![]() ![]() Now take into consideration other "chance" effect moves like Swagger and Rock Slide, often as "outs" in case the players is forced to use these moves. Paralysis is often associated as a "single" target speed control, as the user has to target down one opposing Pokemon, provided they aren't Ground/Electric/Grass (Stun Spore)-type, have abilities to protect them such as Lightening Rod/Limber, or hold a Lum/Cheri Berry.ĭespite some notable flaws, paralysis can extremely game changing, especially if the opponent's Pokemon isn't likely to move first, and have the chance to be inflicted with the 25% chance of full immobilize. Problem is some of these moves are low in distribution while Thunder Wave has large-based in potential users. Glare and Nuzzle might seem as "stronger" paralysis options, being able to either paralyze Ground-types, or inflict damage while causing the status condition. Though Thunder Wave is the most common paralysis-inducing move, there are other options such as Stun Spore, Nuzzle, Glare, and other "chance effects" (Discharge, Body Slam, Effect Spore, Static, etc) with their own strengths/weaknesses. This means Sylveon with originally a slow speed stat, is now able outspeed, and effectively threat the Dragon-type with its own STAB Fariy move. Now lets say what if the Mega Salamence is paralyzed during the battle? If we divided the number 189 by 4, then Mega Salamence's "new" speed is at 47 (not 47.25 as remember all digits are rounded down). ![]() Assuming that Sylveon is "frail" (depends on investment), an Aerilate Double Edge can potentially faint a Sylveon before it can fire a super effective Pixilate Hyper Voice. Let's take a Mega Salamence up with speed at 189 up against a Specs Sylveon with only 80 speed as an example. Any Pokemon affect by paralysis will likely be the last one to move last, and is permanent, unless "cured". To review, paralysis is a Status Condition which cuts the Pokemon's original speed stat by a quarter (1/4th), along with the chance a 25% chance for "full paralysis", or when the inflicted Pokemon can't move for a turn. ![]() Paralysis, often in the form of Thunder Wave support, is perhaps the one of the most common forms of speed control given how "disruptive", yet effectively used to reduce the speed targeted Pokemon. As a mini freshener, here's a list of speed tiers benchmarks Pokemon reach at level 50 (VGC 15), so highly suggest anyone reviews this (Note: Article might be difficult to read following NB's Website Changes early this year). ![]() Some speed control options are "single" mon/target use such as Thunder Wave/Dragon Dance, and others like Tailwind and Trick Room effect the entire field, or least on the players side. Now given how each year of VGC has been different due to the format, rules, and the various Pokemon available to the players, there's no clear or distinct speed control strategies listed below. Even if the players doesn't need to KO the opposing Pokemon, just the potential to move first is advantageous enough, as long as the momentum is kept. Speed control is definitely one the many common strategies seen in VGC and most teams tend to run one or multiple options. Obviously, speed investment of each Pokemon will determine how game will flow, but wouldn't you want to know you'll have the opportunity to go first every turn? In any VGC game, there's many factors going on, like the Speed Investment of each mons (Base Stats / EVs), the order these Pokemon will go to attack/support each other, and of course possibly speed modifications that can occur during the battle. Some might think running the fastest available Pokemon with decent power might given themselves, an edge, but almost every VGC battle isn't that straight forward. Have you ever noticed how important "speed" factor into just about any battle in general, VGC or not? Even in-game, the potential to deal massive damage, knock out one, or possibly several Pokemon without taking HP can prove itself to be rather advantageous. ![]()
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