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Lord Windos Wrote:-I too believe that the old cuddle bug is majorly underated, its good Movepool and decent enough stats/Abilities to really make use of it! I personally don't see why you are running a CB on a set with SW, though, as that just forces Nim to switch out, which either gives the opponent momentum to switch into a de-hazarder (Though you could play on that too), the chance to set up, or just get a really good hit on it/whatever is switch into its place. A LO would be better on it imo, since you can fake having another Item/set by setting up SW first, then laying hard with any choice of Move. Focus Sash is also an option, if people start leading with Pokémon than can OHKO Bug and/or Fairy types.
shademonkey Wrote:I support your using Choice Band on a mon with Sticky Web, it provides role compression as you may not always need Sticky Web up depending on your matchup against other teams. One thing I'm noticing though is the uncommon skeleton of your team if you consider it a full Sticky Offense : you don't have that immediate firepower to make your team super threatening without setting up any boosts. I'm thinking of stuff like Adamant Beliaddon for example, mons with middling speed and ready to deal massive damage without setting up. What you have at this point is more like a Balanced team with Sticky Web support. Which is ok, but there's a chance you might struggle with way faster teams than yours, as even when faced with debuffed opposition, your team is rather slow.
The idea for Sticky Web on CB Nimflora came from a pokeaim video where he had hazards/status move on a Scarfed mon (I know it's different but whatever xD) and I thought "why not gave my Nimflora Sticky Web?", since I had no better move to give it. I don't think giving Choiced mons status or hazard moves is a problem, I think it works very well on Chimaconda; on other hand, I agree that Sticky Web might not be optimal in this case here. As Windos said, most of the time I loose a lot of offensive momentum by going SW instead of Knock Off or U-turn. That being said, I still don't know what to switch SW for; I don't want to give up Choice Band (I've tried Focus Sash Nimflora before; it's pretty good but not what I want for that team). I'm thinking of Superpower. What do you guys think?
Lord Windos Wrote:-Again, having a Non-Attacking Move on a Choice set boggle me, but in this case since it can be spammed, I guess its okay. I personally would use Dark Pulse for more coverage and Flitch hax, but that's just me! Also, it might be possible to replace TS with Curse and use a FS or LO on the fiery feline, as Curse would make it fast at the cost of making it weaker, which couple with Overheat....well, you have one mean glass cannon and/or late game sweeper.
shademonkey Wrote:I'd change the nature to Timid, as Chimaconda is a rather "slow" revenge killer, even with a Scarf. I assume you chose Modest over Timid because you thought it would be enough with SW support but I'm really not comfortable playing a 252 Speed Scarf mon without a speed boosting nature. 403 Speed may seem like a lot but it's really not, not when considering you're holding a Scarf and you're level 100. Modest doesnt add anything to the mon since you're boosting with Overheat anyway. 85 Base Speed is a tier loaded with notable threats and you cant afford not tying with them.
No problem with the moves. Dark Pulse doesnt hit anything that Sludge Bomb + Overheat + Hp Grass dont already. You could make a case for Will-o-Wisp over Toxic Spikes, in a last-ditched effort to cripple a physical attacker for another one of your mons to finish it, but either option has its pros and cons, and it's not like you'll click that fourth move really often anyway.
As I said before, I don't mind going for non-damaging moves on Choiced mons as long as it adds something to the team. In Chimaconda's case, it is really good! Chimaconda can force a lot of mons to switch out and take the opportunity to set TSpikes; plus S51 would NEVER switch into Chimaconda, it's just too risky, and most of the times Chimaconda is my S51 answer most of the time. As S51 is pretty much the only spinner people are using right now, you can easily set up TSpikes. About the Modest nature shade, I'm with you: I don't like to trade speed for power, especially in Uranium, but in this case there's a good reason. 403 Speed covers most of the stuff I want Chima to outspeed. The only thing that was a problem until now was Scarf Anderind, but that's not that common. Except for that, Chima outspeeds everything it needs to outspeed, so that's why I went for Modest.
shademonkey Wrote:It's one of the mons where meta adaptation shows the most, in opposition to sheer theoretical reasonning. A while ago I wouldn't have approved using Psychic over Flash Cannon because Psychic could be played around with an immunity and you'd be totally defenseless against Chainite. That was back in my Lobby days. Now since we have a different meta on the sim I'm growing increasingly ok with Psychic as the only damaging move (bar U-turn ofc) : Chainite isnt a threat at all anymore since Shadow Tag doesnt work on the sim yet and Psychic allows you to weaken Chimaconda on the switch. S51-A is a safe switch-in for Chimaconda so, better punish that.
I assume you chose a Sassy nature to capitalize on that slowturn potential. I'd personally stick with Calm and just lower the Speed IV by a couple points if slowturning is that important to you, that's a thing you can easily exploit on the sim. Going -Speed opens the door to unnecessary problematic stuff imo.
Lord Windos Wrote:-I have zero problems/critisims for your S51-A set, but Psychic could be replaced with a Steel Move in order to better capitalize on Fairy/Rock/Ice types if you need the coverage. The little bugger is just sooooo nice that almost anything can be done with it, so experiment mate!
S51-A is indeed an amazing mon. I love the design, despite being quite simplistic. And how bulky and versatile that thing is is just not fair. It can do just everything, and is by far the best Rapid Spinner Uranium produced. But the 4 Move Slots Syndrome is a big problem of this mon. Considering this, going Psychic or Flash Cannon is a very difficult choice. At first I thoughtPsychic was better since I had Metalynx to deal with Fairy-types. In this case, it really was. But then I remove Meteor Mash from Metalynx set and Flash Cannon was needed, obviously. Tbh, I felt like it was much better that way! That's why I'm sticking to Flash Cannon now. Also, it allows Metalynx to run another move, be it a damaging move for coverage or a status move. But again, it's a tough decision; going this way has it cons.
shademonkey Wrote:I'm curious to know what this EV spread lets you tank exactly, I assume you did your research.
I'd swap Meteor Mash with Earthquake, Meteor Mash's too few PPs are sure to work against you on such a defensive mon as Metalynx. I'd advise Iron Head if you really wanted a Steel stab that badly, but still I think Earthquake is a superior option, as it lets you punish Chimaconda, both formes of Archilles and Inflagetah, Beliaddon and Yatagaryu switching in expecting resisted stab attacks.
Lord Windos Wrote:- On Metalynx, I would personally substitute either MM or LB for Toxic so that you could spread about Status easy and win wars with other bulky mons (and it combos well with Leech Seed in the damage sense), but otherwise I think this set is a-OK!
Well, I have tried both ideas (Toxic and Earthquake)! I have to say, each one is good, but I'm sticking to EQ. It can catch people off guard sometimes and net you a kill, plus it helps Lynx on checking Electric-types. Also, having TSpikes gives me a way to poison the enemy team if I can set them, giving me some more room to go for coverage on Lynx. Truth be told, I'm being able to consistently set at least one layer of TSpikes in most of my games, thus making EQ much more compatible with my playstyle. About the Spread, shade... well, the truth is that I don't remember it now and I just found out I didn't wrote it down as I always do. When I remember, I'll certainly post it here!
shademonkey Wrote:Now that's the real hard part. Being an Astronite user myself I know how much people underestimate it and stay in against it, despite its extensive movepool. This alone can reduce your chances at setting up a free Nasty Plot. I'm not entirely sure Astronite using set up moves is the most optimal thing at this stage of the meta. Choice Specs could be interesting if damage is what you want but dont quote me on that. I havent tried that yet.
I give more of a support role to my Astronites, so I would rather advise finding another mon to fill that "I deal massive damage right off the bat" spot. Preferably one that can set up SR or Spikes. You've seen what my Laissure can do, I'm sure you could tweak its moveset to put SR in there.
Lord Windos Wrote:-I believe their's a Guide on Astronite in the comp section, so go check it out to better refine your set for the astrological wayfarer! As it stands right now, I believe its perfectly alright, but if you end up wanting to replace heatwave with SR, then replacing Psychic with Earth Power would be best, as that provides the best coverage for only two Moves (you'll be screwed over by S51-A, but you also have other Pokémon that can take care of them, so its a sacrifice worth making imo). Giving them a Sitrus would most likely be the best bet in place of LO, as either can help it set up or stomach hits it otherwise couldn't. If you end up using Technichan on it, then I suggest looking over the Guide on Astro to see what to do.
Dragonstrike Wrote:Could try a Technician Astronite if you want a little more power for the Rock STAB/want to use a non-Fire Hidden Power (access to HW makes HP-Fire rather pointless). I agree that Trace is rather niche, but it has its uses, and it could be a lot more useful in general than Sturdy if you're running a Life Orb. An alternate item you could run on Astronite would be an Expert Belt. A little less powerful overall, but you can fake being Choiced. The best use for Trace is probably copying Chlorophyll, Sand Rush, and Swift Swim, tbh. Copy those, and you're very likely to be faster than whatever you copied the Ability from, so it can easily stop weather sweeps in their tracks. Tracing type immunity abilities and stuff like Speed Boost, Mold Breaker, Intimidate, Blood Lust, Magic Bounce, Regenerator, Levitate, Soundproof, Petrify, Contrary, Analytic, Sturdy, Magic Guard, Quick Feet, Rebuild, Fur Coat, Thick Fat, etc. can also be a boon. Generally useful effects that can influence how opponents can possibly handle your attacker is where Trace excels, basically.
Now the real star and reason of this thread: Astronite. I tried Technician. It's really solid! Ancient Power, Earth Power, Heat Wave and Nasty Plot. I honestly had like, only one chance to do an Astronite sweep, and it felt really good! I didn't Nasty Plot tho; I got lucky with Ancient Power and just spammed it. Downed 5 mons with it (my opponent's team was really weak to Rock tho). I really like Astronite and I wish I'd learn how to use it effectively. I would be really happy to sweep with it more often. I have yet to try it as a more supportive mon, but first I want some more Astronite sweeps to happen!
Sorry for the delay, guys! I wanted to reply to everyone the best as I could. Thank you all for the advice, I think it helped a lot to improve this team, especially regarding Astronite. I'm still learning how to use it, but I think I'm on the right path, and that's thanks to you. Also, if you have any other suggestions to make, don't be shy! I'm still open for it. I'm really liking that team, so improving it more and more is always appreciated.
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