want the choice of using either rather than just one of the two, but it will limit your coverage options.  Ice Fang hits many types hard, and has spectacular coverage when paired with the ground STAB.  Iron Head and Fire Fang help Laissure deal with Fairy, Ice, Grass, Bug, and Steel types that might otherwise be troublesome to KO.    

Scarfed Laissure is notable because base 95 speed is just enough to outspeed everything without Chlorophyll/Swift Swim, priority, mons with speed boosting abilities/moves active, or a scarf and a higher speed tier.  This includes outspeeding the infamous scarfed Nucleon and even Mega Archilles with enough speed investment.  

Ability choice is up to how you wish to use it.  Use Moxie as a late game cleaner once everything that can threaten out Laissure after locking itself into EQ or an appropriate coverage move is finished.  Pick Intimidate instead if you'd rather use it as a revenge killer and potentially even pick up Subduction.

Choice Band

-Subduction/Earthquake
-Ice Fang
-Iron Head/Fire Fang/Earthquake
-Iron Head/Fire Fang/Earthquake
Ability: Intimidate
Nature: Adamant
Item: Choice band
EVs: 252 Atk/252 HP/4 Speed or Def


This set is basically the same as the previous one, except now it focuses on raw power instead of speed.  You won't be outspeeding much, but you'll be able to take a hit and then dish out some serious pain in response.  Moves are all the same as the Choice Scarfed set, but this Laissure doesn't have the luxury of staying in for multiple turns usually.  Its one purpose is to brutally crush anything it hits.

Life Orb

-Earthquake
-Ice Fang
-Iron Head/Fire Fang
-Iron Head/Fire Fang/Swords Dance
Ability: Intimidate or Moxie
Nature: Jolly
Item: Life Orb
EVs: 252 Atk/252 Speed/4 HP

Much like the previous set, except now it has the option of Swords Dance instead of Subduction and emphasizes racking up kills in addition to potentially breaking walls.  Intimidate gives it an easier time setting up a Swords Dance if it desires, while Moxie just further increases Laissure's might as it kills things.  This set highly appreciates Sticky Web support if the aim is to sweep rather than just Wall Break, as 95 speed is not the fastest thing in the world.  Be cautious of anything that would be immune to Sticky Web and outspeed the bunny, such as Coatlith with levitate.  Pokemon with Swift Swim or Chlorophyll would also still outspeed it even after the Sticky Web takes effect, as well as anything with a Choice Scarf and more than base 95 speed. 

Harassment Set

-Stealth Rock/Spikes/Taunt/Toxic
-Stealth Rock/Spikes/Taunt/Toxic
-Ice Fang/Taunt/Roar/Dragon Tail/Toxic
-Earthquake/Dragon Tail
Ability: Intimidate
Nature: Careful or Impish
Item: Leftovers
EVs: 252 HP/252 Def or Sp Def/4 Speed or Atk
 OR 252 HP/a mixture of Sp Def and Def (focus on Sp Def)/rest in Atk or Speed

This set, or rather, set of sets, is the epitome of a harassment set in Pokemon Uranium, as well as the most decision heavy set on this list since it can be used multiple ways based on if hazards are on the set or not.  With the lack of viable hazard cleaners atm, Laissure can take its time setting up as many hazards as it wants whenever it finds an opportunity to and cripple the enemy slowly through them merely switching.  Taunt and Toxic shut down enemy walls almost entirely when used together and are large nuisances for walls in general even when not run together, phasing moves on a hazard setter is a downright evil combination when used correctly, and Earthquake is the bunny's reliable STAB move.  Coverage might appear as necessary on the set as well, such as Ice Fang.  While this set's aim is bulk and annoyances, it lacks any form of reliable recovery, so wish support is absolutely mandatory on the team.

Laissure can opt to run no hazards if other team members have the hazard support, and thus simplify its move choices considerably by running both Taunt and Toxic.  The aim of this set variant would be to shut down enemy walls completely, forcing them out.  Laissure can then capitalize on this simply with the hazard support of a team member, indirectly punishing the switch in every time Laissure does its job.  Eventually, the wall Laissure is harassing won't be able to safely switch out any more, and Laissure can whittle it down with Toxic.  

A Laissure with hazards, meanwhile, sets them up whenever it finds an opening to and then whittles down the various pokemon it can wall through chip damage from the various means chosen, be they its attacking moves, the badly poisoned status, or phasing opponents out to rack up the hazard damage.  Nothing is safe when everything is taking damage every time they switch in.

Other Move Options
-Thunder Fang can be used to catch Gyarados and other water types off guard, but isn't notable otherwise.  
-Megahorn annihilates Grass, Dark, and Psychic pokemon that are weak to it, but it doesn't hit as many of them super effectively as you might think...
-Outrage is an extremely powerful alternative to Ice Fang if all your worried about is hitting dragons for super effective damage.  Fairies, particularly Luxelong, are outright immune to it though, and it lasts for 2-3 turns once you use it successfully.  Most steel types can also safely switch in on Laissure for free once Outrage has been clicked, so be wary of that.
-Stone Edge is a powerful rock move that aims to do a little of what Ice Fang, Iron Head, and Fire Fang do and help Laissure handle both flying and ice types.  It's notorious for missing at the worst times though due to its 80% accuracy.
-Zen Headbutt is a weird move choice, letting it strike fighting types a few fighting types for super effective damage when it otherwise couldn't.  Stick to Iron Head for flinching things though.
-Brick Break is another option for steel and ice types, and it will hit Mega Matalynx harder than an unboosted Fire Fang will, as well as various dark types like Baariette.  Breaking Light Screen and Reflect is a nice support option as well.

Checks, Counters, and Partners

Laissure struggles against pokemon that can hit it with super effective special attacks, as it has no way to buff its special defense outside of EVs.  Water, Ice, and Grass moves will all hurt a lot, so Laissure appreciates teammates who can handle pokemon commonly seen with them.  Special attackers and un-Intimidated physical ones in general are also going to leave dents in this rabbit if they find opportunities to switch in on one that isn't fully defensive in the corresponding stat.

Laissure also doesn't have much for Metalynx outside of Fire Fang, a move which Mega Metalynx won't care quite as much about, and then promptly respond with a powerful Leaf Blade.  If Laissure lacks Fire Fang, a pokemon with the ability to hit Metalynx where it hurts would help immensely.

Yatagaryu is a spectacular partner for this rabbit, for example.  Water types are annihilated by its powerful Thunders, it resists the grass attacks and can pack Hidden Power Ice for the grass mons, and it can pack Focus Blast to help with Metalynx.  A Steel, Fighting, or Fire type can then be slotted in to help deal with the ice types that would plague the two of them.  Mega Archilles and (Mega) Inflagetah might be the better choices here, since they can also hit the grass types super effectively with their fire STAB.

Bulky Wish users such as Luxelong, Umbreon, Sylveon, and Vaporeon are recommended if Wish support is required.  Each one of them also brings different team compositions that must be considered, as their type combinations and bulk roles are all vastly different from each other.  Keep them alive at all costs as well, as Laissure will quickly follow them to the grave if they go down before it does.

Also, beware of the Magic Bounce users.  Mega Sableye, Mega Kiricorn, and Espeon will all take Laissures hazards, taunts, and toxics and throw them right back in its face with no remorse, crippling your side of the field immensely instead of the opponent's.  Mega Sableye in particular is a huge problem for the Earthshaker, as the gemstone eyed gremlin can not only take Laissure's hits, but also cripple it with Will-o-Wisp, Knock Off the item it's so dependent on, or use the rabbit's own huge attack stat against it with Foul Play.  Bringing along a special attacking fairy to quickly end Sableye's existence would be highly beneficial.

Overall

While not the most prominent threats in Pokemon Uranium, Laissure is an incredibly flexible pokemon that every team should have something for.  It's a massive pain if it gets too many opportunities to set up hazards, and it's a bulky pokemon that can actually hit back reasonably hard.  Special attackers will often have an easier time taking it down than physical ones, but they shouldn't discount the possibility that it could take one of their attacks and outright KO them in return.

So, how'd I do?  Got any sets of your own you'd like to share?  Corrections and optimizations concerning what I've said so far?  I'm open to any and all suggestions.  Thank you for taking the time to read this, and I hope you enjoyed and maybe even learned from it.

EDIT 1: Simplified the suggested moveset options and added a bit more detailed explanations for the chosen moves, merged and separated a few of the sets, added natures, added Other Move Options section.  Still need suggestions for the unspecific equal bulk EV spreads.


RE: Competitive Analysis: Laissure - poweroftibarn - 09-26-2016

Your analysis does a good job in capturing Laissure's versatility... a little too well, in fact. Your sets could use a bit of direction, less options in terms of EV spreads and movesets would be ideal. Some of your sets have 7-8 options for moves, which is way too much. I'd say 3-4 should be the max, and even then, that's not something you wanna see on every set. Additionally, I'd do away with the "pure bulk" set, it's kind of redundant when you have the RestTalk set. Also, I'd separate the the Wall Breaker set into two different sets: one with Choice Band and one with Life Orb. The Choice Band Set should feature exclusive attacking moves, and an EV spread of 252 hp / 252 atk. The Life Orb set could potentially run some Speed EVs as well as have Swords Dance as an option. Finally, you don't have natures on any of your spreads. Adamant, Impish, and Careful should do the trick most of the time, with Jolly for the Choice Scarf set.


RE: Competitive Analysis: Laissure - Dragonstrike - 09-26-2016

(09-26-2016, 07:04 PM)poweroftibarn Wrote: Your analysis does a good job in capturing Laissure's versatility... a little too well, in fact.  Your sets could use a bit of direction, less options in terms of EV spreads and movesets would be ideal.  Some of your sets have 7-8 options for moves, which is way too much.  I'd say 3-4 should be the max, and even then, that's not something you wanna see on every set.  Additionally, I'd do away with the "pure bulk" set, it's kind of redundant when you have the RestTalk set.  Also, I'd separate the the Wall Breaker set into two different sets: one with Choice Band and one with Life Orb.  The Choice Band Set should feature exclusive attacking moves, and an EV spread of 252 hp / 252 atk.  The Life Orb set could potentially run some Speed EVs as well as have Swords Dance as an option.  Finally, you don't have natures on any of your spreads.  Adamant, Impish, and Careful should do the trick most of the time, with Jolly for the Choice Scarf set.

Ah, right.  Natures.  Can't believe I forgot those considering how important they are.  Will add them.

I appreciate the constructive criticism on the moves and EVs.  I only listed that many coverage moves since there's a lot of things it could run.  I'll remove some of them from the listed options.  Create an Other Moves section and mention them there...as for the EVs, I don't have enough experience yet to comfortably say what might be a good spread outside of the 2 stat ones.  Any ideas for the weird balanced bulk spreads?

Will account for the main difference between the Choice Band and Life Orb sets.

My main argument for the Pure Bulk set existing is due to the nature of ResTalk.  You lose half your move slots when running it, and anything else you use has to be spammable to some degree.  I could merge it with the Hazard Setter set though...so I'll do that.  I did say they basically function the same way anyways.


RE: Competitive Analysis: Laissure - Lord Windos - 09-26-2016

(09-26-2016, 07:04 PM)poweroftibarn Wrote: Your analysis does a good job in capturing Laissure's versatility... a little too well, in fact.  Your sets could use a bit of direction, less options in terms of EV spreads and movesets would be ideal.  Some of your sets have 7-8 options for moves, which is way too much.  I'd say 3-4 should be the max, and even then, that's not something you wanna see on every set.  Additionally, I'd do away with the "pure bulk" set, it's kind of redundant when you have the RestTalk set.  Also, I'd separate the the Wall Breaker set into two different sets: one with Choice Band and one with Life Orb.  The Choice Band Set should feature exclusive attacking moves, and an EV spread of 252 hp / 252 atk.  The Life Orb set could potentially run some Speed EVs as well as have Swords Dance as an option.  Finally, you don't have natures on any of your spreads.  Adamant, Impish, and Careful should do the trick most of the time, with Jolly for the Choice Scarf set.

A good job, but as power side, maybe trim down the guide a little, since all those option doesn't really give the picture of a definitive 'set'. It also seem to me that you are a bit too concise with the descriptions. Couldn't hurt to go into a little more detail about the sets themselves, the ideas behind them, or why the moves are even in the set in the first place. Not a bad guide, but it could using some editing.


RE: Competitive Analysis: Laissure - Dragonstrike - 09-26-2016

(09-26-2016, 08:47 PM)Lord Windos Wrote:
(09-26-2016, 07:04 PM)poweroftibarn Wrote: Your analysis does a good job in capturing Laissure's versatility... a little too well, in fact.  Your sets could use a bit of direction, less options in terms of EV spreads and movesets would be ideal.  Some of your sets have 7-8 options for moves, which is way too much.  I'd say 3-4 should be the max, and even then, that's not something you wanna see on every set.  Additionally, I'd do away with the "pure bulk" set, it's kind of redundant when you have the RestTalk set.  Also, I'd separate the the Wall Breaker set into two different sets: one with Choice Band and one with Life Orb.  The Choice Band Set should feature exclusive attacking moves, and an EV spread of 252 hp / 252 atk.  The Life Orb set could potentially run some Speed EVs as well as have Swords Dance as an option.  Finally, you don't have natures on any of your spreads.  Adamant, Impish, and Careful should do the trick most of the time, with Jolly for the Choice Scarf set.

A good job, but as power side, maybe trim down the guide a little, since all those option doesn't really give the picture of a definitive 'set'. It also seem to me that you are a bit too concise with the descriptions. Couldn't hurt to go into a little more detail about the sets themselves, the ideas behind them, or why the moves are even in the set in the first place. Not a bad guide, but it could using some editing.
I'm in the process of trimming it down a little currently.  Will further clarify on some of the purposes as well.


RE: Competitive Analysis: Laissure - Dragonstrike - 09-26-2016

(09-26-2016, 08:56 PM)Dragonstrike Wrote:
(09-26-2016, 08:47 PM)Lord Windos Wrote:
(09-26-2016, 07:04 PM)poweroftibarn Wrote: Your analysis does a good job in capturing Laissure's versatility... a little too well, in fact.  Your sets could use a bit of direction, less options in terms of EV spreads and movesets would be ideal.  Some of your sets have 7-8 options for moves, which is way too much.  I'd say 3-4 should be the max, and even then, that's not something you wanna see on every set.  Additionally, I'd do away with the "pure bulk" set, it's kind of redundant when you have the RestTalk set.  Also, I'd separate the the Wall Breaker set into two different sets: one with Choice Band and one with Life Orb.  The Choice Band Set should feature exclusive attacking moves, and an EV spread of 252 hp / 252 atk.  The Life Orb set could potentially run some Speed EVs as well as have Swords Dance as an option.  Finally, you don't have natures on any of your spreads.  Adamant, Impish, and Careful should do the trick most of the time, with Jolly for the Choice Scarf set.

A good job, but as power side, maybe trim down the guide a little, since all those option doesn't really give the picture of a definitive 'set'. It also seem to me that you are a bit too concise with the descriptions. Couldn't hurt to go into a little more detail about the sets themselves, the ideas behind them, or why the moves are even in the set in the first place. Not a bad guide, but it could using some editing.
I'm in the process of trimming it down a little currently.  Will further clarify on some of the purposes as well.

First edit on the post is done.  Any further suggestions would still help, of course.


RE: Competitive Analysis: Laissure - Lord Windos - 09-26-2016

(09-26-2016, 10:15 PM)Dragonstrike Wrote:
(09-26-2016, 08:56 PM)Dragonstrike Wrote:
(09-26-2016, 08:47 PM)Lord Windos Wrote:
(09-26-2016, 07:04 PM)poweroftibarn Wrote: Your analysis does a good job in capturing Laissure's versatility... a little too well, in fact.  Your sets could use a bit of direction, less options in terms of EV spreads and movesets would be ideal.  Some of your sets have 7-8 options for moves, which is way too much.  I'd say 3-4 should be the max, and even then, that's not something you wanna see on every set.  Additionally, I'd do away with the "pure bulk" set, it's kind of redundant when you have the RestTalk set.  Also, I'd separate the the Wall Breaker set into two different sets: one with Choice Band and one with Life Orb.  The Choice Band Set should feature exclusive attacking moves, and an EV spread of 252 hp / 252 atk.  The Life Orb set could potentially run some Speed EVs as well as have Swords Dance as an option.  Finally, you don't have natures on any of your spreads.  Adamant, Impish, and Careful should do the trick most of the time, with Jolly for the Choice Scarf set.

A good job, but as power side, maybe trim down the guide a little, since all those option doesn't really give the picture of a definitive 'set'. It also seem to me that you are a bit too concise with the descriptions. Couldn't hurt to go into a little more detail about the sets themselves, the ideas behind them, or why the moves are even in the set in the first place. Not a bad guide, but it could using some editing.
I'm in the process of trimming it down a little currently.  Will further clarify on some of the purposes as well.

First edit on the post is done.  Any further suggestions would still help, of course.
Much better. Detailed explanation on what each moveset is trying to accomplish, and there is not so many alternative moves being listed as well. It also looks a lot more professional and clean, so to speak. Great job! I might chip more to say later, but you guide is pretty self-explanatory at the moment!


RE: Competitive Analysis: Laissure - Koentine - 09-27-2016

Really nice work, and to (maybe) add to it I might point out that I've had 2, though only those 2, separate instances where Subduction did NOT confuse my own Laissure, and no, I wasn't running it with a berry to clear confusion either time. I suspect that either it bugged out on me and was supposed to confuse it both times, or the chance to confuse isn't 100% but IS set so high (90-95%) that it's practically impossible to ever see it not activate that effect. Either way, I haven't read any posts or reports of anyone else not having Subduction not confuse their users, so it may have just bugged on me; it was before any of the unofficial (now official) patches came out, just the base 1.0.1 game, so that may have had something to do with it.

For properly constructive input, I should point out that Hone Claws exists in this guy's movepool and shouldn't be overlooked if you get a free turn to use it. Moxie + Hone Claws + enough speed investment and/or a speed-positive nature can make this thing a nearly unstoppable sweeper unless staring down a bulky enough water type as that accuracy boost can be critical in some movesets, particularly your "Harassment" set if both Dragon Tail and Toxic are used.


RE: Competitive Analysis: Laissure - poweroftibarn - 09-27-2016

(09-27-2016, 05:21 AM)Koentine Wrote: Really nice work, and to (maybe) add to it I might point out that I've had 2, though only those 2, separate instances where Subduction did NOT confuse my own Laissure, and no, I wasn't running it with a berry to clear confusion either time. I suspect that either it bugged out on me and was supposed to confuse it both times, or the chance to confuse isn't 100% but IS set so high (90-95%) that it's practically impossible to ever see it not activate that effect. Either way, I haven't read any posts or reports of anyone else not having Subduction not confuse their users, so it may have just bugged on me; it was before any of the unofficial (now official) patches came out, just the base 1.0.1 game, so that may have had something to do with it.

For properly constructive input, I should point out that Hone Claws exists in this guy's movepool and shouldn't be overlooked if you get a free turn to use it. Moxie + Hone Claws + enough speed investment and/or a speed-positive nature can make this thing a nearly unstoppable sweeper unless staring down a bulky enough water type as that accuracy boost can be critical in some movesets, particularly your "Harassment" set if both Dragon Tail and Toxic are used.

Swords Dance really is superior to Hone Claws, I would never use Hone Claws if SD was an option. Your first observation about Subduction not having a 100% chance to confuse the user is really interesting however. If what you are saying is true, then Lanthan's Sheer Force ability overrides Subduction's confusion chance entirely, since not being 100% would mean that the confusion is a secondary effect and would go away with Sheer Force.


RE: Competitive Analysis: Laissure - Lord Windos - 09-27-2016

(09-27-2016, 08:31 AM)poweroftibarn Wrote:
(09-27-2016, 05:21 AM)Koentine Wrote: Really nice work, and to (maybe) add to it I might point out that I've had 2, though only those 2, separate instances where Subduction did NOT confuse my own Laissure, and no, I wasn't running it with a berry to clear confusion either time. I suspect that either it bugged out on me and was supposed to confuse it both times, or the chance to confuse isn't 100% but IS set so high (90-95%) that it's practically impossible to ever see it not activate that effect. Either way, I haven't read any posts or reports of anyone else not having Subduction not confuse their users, so it may have just bugged on me; it was before any of the unofficial (now official) patches came out, just the base 1.0.1 game, so that may have had something to do with it.

For properly constructive input, I should point out that Hone Claws exists in this guy's movepool and shouldn't be overlooked if you get a free turn to use it. Moxie + Hone Claws + enough speed investment and/or a speed-positive nature can make this thing a nearly unstoppable sweeper unless staring down a bulky enough water type as that accuracy boost can be critical in some movesets, particularly your "Harassment" set if both Dragon Tail and Toxic are used.

Swords Dance really is superior to Hone Claws, I would never use Hone Claws if SD was an option. Your first observation about Subduction not having a 100% chance to confuse the user is really interesting however. If what you are saying is true, then Lanthan's Sheer Force ability overrides Subduction's confusion chance entirely, since not being 100% would mean that the confusion is a secondary effect and would go away with Sheer Force.

If that is true, a Sheer Force Subduction would probably be one of the most powerful, no drawback moves in the game beside Nucleon's Hyper Voice and Yatagaryu's Thunder. That's a terrifying thing to consider.....