Behold, another rant. This rant contains my hottest take about competitive pokemon. Please take the below with a grain of saltWell, its nice to know I'm not alone in the sentiment that scald is an unhealthy move and hates it. I thought that was one of the better things they got right this generation limiting it to volcanion. Dare I say, maybe we will see the return of hidden power?
I really don't think hidden power should be that much of a bother for you. It's been around since forever, I dont think I ever heard anybody say "HP needs to go" Monotype is all about adapting, and building your team around certain metas. When we start banning everything just because people cant adapt, we officially lost all competitiveness. This whole "banning sneasler" thing is absolutely ridiculous. Dire claw is nowhere near a game changer, its easily dealt with. Just an example of course.Behold, another rant. This rant contains my hottest take about competitive pokemon. Please take the below with a grain of salt
NO ABSOLUTELY NOT. If there is one move I hate more than every other move in the game, hate more than bs abilities and moves like moody and bp, it's hidden power. POKEMON SHOULD NOT GET A FREE COVERAGE MOVE!!!
Sry but I'm very passionate about my opinion on this. Competitive players from pretty much every metagame of various levels have tried their best to convince me otherwise and many have ridiculed me for this opinion, but I will always forever despise this move. The main reason I came back in gen8 and why I rarely play nat dex is because they removed this move in gen 8.
I know people are going to laugh at me for it, if hidden power comes back, I'm quitting. It's as simple as that.
I am now taking notes for the next tournament I go into.Welcome to the Glue and Core Compendium!
currently under construction, pardon our dust
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What is the Glue Compendium?
For my first project in the Monotype community, I decided to research glue. Now I'm not an engineering major or anything - "glue" is a catch-all term for a mon that keeps a team together. Think Gholdengo on Ghost, Corviknight on Flying, Iron Hands on Fighting...you get the point. The Glue Compendium aims to compile these important pieces of every type. I've asked quite a few esteemed users for help, and I plan on making this for every time with the mon itself and a few lines of explanation. So without further ado, here is the Glue Compendium.
What is the Core Compendium?
After some feedback in the Discord, I decided to add another compendium to distinguish between individual 'mons and cores that hold a team together. For example, Steel's immunity trio would be classified as a core in this compendium. Both of these compendiums are open for contribution, and I hope that both of them will help newer players know what to use for any type.
------------------------------------------------------------------------
Work In Progress, Please Pardon Our Dust
This will be alphabetically organized by type at the end of the project
Glue Compendium
Amoonguss is vital in the Ground matchup, thanks to having a neutrality to the type along with a threatening STAB Giga Drain. Furthermore, it has a lot of other great attributes, like being able to stay healthy throughout a match thanks to both Synthesis recovery and Regenerator, being able to spread status like sleep with Spore, Toxic, and Paralysis with Stun Spore, and being able to capitalize off said status spreading with either Hex, which also messes with Ghost- and Psychic-types, Stomping Tantrum to fire off a 150 BP attack (by attempting to status an already-statused Pokémon), or Foul Play to hit physical attackers with their own power. | Suggested and written by Pengairxan
/ Poison/Dark is a great defensive typing, as it allows these two Pokémon (along with Skuntank in a more niche role) to find their place on Poison teams. Their primary function is to soak up Psychic-type attacks and retaliate with their Dark STABs, which lets Poison potentially win the Psychic MU with good play. However, all three of the Poison/Darks go about their duties differently. Alolan Muk functions as a great special tank with Assault Vest while providing good utility in the now-limited Knock Off, while Overqwil takes advantage of Poison's ability to spread, well, poison with Barb Barrage, threatening large amounts of damage. Skuntank functions as a midground of sorts, able to use Sucker Punch for priority as well as being a decent attacker in its own right. | Suggested by Pengairxan, written by Dead by DaylightGholdengo is a key part of a good Ghost team. It can either act as a good Choice Scarfer, letting it outpace much of the metagame and deal good damage with its STAB attacks, or be in a more defensive role with Recover + Thunder Wave to help other threats like Flutter Mane and Spectrier shine. It can also effectively run both offensive and defensive Nasty Plot sets, letting it be a key option on Ghost teams through its versatility and great defensive typing. | Suggested by Giyu, written by Dead by DaylightRotom-Wash is an important part of any Electric team. It's almost the only way Electric has a chance in the Ground matchup, and being immune to every entry hazard but Stealth Rock is always nice. Hydro Pump helps clean Ground up (besides Water Absorb Clodsire, which is always hard to break through), while access to Volt Switch benefits Electric immeasurably. Having Will-o-Wisp to neutralize physical attackers like Zamazenta is great as well. | Suggested by Neko, written by Dead by Daylight
Iron Hands is a fearsome attacker on Electric. Whether or not you're running Electric Terrain, its base 140 Attack lets it make huge dents in the opponent's defensive lines. Not only that, but it gets Volt Switch, which lets it keep momentum against the few non-Ground types that can check it. Iron Hands is a key piece of what makes Electric teams even just viable (they're not very good in my eyes) in this metagame. | Suggested by Neko, written by Dead by DaylightIce has had a rough go of things in Generation 9, but the main benefit that the new generation offered was Snow, which let Ice-types gain a 1.5x boost to their defense while in it. So what better Pokémon to hold everything together than Abomasnow? The snowy tree briefly lost its crown in generations 7 and 8 to Alolan Ninetales, but now after Alolatale's exit from the game, it has taken back its throne in wonderful fashion. Abomasnow's main draw has always been its ability Snow Warning, but it belies some pretty good power - never underestimate the power of Leaf Storm and Blizzard coming off a respectable 92 Attack. Additionally, its bulk is further enhanced by Snow, letting it eat physical attacks and set up Aurora Veil. Speaking of Aurora Veil, it helps Ice so much so that I believe it would be one of the worst types without it (rather than the middle-of-the-road type it is now). If you want a good Ice team, you need Abomasnow (which I learned the hard way when I faced maroon). | Suggested by Leafium Z, written by Dead by Daylight
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Core Compendium
+ + This generation, the famed Steel Immunity core got better with the addition of Gholdengo. Each one of these 'mons are key parts of what makes Steel such a good defensive type in Monotype. Heatran provides a crucial Fire immunity through Flash Fire, while Corviknight flies above the Ground-type attacks that threaten the type. Finally, the new boy on the block, Gholdengo, replaces Aegislash from SS as a devastating special attacker alongside its naturally good longeivty (due to its great defensive type combination and its access to recovery). Variants of this core have been seen since Heatran's introduction, with Skarmory over Corviknight pre-generation 8 and Aegislash over Gholdengo for generations 7 and 8. | Suggested by wkxkevin, written by Dead by Daylight
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LIST OF THINGS TO ADD
Glue Compendium
Ground: Great Tusk/Iron Treads and Clodsire - Suggested by Neko
Ice: Cetitan - Suggested by Leafium Z
Core Compendium
(nothing for now, more cores appreciated!)
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Glue Compendium Contributors
Giyu
Neko
Pengairxan
Leafium Z
Core Compendium Contributors
wkxkevin
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Feel free to contribute! Thanks to everyone who has contributed so far - this wouldn't have happened without your help.
My suggestions:Welcome to the Glue and Core Compendium!
currently under construction, pardon our dust
------------------------------------------------------------------------
What is the Glue Compendium?
For my first project in the Monotype community, I decided to research glue. Now I'm not an engineering major or anything - "glue" is a catch-all term for a mon that keeps a team together. Think Gholdengo on Ghost, Corviknight on Flying, Iron Hands on Fighting...you get the point. The Glue Compendium aims to compile these important pieces of every type. I've asked quite a few esteemed users for help, and I plan on making this for every time with the mon itself and a few lines of explanation. So without further ado, here is the Glue Compendium.
What is the Core Compendium?
After some feedback in the Discord, I decided to add another compendium to distinguish between individual 'mons and cores that hold a team together. For example, Steel's immunity trio would be classified as a core in this compendium. Both of these compendiums are open for contribution, and I hope that both of them will help newer players know what to use for any type.
------------------------------------------------------------------------
Work In Progress, Please Pardon Our Dust
This will be alphabetically organized by type at the end of the project
Glue Compendium
Amoonguss is vital in the Ground matchup, thanks to having a neutrality to the type along with a threatening STAB Giga Drain. Furthermore, it has a lot of other great attributes, like being able to stay healthy throughout a match thanks to both Synthesis recovery and Regenerator, being able to spread status like sleep with Spore, Toxic, and Paralysis with Stun Spore, and being able to capitalize off said status spreading with either Hex, which also messes with Ghost- and Psychic-types, Stomping Tantrum to fire off a 150 BP attack (by attempting to status an already-statused Pokémon), or Foul Play to hit physical attackers with their own power. | Suggested and written by Pengairxan
/ Poison/Dark is a great defensive typing, as it allows these two Pokémon (along with Skuntank in a more niche role) to find their place on Poison teams. Their primary function is to soak up Psychic-type attacks and retaliate with their Dark STABs, which lets Poison potentially win the Psychic MU with good play. However, all three of the Poison/Darks go about their duties differently. Alolan Muk functions as a great special tank with Assault Vest while providing good utility in the now-limited Knock Off, while Overqwil takes advantage of Poison's ability to spread, well, poison with Barb Barrage, threatening large amounts of damage. Skuntank functions as a midground of sorts, able to use Sucker Punch for priority as well as being a decent attacker in its own right. | Suggested by Pengairxan, written by Dead by DaylightGholdengo is a key part of a good Ghost team. It can either act as a good Choice Scarfer, letting it outpace much of the metagame and deal good damage with its STAB attacks, or be in a more defensive role with Recover + Thunder Wave to help other threats like Flutter Mane and Spectrier shine. It can also effectively run both offensive and defensive Nasty Plot sets, letting it be a key option on Ghost teams through its versatility and great defensive typing. | Suggested by Giyu, written by Dead by DaylightRotom-Wash is an important part of any Electric team. It's almost the only way Electric has a chance in the Ground matchup, and being immune to every entry hazard but Stealth Rock is always nice. Hydro Pump helps clean Ground up (besides Water Absorb Clodsire, which is always hard to break through), while access to Volt Switch benefits Electric immeasurably. Having Will-o-Wisp to neutralize physical attackers like Zamazenta is great as well. | Suggested by Neko, written by Dead by Daylight
Iron Hands is a fearsome attacker on Electric. Whether or not you're running Electric Terrain, its base 140 Attack lets it make huge dents in the opponent's defensive lines. Not only that, but it gets Volt Switch, which lets it keep momentum against the few non-Ground types that can check it. Iron Hands is a key piece of what makes Electric teams even just viable (they're not very good in my eyes) in this metagame. | Suggested by Neko, written by Dead by DaylightIce has had a rough go of things in Generation 9, but the main benefit that the new generation offered was Snow, which let Ice-types gain a 1.5x boost to their defense while in it. So what better Pokémon to hold everything together than Abomasnow? The snowy tree briefly lost its crown in generations 7 and 8 to Alolan Ninetales, but now after Alolatale's exit from the game, it has taken back its throne in wonderful fashion. Abomasnow's main draw has always been its ability Snow Warning, but it belies some pretty good power - never underestimate the power of Leaf Storm and Blizzard coming off a respectable 92 Attack. Additionally, its bulk is further enhanced by Snow, letting it eat physical attacks and set up Aurora Veil. Speaking of Aurora Veil, it helps Ice so much so that I believe it would be one of the worst types without it (rather than the middle-of-the-road type it is now). If you want a good Ice team, you need Abomasnow (which I learned the hard way when I faced maroon). | Suggested by Leafium Z, written by Dead by Daylight
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Core Compendium
+ + This generation, the famed Steel Immunity core got better with the addition of Gholdengo. Each one of these 'mons are key parts of what makes Steel such a good defensive type in Monotype. Heatran provides a crucial Fire immunity through Flash Fire, while Corviknight flies above the Ground-type attacks that threaten the type. Finally, the new boy on the block, Gholdengo, replaces Aegislash from SS as a devastating special attacker alongside its naturally good longeivty (due to its great defensive type combination and its access to recovery). Variants of this core have been seen since Heatran's introduction, with Skarmory over Corviknight pre-generation 8 and Aegislash over Gholdengo for generations 7 and 8. | Suggested by wkxkevin, written by Dead by Daylight
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LIST OF THINGS TO ADD
Glue Compendium
Ground: Great Tusk/Iron Treads and Clodsire - Suggested by Neko
Ice: Cetitan - Suggested by Leafium Z
Core Compendium
(nothing for now, more cores appreciated!)
-----------------------------------------------------------------------------------
Glue Compendium Contributors
Giyu
Neko
Pengairxan
Leafium Z
Core Compendium Contributors
wkxkevin
------------------------------------------------------------------------
Feel free to contribute! Thanks to everyone who has contributed so far - this wouldn't have happened without your help.
I agree with everything except moltres. Can you give me a brief explanation why that is.My suggestions:
Dragon: Hoodra and Garchomp
Fire: Volcanion and Moltres
Moltres is basically a better Talonflame and the best defensive switch in to Earthquake and Fighting spam.I agree with everything except moltres. Can you give me a brief explanation why that is.
Thanks for your help! I do agree with Hoodra, but unfortunately multiple people have said that so I don't think you'll get credit for it. But Garchomp is great for Dragon, so thanks for that!My suggestions:
Dragon: Hoodra and Garchomp
Fire: Volcanion and Moltres
Walking Wake. I think the presence of Walking Wake make Volcanion a requirement for every Fire type-On Fire, Volcanion is odd. Why would you use it with Sun weakening its Water STAB? I feel like it isn't great in weather -
I mean I think Fire kinda highlights one of the issues with the Glue Compendium where some types can play extremely different variations of a build. On sunless, Volcanion is pivotal; on Sun fire Volcanion is never going to be needed. Gonna add that I haven't really used Moltres on any of my fire builds yet. In my opinion you beat the fighting mu anyway, though moltres's ground immunity is definitely very useful.Thanks for your help! I do agree with Hoodra, but unfortunately multiple people have said that so I don't think you'll get credit for it. But Garchomp is great for Dragon, so thanks for that!
On Fire, Volcanion is odd. Why would you use it with Sun weakening its Water STAB? I feel like it isn't great in weather - Rain gets rid of its Fire STAB, while Sun gets rid of its Water STAB. Moltres - perhaps.
Just to add, especially when looking at fire in a tournament context I really don't see Volcanion as needed, fire loses the dragon matchup regardless and it's usually more worth it to prioritize having a solid matchup vs. top types such as Poison, Fairy, Ghost, Fighting, Flying, etc. Even in general Volcanion defines sunless fire vs. sun fire where you might want something else in that slot. I'm not convinced Volcanion is needed for sun teams either way as you suggested, Dragon and Walking Wake water I still see as winning the matchup, and otherwise there are far more useful options to make your fire team threatening.Walking Wake. I think the presence of Walking Wake make Volcanion a requirement for every Fire type-
Before Fire Sun teams have to win the weather war against rain to beat Water (hard but doable). Walking Wake doesn't care if Drought or Drizzle is on the map.
Having a water inmunity is more needed than ever in Fire for this reason.
Moltres and Talon are 50/50. Moltres bring some bulk and firepower when Talon bring hazzard control and speed. Non Talon Fire need to run things like Cinderace Court Change to not die to opposite Stealth Rocks
Not necessarily - Skeledirge walls Belly Drum sets since it outspeeds and can burn, while other sets just get outsped by Scoillain or Rotom-H.Y'all sleeping on Volcanion. You literally lose to Azumarill without him, even if you run Sun on Fire.
Want to make a few nominations:Welcome to the Glue, Core, and Teamstyle Compendium!
currently under construction, pardon our dust
------------------------------------------------------------------------
What is the Glue Compendium?
For my first project in the Monotype community, I decided to research glue. Now I'm not an engineering major or anything - "glue" is a catch-all term for a mon that keeps a team together. Think Gholdengo on Ghost, Corviknight on Flying, Iron Hands on Fighting...you get the point. The Glue Compendium aims to compile these important pieces of every type. I've asked quite a few esteemed users for help as well as newer members of the community, and I plan on making this for every type with the Pokémon itself and a few lines of explanation.
What is the Core Compendium?
After some feedback in the Discord from Aqua Jet, I decided to add another compendium to distinguish between individual 'mons and cores that hold a team together. For example, Steel's immunity trio would be classified as a core in this compendium. Both of these compendiums are open for contribution, and I hope that both of them will help newer players know what Pokémon to use for any type.
What is the Teamstyle Compendium?
The Teamstyle Compendium is essentially the final step towards creating a full-fledged list of Monotype knowledge that isn't the VR. After TheWyvernKing pointed out that "one of the issues with the Glue Compendium is that some types can play extremely different variations of a build." So I decided to take his advice and create the teamstyle compendium, which details the best teamstyles and specific Pokémon to put on that style. This is going to be the last thing that's finished - I won't start this until the Glue Compendium is finished. Some 'mons that fit onto only one teamstyle of a type will go here (for example, Volcanion is crucial on Sunless Fire but unnecessary on Sun teams.
------------------------------------------------------------------------
Work In Progress, Please Pardon Our Dust
This will be alphabetically organized by type at the end of the project
Glue Compendium
Amoonguss is vital in the Ground matchup, thanks to having a neutrality to the type along with a threatening STAB Giga Drain. Furthermore, it has a lot of other great attributes, like being able to stay healthy throughout a match thanks to both Synthesis recovery and Regenerator, being able to spread status like sleep with Spore, Toxic, and Paralysis with Stun Spore, and being able to capitalize off said status spreading with either Hex, which also messes with Ghost- and Psychic-types, Stomping Tantrum to fire off a 150 BP attack (by attempting to status an already-statused Pokémon), or Foul Play to hit physical attackers with their own power. | Suggested and written by Pengairxan
/ Poison/Dark is a great defensive typing, as it allows these two Pokémon (along with Skuntank in a more niche role) to find their place on Poison teams. Their primary function is to soak up Psychic-type attacks and retaliate with their Dark STABs, which lets Poison potentially win the Psychic MU with good play. However, all three of the Poison/Darks go about their duties differently. Alolan Muk functions as a great special tank with Assault Vest while providing good utility in the now-limited Knock Off, while Overqwil takes advantage of Poison's ability to spread, well, poison with Barb Barrage, threatening large amounts of damage. Skuntank functions as a midground of sorts, able to use Sucker Punch for priority as well as being a decent attacker in its own right. | Suggested by Pengairxan, written by Dead by DaylightGholdengo is a key part of a good Ghost team. It can either act as a good Choice Scarfer, letting it outpace much of the metagame and deal good damage with its STAB attacks, or be in a more defensive role with Recover + Thunder Wave to help other threats like Flutter Mane and Spectrier shine. It can also effectively run both offensive and defensive Nasty Plot sets, letting it be a key option on Ghost teams through its versatility and great defensive typing. | Suggested by Giyu, written by Dead by DaylightRotom-Wash is an important part of any Electric team. It's almost the only way Electric has a chance in the Ground matchup, and being immune to every entry hazard but Stealth Rock is always nice. Hydro Pump helps clean Ground up (besides Water Absorb Clodsire, which is always hard to break through), while access to Volt Switch benefits Electric immeasurably. Having Will-o-Wisp to neutralize physical attackers like Zamazenta is great as well. | Suggested by Neko, written by Dead by Daylight
Iron Hands is a fearsome attacker on Electric. Whether or not you're running Electric Terrain, its base 140 Attack lets it make huge dents in the opponent's defensive lines. Not only that, but it gets Volt Switch, which lets it keep momentum against the few non-Ground types that can check it. Iron Hands is a key piece of what makes Electric teams even just viable (they're not very good in my eyes) in this metagame. | Suggested by Neko, written by Dead by DaylightIce has had a rough go of things in Generation 9, but the main benefit that the new generation offered was Snow, which let Ice-types gain a 1.5x boost to their defense while in it. So what better Pokémon to hold everything together than Abomasnow? The snowy tree briefly lost its crown in generations 7 and 8 to Alolan Ninetales, but now after Alolatale's exit from the game, it has taken back its throne in wonderful fashion. Abomasnow's main draw has always been its ability Snow Warning, but it belies some pretty good power - never underestimate the power of Leaf Storm and Blizzard coming off a respectable 92 Attack. Additionally, its bulk is further enhanced by Snow, letting it eat physical attacks and set up Aurora Veil. Speaking of Aurora Veil, it helps Ice so much so that I believe it would be one of the worst types without it (rather than the middle-of-the-road type it is now). If you want a good Ice team, you need Abomasnow (which I learned the hard way when I faced maroon). | Suggested by Leafium Z, written by Dead by DaylightHisuian Goodra was the pickup Dragon needed to maintain relevance. Its Steel neutrality, combined with a base 150 Special Defense, allows Hisuian Goodra to take special attacks unnaturally well. For reference, Hisuian Goodra takes just 23.1-27.5% from Choice Scarf Iron Valiant's Moonblast, which is a massive threat to Dragon teams. Additionally, Hisuian Goodra's Steel STAB greatly helps the Fairy matchup. It also synergizes well with the rest of the type - Dragapult can unleash its attacks on a predicted Fighting-type attack, while Walking Wake can threaten out the Ground types that want to force Hisuian Goodra to switch. | Suggested by Neko and Gorechomp, written by Dead by Daylight
Garchomp has broken holes in opposing teams since the BW days. However, with the ever-rising menace of power creep, it seemed destined to drown in Monotype for the first time...ever. But then, SV gave it Spikes, which let it forge its niche in Dragon teams once more. Garchomp functions incredibly well as a hazard setter - it gets up Spikes and Stealth Rock and can either force a pivot with Dragon Tail or deal great damage with Earthquake, even uninvested. It continues to be a key part of Dragon teams, and probably will be for many more generations to come. | Suggested by Gorechomp, written by Dead by Daylight------------------------------------------------------------------------/ I guess you could call these two the sides of one coin. The Donphans from both the future and the past have found ways onto most Ground teams, and for good reason. Both of them are key for hazard control on Ground teams through Rapid Spin, but they both offer exclusive benefits. Iron Treads has Volt Switch to maintain momentum and form a core with Sandy Shocks, while also having a pretty good typing when compared to Great Tusk. Finally, while their BST is the same, their stat distributions differ. Due to these differences, Iron Treads is faster and has better Special Defense, while Great Tusk is physically bulkier and stronger. However, Great Tusk's versatility is unmatched: it can run a bulky hazard control set, an offensive set with monstrous Earthquakes off that 131 Attack stat, or even a Choice Scarf set with its Speed tier being just good enough to outpace key 'mons such as Chien-Pao while eating its Ice Shard. | Suggested by Suggested by Neko, written by Dead by Daylight
Clodsire is the main Water Absorber for Ground. It's the main reason, along with Sandy Shocks, why Ground has a fraction of a chance against Water, one of its worst matchups. While its stats aren't good, its combination of attributes (being the only Toxic Spikes setter on Ground, along with having reliable recovery and being a defensive stanchion) make it a key part of Ground teams. | Suggested by Suggested by Neko, written by Dead by Daylight
Core Compendium
+ + This generation, the famed Steel Immunity core got better with the addition of Gholdengo. Each one of these 'mons are key parts of what makes Steel such a good defensive type in Monotype. Heatran provides a crucial Fire immunity through Flash Fire, while Corviknight flies above the Ground-type attacks that threaten the type. Finally, the new boy on the block, Gholdengo, replaces Aegislash from SS as a devastating special attacker alongside its naturally good longeivty (due to its great defensive type combination and its access to recovery). Variants of this core have been seen since Heatran's introduction, with Skarmory over Corviknight pre-generation 8 and Aegislash over Gholdengo for generations 7 and 8. | Suggested and first draft by wkxkevin, written by Dead by Daylight
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Teamstyle Compendium
This will be started upon the completion of the Glue Compendium.
------------------------------------------------------------------------
LIST OF THINGS TO ADD
Glue Compendium
Ground: Great Tusk/Iron Treads and Clodsire [Suggested by Neko]
Ice: Cetitan [Suggested by Leafium Z]
Core Compendium
Flying: Landorus-I + Corviknight + Dragonite [Suggested by Neko]
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Glue Compendium Contributors
Giyu
Neko
Pengairxan
Leafium Z
Gorechomp
Core Compendium Contributors
wkxkevin
Teamstyle Compendium Contributors
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If you want to help, just DM me with the Pokémon you'd like to submit, the type, and preferably a short explanation. Help is always appreciated!
PS: Monotype mods, can this be made an official resource or no?
And walking wake, don't forget the suicuneisaurY'all sleeping on Volcanion. You literally lose to Azumarill without him, even if you run Sun on Fire.
Walking Wake 4x resists both of Volcanion’s STABs and takes pitiful damage from Sludge Bomb or Earth Power, while winning the 1v1 with its Dragon STAB. I don’t see how that helps.And walking wake, don't forget the suicuneisaur
I mean, water absorb helps allow you to switch in easier?Walking Wake 4x resists both of Volcanion’s STABs and takes pitiful damage from Sludge Bomb or Earth Power, while winning the 1v1 with its Dragon STAB. I don’t see how that helps.
Prediction exists - surely your opponent would predict that you were going to the only thing that could take Hydro Steam and use a Dragon move on it.I mean, water absorb helps allow you to switch in easier?
Realistically on good teams Quagsire is always going to be Unaware. Chien-Pao has a field day otherwise. So does Baxcalibur. WA Clodsire also has a better shot at checking more Water threats (Urshifu-R, most Quaqs, Walking Wake) than does WA Quagsire.For cores I would say the dual Sire core of Clod and Quag.
Clodsire and Quagsire cover each other's weaknesses incredibly well as one special tank with a neutrality to Grass while the other packs a neutrality to Ice while being Physically bulky. Both have access to a very similar moveset making it a mystery to figure out which one is going to be doing what. But their biggest draw together is their two big abilities, Unaware and Water Absorb. Both provide immense utility to Ground and if you see both at the start of the match it then becomes a massive question of which one is which. Maybe Clod is Water Absorb while Quag is Unaware? Maybe its the otherway around? Maybe they're both Water Absorb or both Unaware?
Fair enough. It is a thing I have seen happen before and probably still happens with other ground teams and will be more of a thing if Chien gets banned (Also just kill the Chien-pao with Quag BP before it becomes an issue, you'll be fine.)Realistically on good teams Quagsire is always going to be Unaware. Chien-Pao has a field day otherwise. So does Baxcalibur. WA Clodsire also has a better shot at checking more Water threats (Urshifu-R, most Quaqs, Walking Wake) than does WA Quagsire.
Unaware Quag + WA Clod is the most consistent combo of Clod + Water/Ground.