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Cataquack64

MegaEye Argument

Nov 10th, 2015
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  1. Hey everybody, Whirl the Pede here.
  2. So for the past few days, the hot monotype topic has been whether or not Mega Sableye should be banned or not. This suspect has been pretty twosided, as some of the Dark/Ghost users be like "WHAT?! You can't ban MegaEye!! My team needss it! Obviously the people who want it banned are salty/terrible players that dont know that (insert mon here) can counter/check it!" While the other side has been like "Oh don't worry about it, we banned KyuW, and look at how WELL Ice is doing without it! :P"
  3. In MY opinion, Ghost Mono Teams kinda need MegaEye more than Dark Mono teams, as Reg Sableye and Mandibuzz can switch in and handle/check some Fighting type, and now that Hoopa-U has joined the fray, fighting shouldn't be much of a problem. As for hazard control, well, theres Mandibuzz.
  4. Ghost, on the other hand, highly appreciates having MegaEye on the team for both hazard control and a Knock Off eater. Even though regular Sableye can Taunt obvious leads, it cannot switch in to something about to set up hazards. Once hazards are up, its rip for ghost (There is Defog Drifblim, but no one would want to use Defog Drifblim, let alone Drifblim itself.)
  5. Since Mega Stones cannot be removed, MegaEye is a great way for Ghost to handle common Knock Off spam as well.
  6. As for the infamous CM set that everyone complains about, it often best to stop it before it sets up too much. SD users, Fire Types and Faires often do not have to worry to much about MegaEye.
  7.  
  8. Checks and Counters for Each Type
  9. Grass: Sd Poison Heal Loom, Serperior, Offensive Whimsicott, Shaymin
  10. Poison: Acid Spray Tentacreul, Nidoking (can put in Offensive Pressure), Setting up T-Spikes (before Sab has Mega'd/Aginst another Member of the team (this was from kammi))
  11. Fire: Cannot get burned, Darm, Entei, and Victini are capable of OHKOing it with strong physical STAB (Sun Support)
  12. Flying: SD Gliscor, Scarf Togekiss, Croven's RestTalk MegaGyara set, Lando-I
  13. Water: Banded/BD Azu, Tentacreul, Keldeo(SubCM/Specs)
  14. Bug: SD Mega Pinsir/Scizor, Volcarona (Unless Snarl)
  15. Normal:MegaPunny, Band Diggersby, Specs Melo
  16. Electric: NP Thundy-I, Toxic Mega Ampharos, Luxray, Specs Analytic Magnezone (Only works the turn Sableye Mega Evovles), SubCM Raikuo
  17. Ground: SD Gliscor, Lando-I
  18. Fighting: Guts Hera, Lum/Sub Pangoro, Keldeo (SubCM/Specs)
  19. Rock: Mega Diancie, RestTalk Mega Aggron
  20. Psychic: Gardevoir, Scarf Rachi, Victini, Mega Alaska Zam, Band Hoopa-U, SubCM Melo
  21. Ice: Double-Edge/Explosion Mega Glalie, Band Outrage Kyub, Specs Frost Breath Walrein
  22. Ghost: Specially Defensive SD Aegislash, CM Wars, Pressure Crotomb
  23. Dragon: Lum Haxorus, CritDra, Specs Dragalge, Band Kyub
  24. Steel: Scarf Rachi, Lava Plume/Magma Storm Heatran, Bisharp
  25. Dark: Bisharp, Crawdaunt, Banded Hoopa-U, CM Wars
  26. Fairy: More like Mega Sableye needs checks and counters for Fairy
  27.  
  28. Anyway, that's what I think are good ways to handle MegaEye. Some work best when Sableye has just Mega Evovled, while others work anywhere in the battle. My name is Whirl the Pede, but you knew that already. HAVEAGOODONE!
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