Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Tran Metagame Analysis:
- tran has warped the meta and has singlehandedly made mons like gastro good and has only helped shit like gliscor and mlatios rise in popularity, not to mention tran has like 0 oppurtunity cost, you can basically fit it on any team for any number of reasons due to its nigh-unlimited splashability, not to mention it has so amny different sets and variations between sets like toxic/wisp on z move/utility trans and can basically be a revenge killer, spdef wall, stallbreaker wallbreaker and rocker in one, not to mention it has like literally 0 switchins between all of its sets not to mention its checks in general are pretty small especially since it can run scarf to surprise some shit or just abuse grassy terrain to mitigate its other checks, unlike lando however who possesses the splashability, flexibility, and utility of tran, tran isn't NEEDED to keep anything at bay whereas if we banned lando then a lot of things would just become fantastic and the meta overall would just be pretty stale, which is pretty counterintuitive but when literally every physical attacker gets a buff from lando being gone then the meta would just become "whos physical attacker is faster and can ohko ur physical attacker" basically it'd just form a triangle between like idk zygarde and some other beefy attackers like kart etc, this is exactly why tran needs to be banned, its not NEEDED and overall it just warps the meta and causes it to be super weird and not as healthy as it should be especially when its made shit like gastro so good and even with ur best efforts u cant rly find a good tran check on any given team because nothing and i mean NOTHING switches into tran, even chansey gets trapped and toxiced, grassium, firium, and wisp/toxic punish basically any of trans usual switchins to the point where its basically unswitchinable, at least given the ideal scenarios and predictions are taking place on the tran users part, but we dont have to give tran the benefit of the doubt of being played perfectly to assume its still going to fulfill its role very well and almost TOO well. that about sums up my thoughts on tran.
- Zygarde Metagame Analysis:
- Unlike heatran, zygarde's splashability and heatrans splashability aren't exactly equal, however like heatran zygarde not only is very flexible with its sets and also has a wide variety of sets that accomplish different things, but its also an unstoppable juggernaut that can rarely ever have a universal check due to the sheer amount of options it possesses (the closest thing u can get is like curse sciz or tang), bar those however, it can pick and choose its matchups to the point where its almost pointless to try and prep for zygarde to such a high extent to where it alters the structure of ur team altogether, since zygarde can always run that one set that muscles past said answer, however, this isn't even the biggest issue with zygarde. See unlike tran who usually gets 1-2 kills per game and has at least SOME decent counterplay, if u guess the zygarde set incorrectly, or if u even let it have ONE oppurtunity to setup, it will prey on that with maximum verocity, i.e. if its dd coil and u go to say ur av bulu thinking its just dd groundium, or if u let it setup once and it reveals weakness policy to blow back clef and lando. Speaking of dd coil and weakness policy, i find these to be the most threatening sets along with band, and probably the best dd sets atm. Also speaking of dd coil, zygarde is an absolute menace behind screens or veil, which it can abuse to a frightening effect combined with its insane bulk, allowing it to setup on virtually anything including the likes of defensive lando, which is usually regarded as a pretty decent zygarde check for the most part, at least checking classical dd sets and holding the fort against band for a while, so overall a zygarde behind any sort of screen is a very dangerous one, even more dangerous than it already was beforehand. this is exactly why it needs to be suspected, so that teambuilding isn't so restricting and honestly so that teambuilding in general is better, as even going out of ur way to check zygarde by altering the entire structure of ur team (which usually makes u weaker to something else especially in sm where there is 500 threats) sometimes isn't even good enough if zyg is the right set. overall zygarde hasn't warped the meta nearly as much as tran, nor is it nearly as splashable, but it makes up for the lack of both of those qualities by being extremely potent in every game, being super flexible, being one of the biggest wincons in ou, and having an overall good defensive and offensive utility.
- Kartana Metagame Analysis:
- Kartana, im on the fence about whether it should be banned or not, while its sheer breaking power is insane and its ability to be the 2nd best scarfer and overall revenge killer in the tier, as well as having excellent utility in defog is very amazing, the metagame has shown healthy signs of adaptation towards kart that may prevent it from becoming as potent and dangerous as it was a couple of months ago. Firstly, lets go over its strengths. kart, just like tran and zygarde, has quite a few very solid sets that it can use to either break past its usual checks or give it a new purpose altogether. Firstly the classic SD fightinium set, while fightinium has fallen off over the past few months, as usually kart is paired with zone or even tran to deal with the likes of steela and sciz, something kart unfortunately can't muscle past without fightinium, not to mention steela has been falling in usage anyway due to this trend, over the past several months, however fightinium is stil an amazing set with numerous upsides. But moving on to sd grassium, another older, but slightly younger, and probably better set than fightinium is atm. with grassium, kart becomes a devestating nuke, that when paired with bulu, can ohko even the likes of zap, which is normally a kart answer, but its not just for that, overall it just nukes anything that doesn't quad resist grass, so overall a potent set, now we have steelium and normalium, these sets are meant to tackle both tang and venu, both of which normally deal with kart, not only this but also normalium has the added bonus of dealing with zap as well. Now with just the sd sets alone you can see that kart deals with pretty much any defensive threat on its own, so basically its in the same boat as tran as in it can use a wide variety of checks to basically make it unwallable and unanswerable defensively. But lets not forget about scarf, which is undeniably, the 2nd best scarfer in the tier (lando being the first duh.) this not only makes it an excellent revenge killer revenge killing some of its normal checks that would revenge kill sd such as ash gren, koko, zam, etc. but also makes it an excellent cleaner that, when combined with its insane beast boost ability, can easily clean weakened teams in the late game, specifically teams who have their grass resist dealt with early on. Band is also an option as well even tho sd is better for the most part, however band has a few strengths such as not wasting z to deal with zap and venu, while also providing instant power and being an overall nuke, but usually kart benefits more from a z move than anything else, not to mention band is pretty prediction reliant to break anything and its not exactly the best revenge killer either, but its still an option for specific teams, and despite its subparness it can still perform amazing, which just shows how good kart is overall. However lets not exactly call it a broken mon yet. As i mentioned before the metagame has been adapting to karts overwhelming strength and amazing speed in quite a healthy and normal way. Firstly, zap, while not checking ALL kart sets, is still a decent overall kart check that has only really gotten better over time as the likes of lucha and pinsir still prove to be relevant and quite deadly, not to mention the rise of torn which zap can check pretty easily, speaking of torn, however, this is yet another kart check that has risen to the surface over time. As the likes of helmet torn not only punishes uturn users such as scarf lando and sciz, but also can come freely in on kart without much issue. The exception is if they're normalium and they do so on the switch or they are scarf smart strike, but even then torn has regen so the likes of banded or scarfed karts doing significant damage to torn isn't a major concern, in fact all this does is chip kart and allow the torn user to switch into the appropriate resist. Other mons like mlatias with surf+hp fire or boltbeam combo have also risen up over time as a pretty decent kart check, not to mention the omnipresent zone which has only gained more and more traction ever since scarf zone became a common staple to not only deal with some common kart checks but also deal with kart itself, so its more of a double edged sword for kart rather than being a complete negative. Overall should kart be suspected? Yes. Banned? im not sure yet.
Add Comment
Please, Sign In to add comment