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Slurp

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Jul 18th, 2018
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  1. London Lapras, coached by Slurp
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  3. Z captain Zubat, 10/10, best draft of the league
  4. More seriously, Slurp went for hyper offense, and it’s certainly doing its job of being scary. Lando-T as a Z Captain opens up the possibility for the infamous SD-Rock Polish-EQ-Fly set, even if he can also run it defensively or with a scarf. Tornadus-T is an overall great mon, and Regenerator helps out with the rocks weakness, even if he doesn’t have any other Regenerator mons to make a core out of. Thundurus-I provides Prankster, which can mess up a lot of the sweepers other teams have. The three genies actually synergise fairly well, and this U-Turn trio is completed by Mega-Beedrill, Braviary and Talonflame, providing great moment for Slurp’s team. One might think that a typing like Poison/Flying could be walled by Steel types, but Slurp made sure that wouldn’t happen thanks to his three fire types, not to mention Landorus-T. Salazzle can pull off easy sweeps against teams it can hit super effectively and Charizard can be defensive with Will-o-Wisp or even a Belly Drum sweeper, while Talonflame gives the team even more speed as well as powerful priority (at least while rocks aren’t up). Speaking of rocks, Slurp has decent hazard control, with 6 Defog users, Lando-T being a reliable rocks setter, and the option of Spikes and Toxic Spikes in Roserade, Qwilfish and more. This draft also balances Physical and Special attackers well among poison and flying types, which makes it harder to prepare for. His speed is also excellent, with Mega-Beedrill, Tornadus-T, Talonflame and Salazzle being 4 of the fastest mons drafted among all 192 drafted mons.
  5. This draft is not impossible to prepare for though, far from that. The complete absence of a Fairy/Dragon/Steel core means that the draft is particularly weak to dragon type sweepers and has limited offensive options. No Steel, Rock, Ghost or Fighting types also mean that this draft can be seriously hurt by Normal types, and things like Diggersby or Drampa can punch holes through the team. Also, Zubat as Z captain might be a meme, but it’s objectively a waste of a Z captain and will most likely be completely useless for the team (if it works somehow you’re getting MVP so bad though). The team also lacks a lot of bulk, relying on its offense to do the work fast to avoid being put in a position where the likes of Qwilfish and Skuntank have to defend from very powerful opposing mons. It also has nothing to stop Knock Off spam, and relies on U-turn to stop dark types. If Slurp decides to use Spikes or Toxic Spikes, the absence of a Ghost type to spinblock might also hurt him, and possibly end up dissuading him from actually using those hazards when it would bring a good advantage. Somewhat related to that is his noticeable Stealth Rock weakness, since 8/12 of his team members are weak to it, among which nearly all his U-turn abusers. Likewise, offensive Rock types like Terrakion or Tyranitar can seriously hurt his team, and he has to rely on Lando-T to keep these in check, while carefully predicting Ice type moves and using Qwilfish (his only ice resist along with frail Salazzle) carefully.
  6. While Slurp has many good options to attack with, the absence of counters for many common types and sets means that his draft will often run into problems it can’t overcome easily. His forte is momentum and switches, but that can turn into a disadvantage when rocks are on the field, and a skilled opponent will take advantage of his need to defog in order to set up. His draft is definitely not bad, but it is lacking in certain aspects, and Slurp will have to prove that having no answers to certain types doesn’t mean he can’t pull off wins despite an initial disadvantage.
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  8. This draft gets a 7/10
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