Hello everyone!
TLDR
Prankster applies to the second turns of some two-turn moves that are called by Assist, but I only know this because I was messing around with a strategy that probably shouldn't still exist (but I'd really like it to).
So.
Lagging Tail just got fixed, so I've been playing around with it a bit.
I've been using it to... well, I've been playing around with a variation on ye 'ole Dive Cats.
For background, here's how Dive Cats worked in general (before it was patched out):
You have a team with six pokemon, one of which is Liepard (or the basic) with the ability Prankster and the move Assist, holding a Lagging Tail.
The rest of your team only knows one move: Dive. Any two-turn move works, but Dive was the best.
Liepard would use Assist, which is given priority due to Prankster. It will always call Dive, which puts Liepard into the state of semi-invulnerability. The opponent's attack would miss.
On the second turn, because of Lagging Tail, the opponent would move first and miss. Then Liepard would exit Dive, chipping in for a few points of damage.
This strategy mainly won on time (due to having higher hp at the end), because it was so bad at dealing damage. It was patched out quickly, making it such that Assist doesn't call any two-turn moves anymore.
Now.
In Uranium, Assist can actually successfully call two of the two-turn moves:
Dig, and Quantum Leap.
This means that a variation on Dive Cats, which I'm calling Leap Rats or Dig Rats, is possible.
Unfortunately, we don't have any pokemon with both Assist and Prankster. Of course, I saw this less as a blockade, and more as a challenge...
In Uranium, here's how Dig Rats works:
You have a party of six pokemon. The pokemon leading your party is a Prankster Antarki that knows only Skill Swap. Your second pokemon is a Raffiti that has sketched Skill Swap and Assist and is holding Lagging Tail. The rest of your party is four pokemon that know some combination of Dig and Quantum Leap.
You lead on Antarki, which will use Skill Swap to give Prankster to the opponent. Antarki will then hopefully be knocked out, so you can get a safe switch.
Then you bring in Raffiti. On the first turn, Raffiti will take a hit and then use Skill Swap, gaining Prankster.
On the next turn, you can begin the Dig/Leap loop as described above to slowly chip away at whatever's in front of you, but with only 80% accuracy because sometimes Assist calls Antarki's Skill Swap.
HOWEVER.
(And this is where, I think, there is a glitch)
When a two-turn move is called by a Prankster-boosted Assist, Prankster's boost will also apply to the second turn of the move.
Like so:
-Raffiti used Assist! Raffiti used Dig! Raffiti burrowed under the ground. Birbie used Gust! Birbie's Gust missed.
-Raffiti used Dig! Raffiti came out! Birbie used Gust!
**even though Raffiti is holding a Lagging Tail and Dig is a damaging move, it still moves first**
(In terms of the "strategy", this is an issue, because it means you'll get hit on the second turn of the move and thus the entire "strategy" is null and void.)
So.
I'd like to make a case:
Assist giving priority to both halves of a two-turn move is, I think, a bug due to this behavior not existing in Pokemon X/Y (when Dive Cats was, according to my quick research, at its peak).
Bugs must be fixed.
However.
This strategy is, at its peak, frustrating and uncompetitive, as shown by it getting patched out in canon.
But, I like it and think it's funny and don't want it to leave.
Despite the strategy being potentially frustrating and uncompetitive, I don't think the whole thing should be shut down.
I would like to point out:
-This strategy is not usable in Showdown, because Assist doesn't call either move there.
-This strategy is disrupted by a switch. Seriously. A flickin' switch.
-This strategy is disrupted by priority moves, and thus by Inflagetah, a pillar of the metagame.
-This strategy is only 80% accurate if you get past all of that (↑) due to there being a 20% chance to call your Antarki's Skill Swap.
-Dig is useless against flying types.
-Using Dig, you still get hit by Earthquake, which is a fairly common move within its type.
Thus. *if* this strategy is going to be nerfed, and the bugs fixed, I would suggest:
-cutting Assist off of Quantum Leap (but not Dig, because it's not as problematic)
-fixing the priority applied to the second turn of two-turn moves
Thank you for listening to my rant!
TLDR
Prankster applies to the second turns of some two-turn moves that are called by Assist, but I only know this because I was messing around with a strategy that probably shouldn't still exist (but I'd really like it to).
So.
Lagging Tail just got fixed, so I've been playing around with it a bit.
I've been using it to... well, I've been playing around with a variation on ye 'ole Dive Cats.
For background, here's how Dive Cats worked in general (before it was patched out):
You have a team with six pokemon, one of which is Liepard (or the basic) with the ability Prankster and the move Assist, holding a Lagging Tail.
The rest of your team only knows one move: Dive. Any two-turn move works, but Dive was the best.
Liepard would use Assist, which is given priority due to Prankster. It will always call Dive, which puts Liepard into the state of semi-invulnerability. The opponent's attack would miss.
On the second turn, because of Lagging Tail, the opponent would move first and miss. Then Liepard would exit Dive, chipping in for a few points of damage.
This strategy mainly won on time (due to having higher hp at the end), because it was so bad at dealing damage. It was patched out quickly, making it such that Assist doesn't call any two-turn moves anymore.
Now.
In Uranium, Assist can actually successfully call two of the two-turn moves:
Dig, and Quantum Leap.
This means that a variation on Dive Cats, which I'm calling Leap Rats or Dig Rats, is possible.
Unfortunately, we don't have any pokemon with both Assist and Prankster. Of course, I saw this less as a blockade, and more as a challenge...
In Uranium, here's how Dig Rats works:
You have a party of six pokemon. The pokemon leading your party is a Prankster Antarki that knows only Skill Swap. Your second pokemon is a Raffiti that has sketched Skill Swap and Assist and is holding Lagging Tail. The rest of your party is four pokemon that know some combination of Dig and Quantum Leap.
You lead on Antarki, which will use Skill Swap to give Prankster to the opponent. Antarki will then hopefully be knocked out, so you can get a safe switch.
Then you bring in Raffiti. On the first turn, Raffiti will take a hit and then use Skill Swap, gaining Prankster.
On the next turn, you can begin the Dig/Leap loop as described above to slowly chip away at whatever's in front of you, but with only 80% accuracy because sometimes Assist calls Antarki's Skill Swap.
HOWEVER.
(And this is where, I think, there is a glitch)
When a two-turn move is called by a Prankster-boosted Assist, Prankster's boost will also apply to the second turn of the move.
Like so:
-Raffiti used Assist! Raffiti used Dig! Raffiti burrowed under the ground. Birbie used Gust! Birbie's Gust missed.
-Raffiti used Dig! Raffiti came out! Birbie used Gust!
**even though Raffiti is holding a Lagging Tail and Dig is a damaging move, it still moves first**
(In terms of the "strategy", this is an issue, because it means you'll get hit on the second turn of the move and thus the entire "strategy" is null and void.)
So.
I'd like to make a case:
Assist giving priority to both halves of a two-turn move is, I think, a bug due to this behavior not existing in Pokemon X/Y (when Dive Cats was, according to my quick research, at its peak).
Bugs must be fixed.
However.
This strategy is, at its peak, frustrating and uncompetitive, as shown by it getting patched out in canon.
But, I like it and think it's funny and don't want it to leave.
Despite the strategy being potentially frustrating and uncompetitive, I don't think the whole thing should be shut down.
I would like to point out:
-This strategy is not usable in Showdown, because Assist doesn't call either move there.
-This strategy is disrupted by a switch. Seriously. A flickin' switch.
-This strategy is disrupted by priority moves, and thus by Inflagetah, a pillar of the metagame.
-This strategy is only 80% accurate if you get past all of that (↑) due to there being a 20% chance to call your Antarki's Skill Swap.
-Dig is useless against flying types.
-Using Dig, you still get hit by Earthquake, which is a fairly common move within its type.
Thus. *if* this strategy is going to be nerfed, and the bugs fixed, I would suggest:
-cutting Assist off of Quantum Leap (but not Dig, because it's not as problematic)
-fixing the priority applied to the second turn of two-turn moves
Thank you for listening to my rant!
Just a lil' Eevee, learning to draw...
Check my "About Me" for more info!
Check my "About Me" for more info!



