The meta seems quite fun. I think explosion/hyper beam etc arent as good as they seem because you are pretty much throwing away a moveslot for it. Most mons dont actually appreciate exploding or using recharge moves. On the other hand, if you can get behind a substitute, protect, or switch to something better upon killing the opponent you're gunna be happy. So i can see toxic becoming a lot more useful, as well as steel types for avoiding said toxic and also eating explosions/hyperbeams/giga impacts..
I can see hazard stacking being really good because a lot of mons atm seem to be designed around waiting for you to kill them to set up for the next pokemon, and stuff like trick room cant even click trick room in the last slot if they fear a knockout because double-use reverses the trick room. Stallier teams are going to be able to find time to set up all their hazards because Roar on death will invalidate anything the opponent was doing in the meantime.
edit: how do 2-turn moves work on death? for instance solar beam. will it start to charge and then die before the move completes? thats how id expect the move to work.
I can see hazard stacking being really good because a lot of mons atm seem to be designed around waiting for you to kill them to set up for the next pokemon, and stuff like trick room cant even click trick room in the last slot if they fear a knockout because double-use reverses the trick room. Stallier teams are going to be able to find time to set up all their hazards because Roar on death will invalidate anything the opponent was doing in the meantime.
edit: how do 2-turn moves work on death? for instance solar beam. will it start to charge and then die before the move completes? thats how id expect the move to work.
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