Post by Disaster Area on Mar 16, 2016 0:31:46 GMT
Here at the top is a summary of which Pokémon get which hazard-related moves:
Health Orbs: Unnamed Grass Type, Ummon, Arialis, Alovera
Spikes: Alovera, Porcuspine, Shrike
Raze: Bulldor, Lopsicle, Chipmunch, Ummon
Wash Away: Cuddlefish, Narwhale
---
So far we have one of each. Here we can discuss what other potential users of these moves could look like, and where we feel we're lacking.
I feel we still need a defensive razer, though bulldor is a great choice on offensive teams due to its typing and stat spread.
With the hazard game I feel there's an awful lot to talk about, with the interesting interactions between these hazards; I feel like health orbs is often something that could be run as an alternative to raze/wash away on many teams, and then the rest of the team can spare thought to mitigating the room for the opponent to set up spikes. Raze / Wash Away have bad synergy with Health Orbs, and are probably harder to use in practice, whilst Wash Away can remove the Spikes you set too. However, Wash Away+Spikes is an interesting option to punish teams that just rely defensively on their own health orbs to mitigate the effectiveness of spikes, by running Pokémon that can stay around for long enough to get the health orb setter removed. Here's a question though: how many options should we have for each of these things? I feel like with raze/wash away it doesn't matter if there's only a handful of if there's more than that, whilst for spikes i think having more could be better since they're so good to have on your teams that more variety's definitely welcomed, however increasing variety here does make it harder for teams to be built around mitigating spikes set-up. However, I think that's a good thing! I think it's good if the game is likely to get into a state where there's at least steady chip damage on the switch in to reduce the possibility of infinite games. Although the option definitely could exist supposing taunt's sufficiently well distributed, I think for the most part only the most offensive teams can usually be punishing enough to make spikes hard to set up, but they benefit the least from health orbs and reduced spiking of any team style. It'll be interesting to see how teams adapt to this hazard game, there's so many directions that it can go in.
So, what would other spikes etc. users look like? I can imagine we'll end up with at least one ground-type razer and ground-type spiker, as well as psychic-type health orbs setter, but I don't think that says very much.
Health Orbs: Unnamed Grass Type, Ummon, Arialis, Alovera
Spikes: Alovera, Porcuspine, Shrike
Raze: Bulldor, Lopsicle, Chipmunch, Ummon
Wash Away: Cuddlefish, Narwhale
---
So far we have one of each. Here we can discuss what other potential users of these moves could look like, and where we feel we're lacking.
I feel we still need a defensive razer, though bulldor is a great choice on offensive teams due to its typing and stat spread.
With the hazard game I feel there's an awful lot to talk about, with the interesting interactions between these hazards; I feel like health orbs is often something that could be run as an alternative to raze/wash away on many teams, and then the rest of the team can spare thought to mitigating the room for the opponent to set up spikes. Raze / Wash Away have bad synergy with Health Orbs, and are probably harder to use in practice, whilst Wash Away can remove the Spikes you set too. However, Wash Away+Spikes is an interesting option to punish teams that just rely defensively on their own health orbs to mitigate the effectiveness of spikes, by running Pokémon that can stay around for long enough to get the health orb setter removed. Here's a question though: how many options should we have for each of these things? I feel like with raze/wash away it doesn't matter if there's only a handful of if there's more than that, whilst for spikes i think having more could be better since they're so good to have on your teams that more variety's definitely welcomed, however increasing variety here does make it harder for teams to be built around mitigating spikes set-up. However, I think that's a good thing! I think it's good if the game is likely to get into a state where there's at least steady chip damage on the switch in to reduce the possibility of infinite games. Although the option definitely could exist supposing taunt's sufficiently well distributed, I think for the most part only the most offensive teams can usually be punishing enough to make spikes hard to set up, but they benefit the least from health orbs and reduced spiking of any team style. It'll be interesting to see how teams adapt to this hazard game, there's so many directions that it can go in.
So, what would other spikes etc. users look like? I can imagine we'll end up with at least one ground-type razer and ground-type spiker, as well as psychic-type health orbs setter, but I don't think that says very much.