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  1. Well it has been a while since I've made one of these so I'm a bit rusty. Not to mention that I'm still very much new to the 7th Gen Meta. But anyway without any further ado, welcome to Axel's Power Rankings. For those who don't know, I try to take my time with these each week so I can offer the best feedback and insight into either the team, the plays made by the coach, or even the sets and prep. So if you guys have the time to read the entire list and my reasons it would be much appreciated. And please feel free to offer any suggestions or explain anything I may have misinterpreted or correct me on anything I may be misinformed on.
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  3. 12. Jordan- MEW IS THE BEST Z MOVE MON EVER. This is a wonderful rain team, but I see potential over reliance on rain as most of the team looks as though it cant function as well without rain like Mega Swampert, Ludicolo, Omastar, Marill, and Beartic. Mew and Pelipper are the only options for hazard removal, but Mew, Mega Swampert, Regirock, and Omastar all provide hazard options. I feel like there is a huge overabundance of Water types even for a rain team. There is some nice natural bulk on team. Very varied speed tiers as getting up rain determines whether or not this team is the fastest in the league or not. Marill is not going tanything so that is a bit of a weird pick. Surprisingly enough, there is a fire water grass core with Volcanion and Ludicolo. However, only 4 mons not being water type makes me worry for this team
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  5. 11. Tod- This team honestly has very little offensive options, coupled with too much passive bulk. This draft looks especially knock off weak with Togetic, Dusclops, and Gothorita. Gothorita won't do anything...ever; no matter how much Tod tries to make it work, it's going to fall to being nothing more than a meme. I do like that the team's most prominent weakness is very well covered. I expect Starmie and Landorus-I to get most, if not all, of the kills on this team. Unrelated to the team, but I feel Tod failed to make use of wheel picks to get good mons with synergy. There is a very decent fire water grass core, possibly one of the better one's in the league, except that Starmie isn't very bulky. Tod made the best choice for his Z mon with the options given. There are plenty of rock setters so Landorus-I shouldn't ever have to be the rock setter. Starmie is always going to create reliable hazard removal options. In terms of speed there is Starmie and Landorus-I who break the base 100 but then the speed just plummets. Overall, the team is much to passive and has an over-reliance on Starmie and Landorus-I.
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  7. 10. Ivy- With plenty of hazard setters and only Zapdos to remove hazards this team may become extremely limiting towards Zapdos unless Defog Mega Beedrill ever gets brought. Despite having the blistering speed of Mega Beedrill and Whimsicott, there really isn't much else in terms of speed...well there is Zapdos. There is so much bulk. I love the options for a fire water grass core, but the dragon fairy steel core options seem either redundant in typing or just much frailer options. The lack of a spin blocker makes the hazard stacking options seem much less feasible. This is especially true since the only hazard removal options are Defog. There is reliable recovery on most every wall which is good. There are three different water types, which seems a bit redundant, even though they each do a different job. It seems like this team has the potential to do well, but I just dont see it.
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  9. 9. Arcanium- One of the first things that stands out to me is that only Kabutops, Mega Diancie, and Dragonite provide hazard control, which is very surprising for a team that drafted so many mons that don't want to take rocks damage. There seems to be an overabundance of rock types and flying types, with 4 and 3 respectively. THERE ARE PLENTY OF HAZARD SETTERS. Like Arcanium is guaranteed to bring a potential hazard setter every game. This team has weird speed tiers since technically Minior is the fastest, but only after taking half health, then Mega Diancie, then Mienshao. So that's 3 mons breaking base 100 speed. I love that there are plenty of water switch-ins for all the water weak mons. It was an interesting choice making Dragonite the z mon with such lackluster hazard removal. There is a nice offensive-ish dragon fairy steel core. There are so many options for setup which is great.
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  11. 8. Omega- Kartana and Mantine are the only hazard removal options unless Defog Mega Altaria is a thing, which even if it is, it won't ever be brought. There are 4 hazard setters with one being Qwilfish. The common theme of no more than 3 mons breaking base 100 speed plagues this draft as well. I love that Omega went with lower tiered bulk. We will see how that comes into play. This team is very physically offensive apart from Delphox, Mantine, Nidoqueen, Mega Altaria, and to a point Bronzong, but the latter 3 are arguably better physical. So I expect special Mega Altaria most of the time as a result. Having Nidoqueen as a Z mon is questionable due to its preferable reliance on Life Orb, and Choice Scarf most of the time.
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  13. 7. Jim- Honestly, Jim and Omega could be swapped as their drafts are about the same caliber to me. Jim has 4 pokemon that break base 100 speed, but then it drops to 90 with Roserade, then Sawk at 85 so....meh. This team easily has one of the top 3 dragon fairy steel core which has potential for bulk and offense. The only hazard setters are Roserade, Kecleon and Garchomp; so often Garchomp is likely to be hindered in its Z move capabilities, which may lead Roserade to being defensive/utility more often than not. Swellow and Mega Blastoise are the only hazard removal options, but at least they are reliable options for doing so. This team has plenty of offensive options on both sides. However, this team seems noticably rock weak with 3 mons being weak to rocks and not a single resist apart from Garchomp and Sawk. But if Sawk is Sturdy, it really doesn't want to be taking rocks damage. I'm not sure how to feel about bulk since its kida meh honestly apart from the dragon fairy steel core, Mega Blastoise and specially bulky Roserade.
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  15. 6. Silver- Our first entry into the top 6 is Silver, and let me start off by saying holy cow those first three picks. KYUREM-BLACK, THUNDURUS-T, AND JIRACHI what swaps into those 3? Speed is very much an issue with this team as apart from Accelgor and Thundurus-T nothing breaks the base 100 speed tier. Mimikyu really compliments the different hazard options this team has as a spin blocker. Why did Silver draft Hippoptas? This team has such a good naturally bulky fire water grass core, but Mega Camerupt seems questionable. Thundurus-T as a Z move mon is quite terrifying but why Thundurus-T? Why not a different mon like Jirachi or even Kyurem-B? Vaporeon is powerful...even though only like 3 people will know why I love Vaporeon so much. Only having Armaldo as hazard removal could prove problematic with Kyurem-B being so weak to rocks. Jirachi seems liek the only real answer to fairy types. This could be a potential issue as fairies will heavily hinder Kyurem-B. There are plenty of hazard setters which is wonderful. There are also plenty of voltturn options so getting momentum won't be difficult, but keeping momentum may be difficult.
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  17. 5. Kap- Welcome to the best dragon fairy steel core in the league: Mega Charizard X, Scizor, Florges. They all cover each other so well. The biggest issue with those three is there really is no ground switch-in among them or really among anyone on this squad if there is a mold breaker mon on the opposing team. One major concern is that only Scizor and Cryogonal can remove hazards which doesn't do well for a team that drafted Mega Charizard X as Scizor is much better used offensively than as the main source of hazard removal. And as someone who has used Cryogonal in league format in the past, it also isn't the best at removing hazards due to it being weak to rocks itself, but it sure is great at being offensive! I love that Zoroark is the Z move mon as it could play so many mind games with the opponent. Lycanroc-Day, Cryogonal, Zoroark, and Virizion all pass the base 100 speed barrier. The one big concern I have is how Ditto and Zoroark will manage to work on the same team as that could potentially give away Zoroark's identity sometimes. I love the options for reliable recovery on this team. Only having 3 options for hazards is okay...but it can somewhat limit Lycanrock's offensive capabilities should it be the hazard setter.
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  19. 4. Brick- Brick has plenty of hazard options in Nihilego, Skarmory, Clefable. There is an extremely bulky dragon fairy steel core with Zygarde, Clefable, Skarmory. The speed options are decent...but there is not really anything apart from Nihilego and Mega Absol to break base 100 so there is a potential issue there. Having Gallade as the Z mon is an interesting choice, especially since Gallade can do so much work with other non Z move sets which could lead to some great mind games during prep. There are multiple fairy types which each do a different role, but not an overabundance of them. THERE ARE HAZARD STACKING OPTIONS GALORE! What makes this even better is that there is reliable hazard control in Blastoise, Mega Absol, Skarmory, and Beautifly I guess. Beautifly does stuff...but what stands out to me the most is that this team has bulk, offense, and versatility.
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  21. 3. Hera- The first thing that stands out about Hera's team is the lack of speed apart from Tapu Koko's blistering 130 speed. There is so much natural bulk which requires little investment. Hera has a rather impressive offensive core of Landorus-T, Manaphy, Reuniclus, and Tapu Koko and a deceptively good defensive core of Snorlax and Landorus-T. I've faced it before and it's ridiculously hard to break through if you're unprepared. There are so many voltturn options with 5 different mons. However, there are unfortunately lackluster hazard setters apart from Landorus-T, in Steelix and Masquerain, which may force Landorus-T to be defensive most weeks which is not ideal for a Z mon, especially not one as threatening as Landorus-T. The hazard removal options are mediocre apart from Decidueye, as all that is left is Hitmonchan, Masquerain, and Torkoal, but thankfully this team isn't hindered too much by rocks. Hazard stacking may be an issue though. There is a rather unique type diversity as the only duplicate typings are flying and ground...so Landorus-T. I noticed that there is no real answer/switch in to a fairy type...like at all...especially since they are all weak to ground. It seems like there may be a possible reliance on webs from Masquerain due to lackluster speed.
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  23. 2. Rappid- Holy cow this team is bulky. Like annoyingly so. I HATE THE MEGA SABLEYE CRESSELIA CORE BECAUSE NOTHING BREAKS THROUGH IT. In fact this team is so bulky that literally only Unown doesn't have the option of being somewhat bulky if built properly. Having 3 options for hazard control is great because Mega Sableye already deters hazards due to it being an extremely bulky wall with Magic Bounce, so everything else is just a bonus in terms of hazard control. However apart from Magic Bounce, only Mamoswine can set hazards which could become a hinderance to its offensive power. I better see an Unown sweep at some point. There is a fire water grass core, but really with Cresselia and Mega Sableye are you gonna need it? Emboar as a Z-mon is so powerful, but I wonder how often it will actually be using a Z move. There are reliable recovery options throughout most walls which is great as this team seems to thrive in whittling down the opposing team to allow for some easy kills with powerhouses like Emboar, Noivern, Mamoswine and the like.
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  25. 1. Surgeon- At the time of writing this Surgeon has not claimed his Z mon. THIS TEAM IS OFFENSIVE OUT THE WAZOO. Like seriously what is a switch in? Latias and Delibird being the only hazard removal is concerning even for hyper offensive teams since they both can lose momentum very easily. Miltank, Registeel, and Terrakion are the only hazard setters, so either momentum will be lost setting up hazards, Terrakion will be crippled heavily by being forced to run rocks, or hazards won't even be brought. The lack of reliable recovery on walls apart from Miltank and Latias can be a bit concerning as the walls may become too passive and easily warn down. However, with the way this team is built I doubt that the walls will see much action as keeping momentum is very much a necessity. The tam was a bit dark weak before Terrakion. However, the team is still slightly Pursuit weak. Surgeon easily has the fastest team overall as 3 Pokémon break base 100 speed with 3 more having base 100 speed. While I have Surgeon's team rated as the best team, it may end up getting predictable if not played properly. Especially since having 4 mons weak to rocks really makes hazard setting a must against Surgeon.
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