Advertisement
Guest User

fooks

a guest
Nov 30th, 2015
256
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.17 KB | None | 0 0
  1. ok teammates are rly obvious for this mon as is, gonna be relatively short anyways but here are just some stuff to keep in mind. hf '~'
  2. ----------------
  3. • hazard control
  4. ◦ denotes maintenance of the hazard war, mons /w hazards makes it way easier for offensive pressure, stallbreaking and cleaners to do their work alongside mtoise.
  5.  
  6. • offensive pressure
  7. ◦ breakers apply a nice amount of pressure to opposin teams, makes up for mtoise being passive and abuses momentum generators in co-ordination for stallbreakers / cleaners | sweepers.
  8.  
  9. • stallbreaking
  10. ◦ u will always need at least 1 solid stallbreaker or 1-2 taunt mons in order to make work of what was mentioned so far, acts as a 'binder / glue' to the team and helps in wearing down shit to the point of where they're shut down for either sweeper to end the game and or just removing key parts of the opponents play.
  11.  
  12. • sweeper checks
  13. ◦ kk, in case a mon abuses the fact that mtoise teams have really exploitable parts due to some mechanics you'll definitely want a back-up answer to them; revenge killers in particular are really helpful, be it priority, fast mons or just scarfers
  14.  
  15. • cleaners / sweepers
  16. ◦ not much to say here, they clean up the game for what was maintained thru out the match, wincons alongside the stallbreakers.
  17. ----------------
  18. • notes
  19. ◦ the team will most likely be focused on basis of hazard control; set hazards, keep them off your field, pressure the opponent with offensive pressure via momentum generators + momentum abusers, alongside off with stallbreaking capability and or an offensive glue. after those precautions have been met, a cleaner / sweeper will round off the team as the main 'wincon' to make work of what has been done.
  20. ◦ momentum generators and abusers alike; mons that can generate free momentum from stuff like voltturn; in return abusers of this come in. breakers abuse hazards and the momentum and chip down at the opposing team. not only this but having mons that force switches are helpful combining with the basis of hazard control.
  21. ◦ regarding the metagame, this is extremely important. this is kind of the metagame where you can't afford to have mons that don't have some sort of role compression. if you don't have say, a good backbone to rely on thanks to a teambuilding flaw its only gonna be exploited thanks to the lack of actual counterplay revolving around the metagame aside from hazard control.
  22. ◦ ok mtoise isnt a breaker, its simply put an offensive utility mon. its effective vs some teams thanks to the metagame being heavily hazard influenced, but aside from that it's just /there/. speed control specifically for mtoise isnt needed, its just there as removal.
  23. ◦ having some sort of set-up opportunity would be really nice for the team, think of that when considering the cleaner / sweeper(s).
  24. ◦ please avoid having more than 2 passive mons in general, m-toise being one. they kill momentum and makes it overall harder for the team to function.
  25. ----------------
  26. k this should cover approx 3/4 of whats taken into mind of building with m-toise, dont particularly agree with the choice of it to build around due to certain, again, obvious reasons. have fun lol
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement