so megapinser was revealed....and it's bug/flying, it's got a cool ability that turns all normal moves to flying moves (Aerilate)
Where's the tier theorymoning thread?Let's avoid too much talk about tiering though, as Haunter just said
We literally don't know anything about Aromatisse except its Healer ability.Also, any word on Aromatisse? I absolutely love that thing, but I'm at a loss on its apparent competitive viability.
Return and Quick Attack flying type. Umh, interesting, but that godawful Bug-Flying type ;_;so megapinser was revealed....and it's bug/flying, it's got a cool ability that turns all normal moves to flying moves (Aerilate)
Eh, Aromatisse's stats were posted a while ago, and rough base stats were calculated, too.We literally don't know anything about Aromatisse except its Healer ability.
Any Prankster with taunt will render your only Mega useless, also anything with Volt-Turn or Baton Pass stops this gimmick in it's tracks. If you run this set you are gambling high.Gengar (mega gengar)
item: gengarite
timid, 252hp, 252 speed
ability: shadow tag
perish song
protect
substitute
destiny bond
With healing wish/wish and spinner support. This could be very viable...
TyranitarSub disable gengar is good but without lefties itll be worn down fast esp with it losing its grouns immunity.
personally i think the subsplit set is more viable. All gengar needs is shadoe ball amd sludge bomb to beat almost everything esp since steel is neutral to ghost now. So it doesnt have to rely on focus miss anymore...
Then i guess you should get that thing out of the way, before you reveal your gengar. I do see your point however. T-tar would be a bitch too, any residual damage would give it a hard time. Or just get rid of dbond and add a offensive move of choice.Any Prankster with taunt will render your only Mega useless, also anything with Volt-Turn or Baton Pass stops this gimmick in it's tracks. If you run this set you are gambling high.
My dear Ladies and Gentlemen, don't panic seeing MegaMedicham. Yeah, his attack stat looks incredible, I admit, but his STAB combo together is kind of counterproductive, as he is utterly walled by Bulky Psychics (Celebi, Cresselia, Musharna, Uxie, etc. etc.) while not even having Shadow Claw/Night Slash/Crunch to hit them for SE damage (or he may have 4MMS syndrome as he can't hit all dual types Psychics for SE damage). Also no boosting moves to make it even harder for him. Although I admit that if you support it well, it will wreck. But you may say the same about Salamence, Lucario, Garchomp, etc. etc. while no one calls them broken and unlike him they have better speed/priority/coverage with attacks. Also if Smogon decides to drop some stuff from Ubers like Lugia, Giratina or Deoxys-D, the list of his counters will increase (with Megas being in and even higher power creep, IMO some older Ubers should be tested to balance things out).Menacing as megacham looks, It might just be too slow to take up your sole mega slot on a team. The inability to run a scarf significantly hinders its sweeping ability and 60/80/85 defenses cant take too many hits... it would be devastating to stall though
On the other hand Medicham is forced to run Jolly, we have no confirmation on whether HJK has remained the same and 100 speed base is too contentious a benchmark to be taking chances since whilst it's good, compared to other Mega's it's pretty low. I mean we literally went two Generations with 101, 104 and 108 speed bases deciding most conflict's, not to mention when it comes to raw power regular CBCham is far stronger and still has the option to run Scarf.Mega Medicham ... Base 100 Attack with Pure Power is absolutely disgusting lol
The fact that it has the luxury to run a Speed-Boosting Nature over a Attack-Boosting Nature is disgusting as well. Base 100 Speed is not bad at all. It's fast enough to break speed tiers past many walls and it has a decent enough 60/85/85 defense stats with a pretty nice typing to boot.
High Jump Kick, Ice Punch, Psycho-Cut and Thunder Punch is what we'll run for now...
252 Atk Pure Power Medicham Hi Jump Kick vs. 252 HP / 252+ Def Hippowdon: 228-268 (54.28 - 63.8%) -- guaranteed 2HKO
252 Atk Pure Power Medicham ThunderPunch vs. 252 HP / 252+ Def Slowbro: 184-218 (46.7 - 55.32%) -- guaranteed 2HKO after Stealth Rock
252 Atk Pure Power Medicham Hi Jump Kick vs. 224 HP / 252+ Def Skarmory: 201-237 (61.46 - 72.47%) -- guaranteed 2HKO
252 Atk Pure Power Medicham ThunderPunch vs. 248 HP / 252+ Def Jellicent: 246-290 (61.04 - 71.96%) -- guaranteed 2HKO
252 Atk Pure Power Medicham Hi Jump Kick vs. 252 HP / 0 Def Jirachi: 354-417 (87.62 - 103.21%) -- 18.75% chance to OHKO
-1 252 Atk Pure Power Medicham Ice Punch vs. 248 HP / 172 Def Landorus-T: 336-396 (88.18 - 103.93%) -- 25% chance to OHKO
and its all Jolly Nature......
MegaBlaziken is looking fantastic! 100 Spe + Speed Boost and those offensive stats means that it could easily run Baton Pass / Fire Blast / HJK / Filler, to sweep and then pass if necessary. Loving this.I'm getting 80/160/80/130/80/100 for Mega Blaziken with certainty, following the 100 BST increase pattern perfectly. I have to say, I'm really pleased with this.
i don't want to face this thing, baton pass/flare blitz/hjk/swords dance.....it's just..............i might as well roll over and dieFrom the research thread:
MegaBlaziken is looking fantastic! 100 Spe + Speed Boost and those offensive stats means that it could easily run Baton Pass / Fire Blast / HJK / Filler, to sweep and then pass if necessary. Loving this.
Holding a Mega Stone means loss of Sash. The ability change is irrelevant in that regard. I guess it means it will take passive damage now, but the two best items for Magic Guard are not even able to be used, so they can't really be considered when talking about the pros and cons. Obviously, don't know enough about it yet to say, but with SpA and Speed as high as they are already, this thing could have scary stats. I mean, normal Kazam is better than Gengar at both SpA and Spe. Just imagine what that means for a Mega.The loss of magic guard means no more immunity to hazards which means no more guaranted focus sash. Trace will only be good if it gets better defensive stats (but its hp will remain unchanged, so it wont make much difference).