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Black Post Draft PR Ned

Aug 12th, 2019
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  1. Black PR Post Draft
  2.  
  3.  
  4. Le Nard
  5.  
  6. Not an extraordinary FDS core. Comfey is middling. Stakataka and Forretress both have notable flaws but are very usable, and Latias is a dependable choice for a Dragon.
  7. FWG lacks a fire type, which I realllllllly dislike. Missing STAB on a hard hitting type which comes with useful resistances. Gyarados and Amoonguss are both very good for what they do but lack of being able to literally burn fuckers to the ground greatly disappoints me.
  8. A few nice pivot mons which force switches is great to see, although the lack of an electric type hurts that a bit.
  9. 4 fighting weaknesses and 6 resists is funny to me for some reason.
  10. Can hazard remove and setup fine. The T-Spikes and regular spikes give you some diversity.
  11. This team is fat and needs to go on a diet. Also it'll be nigh on impossible to mindlessly break, some thought will need to go into it.
  12. Your two best special attackers are psychic types, which kinda sucks. After that comes Regice and Comfey and they dont scream damage. Just bear that in mind.
  13. An ok amount of top end speed, although scarfers past 110 will be an issue.
  14. Your bottom end is stacked with really slow mons so Trick Room is asking to be used.
  15.  
  16.  
  17. Look your team is fat, has the pivot and hazards to work. Not sold on the lack of traditional offensive types in Fire and Electric, and lack of diverse special attacking options bite. Your speed ain't perfect but should get the job done in a pinch. I didn't really see too many similar type weaknesses jump out at me so thats good.
  18.  
  19.  
  20.  
  21. Ion
  22.  
  23. Ok so FDS is a really strong machine. FWG has been sacrificed a bit. Vileplume is eh at best, trash at worst, Chandelure is powerful but is a little slow for an offensive fire type, Araquanid has its strengths but the lack of physical bulk and rock weaknesses bites.
  24. Some insanely good pivot options, stemming from FDS. Your electric types synergise beautifully.
  25. Hazard removal is ok, but Defog and Sticky Webs don't go together, which is a large niche of Araquanid. SR on Gliscor every week or having to run them in almost certainly a suicide lead Archeops sucks. T-Spikes and Webs are nice but again no RS to pair them.
  26. 4 Ground immunities are great and all, but a grass and bug that is neutral + 4 weaknesses (not to mention Araquanid being physically frail) makes you a little vulnerable.
  27. Your team has a decent amount of bulk to it, but your defensive mons can be powered through by a good wallbreaker.
  28. You also lack an outright physical breaker outside of Mega Scizor which can only have its mega stone.
  29. Speed is unbeatable... if it gets setup. Still very strong raw so not a massive issue.
  30.  
  31. This team has some serious top end talent, but importantly is very reliant on Koko to get its late game rolling. Some of the lower tier picks leave a lot to be desired in their roles. Be careful of becoming too predictable especially.
  32.  
  33.  
  34.  
  35. HBlake
  36.  
  37. The FDS is nice and decently strong for what they do, although Drill and Diancie share several weaknesses.
  38. FWG be solid without blowing people away. They can all certainly pull their weight, but won't win the game by themselves.
  39. Pivot options are good. Heliolisk does Volt Switch well, as Hyper Voice dents a fair few ground types.
  40. Your team has a massive ground weakness. Two immunities and Shaymin may only go so far with 6 ground weak mons to carry above the Earthquakes.
  41. Numerous SR setters + two nice rapid spinners is a check in my book.
  42. Your team has bulk if used properly, if not the right coverage will smash through. Fortunately many of your bulkier mons aren't weak to ground.
  43. Sand is coarse and rough and it gets everywhere. It also is a boon to Landorus-I and Excadrill, giving serious power and late game pace to clean up teams.
  44. Outside of the sand however your top speed caps out at 110, which means you will struggle versus the several teams with faster mons which can clean once your bulk is broken.
  45.  
  46. Your team strikes me as ok, but short of great. It has noticeable flaws dragging it back and I highly recommend reducing your ground weaknesses. Played right it can certainly exceed my expectations of it. Played wrong or recklessly, and it will spiral out of your control.
  47.  
  48.  
  49. Patepic
  50.  
  51. FDS is looking quite good. I'll reserve judgement on Floette-E until I've seen what it can do properly, but for now your Dragon and Steel look good, covering their weaknesses quite well.
  52. Serperior and Zard X can be quite terrifying. Vaporeon is a pretty good, but not amazing back stop for them in case things go awry
  53. The lack of pivot on this team outside of Xurkitree is noticeable. Given how offensive some of these mons are (Haunter, Xurkitree itself and Lycanroc) they would've loved some more options to get them in safely without sacking.
  54. Lots of rocks options and a couple defoggers is good, although it might be a little tricky if you want spikes on Deoxys D.
  55. 3rd team out of 4 with a notable ground weakness today. Problem is this one really lacks counterplay, its immunities few, and resists even fewer, with lack of pivot to boot.
  56. A few bulky mons, some wish pass, I can get behind that. Reliable recovery on Deoxys and Skarmory is rubbing salt in the wound too. However there is a chance they may become overloaded, especially if you become predictable in using them. Take care.
  57. Your team isn't overly quick. Base 113 max won't cut it most weeks in terms of late game sweeping. Otherwise your speed tiers look ok.
  58.  
  59. I like your cores. Your electric is good (if a little slow) and bulk be highly usable. However if you get swept by a ground type or something abusing ground coverage you will only have yourself to blame. Also did I mention a lack of pivot making it hard on your frailer sweepers? If you play your sacks and doubles well (or even just abuse the bulk enough to wear them down) then this team can certainly work, but care for the momentum swinging against you, it will be very hard to wrest back.
  60.  
  61.  
  62.  
  63. WIAN
  64.  
  65. FDS be nice. Zygarde 50% is strong, Togekiss fulfills its role and Registeel can be flexible in terms of what it wants to be bulky against.
  66. Your FWG is non existent. Alolan Marowak is fine, but why you didn't draft a Water type especially baffles me. A Grass type is also fairly necessary to take hits such as Ground and Water.
  67. A few decent pivot options, Mega Absol can also be used as a semi pivot into status which is nice. Jolteon is a nice T3 Electric.
  68. A couple solid rockers, solid defoggers and a magic bounce abuser means this team is fine on the hazard front.
  69. Pleasantly surprised to see only 3 ground weaknesses with no Grass, but its still a bit of an issue. You may have only one water weakness but you also don't have a single resistance to water, which is worrying. Also fairly rock weak.
  70. Bulk is a feature of this team. In saying that there are very few immediately powerful mons that can wallbreak on your team.
  71. Good top pace, staggers down ok, although a fair few of your mons stack around 80-85.
  72.  
  73.  
  74. The lack of essentially a whole core leaves a massive hole in this team which is hard to ignore. Your saving grace is your bulk and pivot which makes this team usable, although Defog may have to come every week if you're gonna be switching a lot (noticeable SR weakness is noticeable). Good luck, but I'd advise switching in a water type asap.
  75.  
  76.  
  77. Keiyr
  78.  
  79. Your FDS is fairly good. Salamence and Slurpuff are flexible, while Bisharp is a terrifying wallbreaker.
  80. FWG with Victini and Mega Venusaur, backed by a beautiful budget pick in Seismitoad gives you bulk and power in spades.
  81. Pivot is good. Downside is Victini and Galvantula are weak to rocks with their pivoting so care must be taken. Really like the parting shot potential. Your Electrics fill specific niches but are otherwise a little underwhelming.
  82. Sticky Webs is great but having only two rockers, one of which really wants to be doing other, more destructive things, hurts you. You have a decent rapid spinner paired with your webs, which also helps your limited rocks somewhat. Just the two immunities to ground with no resists, key mons Victini and Bisharp get hit hard by it. Strong ice or rock types might be a bit of a headache.
  83. Your bulk is ok, but on a lot of pokemon not immediately noticeable. You'll have to work a bit during teambuilding to get its full potential out.
  84. Offensively you lack a special wallbreaker, and your speed is actually quite weak. Galvantula hits 109, Victini and Mence hit 100. Slurpuff gets Unburden but its not necessarily consistent able to use it, and Scarf Ditto gets predictable fast. None of your mons are overly slow either so its a relatively tight band of speed for 11 mons. Sticky Webs aren't a catch all solution, even with Defiant Bisharp.
  85.  
  86.  
  87. Your team is ok. Your lack of pace and immediate special power hurts, but physically your FDS core can put in work, and your FWG is defensively and offensively capable. With the team as slow as it is, you're going to have to abuse Sticky Webs hard, and not let slip on opportunities to capitalise on that advantage.
  88.  
  89.  
  90. LordZoroak
  91.  
  92. FDS be terrifying. KB and Celesteela are monsters and Sylveon is one of the better fairies in the draft, aptly wish supporting these two or even going offensive itself.
  93. FWG has no fire type. You know my feelings on this if you're reading these in order. If not refer to my thoughts on Le Nard's FWG core. Tsareena is ok as a grass type, but Lanturn as the only water type leaves a lot to be desired.
  94. Some decent pivoters here for sure, although again, Lanturn as the Electric is going to struggle. Its Water STAB will help, but it's looking overloaded already imo.
  95. Some decent hazard set, including Webs+ Rapid Spin, even if Masquerain is a bit weak.
  96. A rock weakness to be sure, but good rapid spinners help offset this. Steel type moves actually give this team an issue once Celesteela is removed (unless you do something such as bring Lanturn every week and accepting the issues it brings).
  97. Bulk is actually a little terrifying. FDS is as above, but Skuntank and Tsareena can be surprisingly bulky, Donphan is thicc, and Lanturn, while I still maintain heavy reservations of it on this team, does have enough HP for passable bulk. Also Necrozma, that too.
  98. There is some serious wall breaking power in here, and decent sweeping potential.
  99. Speed is a bit of an issue. I find it alarming to drop from Mega Aero's 150 to Mienshao at 105. A lot of mons are mid tier in speed, and Autotomize Celesteela won't wholly solve that.
  100.  
  101.  
  102. Did I mention I don't like your overreliance on Lanturn to fill multiple roles. Your FDS being an absolute machine and a surprisingly large amount of bulk (and let not forget Necrozma) make this team good, but the holes are there.
  103.  
  104.  
  105.  
  106. Chris
  107.  
  108. FDS is ok. Garchomp is Garchomp, Ribombee however fills a couple specific niches and can struggle at times. If Lucario gets a turn or two it can maul teams, but its frailty lets it down somewhat.
  109. FWG with Mega Zard Y synergises with Tangela for a cheeky Chlorophyll sweep. Problem with Drought fire types is that they weaken their water type partners, so it's fortunate Starmie has some support options and a second STAB + decent coverage to get around that.
  110. Pivot options are ok, although I don't see Ribombee running U-turn every week. Zeraora is an amazing electric type so it kinda makes up for it. Kinda.
  111. You may be looking at being shoehorned into running an offensive rocker every week, although that may fit this teams playstyle, and with two rapid spinners backing them, their hard work won't go to waste. Webs are nice, but not completely necessary. Offensive spikes exist too, and Froslass stops an immediate spin.
  112. A bit weak to rocks when looking at mons such as Charizard, Ribombee and Froslass. Four ground weaknesses bites too.
  113. This team tilts very offensive, so it could be forgiven for lacking some of the bulk you'd expect otherwise. Alola Muk and Tangela give decent options however.
  114. You can bust through on both sides of the wallbreaking spectrum, and you have some insane pace, with a lot of viable speed boost options and a decent webber as a bonus.
  115.  
  116. I like this team as an offensive team, except for a lack of many pivot options to maintain momentum, although sacks are probably slightly more acceptable here. Just be prepared to role the dice, because there are only a couple defensive mons here, and they could be momentumn drains if it goes wrong.
  117.  
  118.  
  119. Viettung
  120.  
  121. Your FDS has a great steel, and good fairy and dragon. Tanky and powerful.
  122. Having two water types is fine, as well as Rotom-Mow being good, but lack of a fire type hurts somewhat.
  123. Thats a good amount of pivot you got there, and your electric types are both good at what they do.
  124. Nidoqueen is the hazard queen, without it hazards struggle to get up, with Aurorus being very niche as a back up. Your hazard removal is ok in terms of defog options, but that hurts Nidoqueen if you have to defog away T Spikes and Rocks.
  125. Speaking of the lack of rock resists is telling. Ice types might also pose a bit of an issue.
  126. Your bulk is good with Milotic and Scizor having reliable recovery. A lot of your tankier homs hit for decent damage too.
  127. Offensively you're Nidoqueen is a bit hardpressed if it wants to be a special wallbreaker and hazard setter, the weight falls on Gardevoir. Physically you're spoilt for choice.
  128. Manectric sets an electric pace, with Meloetta-P providing some support. However speed drops a fair bit after that. Being around 80 base speed is ok, which is a speed your team seems to congregate around. Some good priority users too.
  129.  
  130. You've got some real power in there if you can get it in safely, and your natural bulk helps it out. A fire type might help you break steels a bit easier. Your team is good (I used that word a lot I think) but there aren't many top tiers that can effortlessly break the game open for you against some of the teams with really strong cores. Will need a whole team effort.
  131.  
  132.  
  133. TV
  134.  
  135. Your FDS with Florges, Bronzong and Mega Chomp is tanky for sure. They have potential to hit hard as well, and is good overall, but not amazing.
  136. Volcarona is powerful for sure, while Greninja gives line breaking speed and Decidueye provides good defog support, and can potentially trap mons with Spirit Shackle.
  137. Pivot is good, but of course you picked up the wrong forme of electric TV, smh.
  138. Two spinners and a couple defoggers helps Volc immensely. Greninja is a decent offensive spiker to boot.
  139. You've got a lot of resists, but also a lot of weaknesses to fighting. Not sure why there are two fast specially biased Dark types on this team either. Gives an extra Fairy weakness that you didn't need.
  140. Got some nice bulk there, with a bit of reliable recovery. Offensively your doing ok on the surface, but outside of M.Garchomp you lack an immediate physical presence.
  141. Greninja gives good speed, a lot of mons hovering around 100-105 gives a lot of options but makes them easier to outspeed as a group. Hitmonlee can sometimes get rolling with Unburden.
  142.  
  143.  
  144. Struggling to see the point of Zoroak on this team when Greninja does most of its job better. Also if anything hits 110 that Greninja can't beat, god help your team late game. (inb4 you prove me wrong by winning with hitmonlee everytime). That being said some nice natural bulk and utility could drag this team up the ladder if utilised correctly.
  145.  
  146.  
  147. Trackslayer
  148.  
  149. Azumarill, Hydreigon and Aegislash are a terrifying offensive trio. Noivern is ok too I suppose.
  150. Your FWG with Entei and Roserade is good mid tier pickups. Golisopod has a crap ability but im not entirely sold on its T5 status. Please keep it that way for me.
  151. Pivoting is actually quite weak, as only your two Dragons are able to get around. Sure they're fast but just care for momentum. Speaking of, of course you didn't draft an electric :/.
  152. Hazard removal is passable, but again it looks like Hydreigon and Noivern picking up the slack. SR and Spikes options are there and are good, but also no spinner to back them up.
  153. A lot of ice resists and a lot of weaknesses. Rocks kinda hurt some of this team's offensive mons too. 4 ground weaknesses to boot, means Daddy Track has gotta be careful.
  154. Bulk is more innate than outright, except for Blissey and Rhyperior, who probably need to get out to the gym more. Still sufficient power will break through this team, so you're going to have to play around wall breakers carefully.
  155. Offensively strong, very few mons have hits you're opponents can take.
  156. Speed wise is interesting. Noivern feels like an afterthought to provide some top end speed. Terrakion does ok at 108, but this team also has many priority users that stand out.
  157.  
  158.  
  159. Another wacky Track team. Many members seem capable of carrying their weight, although again wall breakers present problems to this team without good management. Get around those and this team has some terrifying power and bulk to power on through.
  160.  
  161.  
  162. Angel
  163.  
  164. FDS consisting of Fini, Kyurem and Empoleon looks ok, each is strong in its own right, but the shared weaknesses, such as Kyurem and Empoleon to Fighting, or Empoleon and Fini to Electric make this core a little vulnerable.
  165. Your FWG is quite good. Infernape has nice utility, both your water types are good (although in terms of bulky water they overlap a bit) and your Dhelmise is a decent T3.
  166. Pivoting is really strong, Mega Beedrill and Infernape are a nice tag team, Manectric is an ok T5 electric.
  167. The team has multiple defoggers and multiple spinners, and offensive and defensive rock setters make it harder to know which is coming. Also can run T-spikes.
  168. You do have some rock weaknesses poking their head in on your pivoting mons so SR will be an issue. Lack of fire resists outside of Fini isn't fun to deal with.
  169. Has decent bulk, but short of your water types there isn't as much tankiness as you'd like. Claydol has its uses, but sheer weight of common weaknesses cripple it.
  170. Good offensively. Beedrill has great power and Kyurem can certainly wallbreak both sides. Infernapes high BP moves and boosting choices allow it to chunk early and sweep late. Hoopa Unbound is Hoopa Unbound.
  171. Mega Beedrill is ridiculously fast, Crobat and Alolan Persian are also really fast. It staggers down fairly well I think.
  172.  
  173. I like this team. Offensively powerful, can hold onto momentum and capitalise on it. The two water types do overlap in their roles somewhat however, overall team bulk isn't brilliant. If Fini gets broken through it can open up massive holes for the rest of the team, so only sack Fini if you have to.
  174.  
  175.  
  176. Yetii
  177.  
  178. The FDS packs a little bulk, but mainly the offensive power of Haxorus and Metagross together is going to be hard to stop. Clefable can fill in a multitude of roles on the team.
  179. The FWG you've got is ok... Rotom-Wash is good, if a bit prone to missing Hydro Pumps, however i'm not sold on Victreebel and Torkoal. They do have nice synergy with Chlorophyll, but they have notable flaws which hold them back. Lurantis is also a middling grass type. Barbaracle is also there, its good for its cost (imo it makes a case for T4). Its just hard to make the case to use it over Rotom-Wash defensively.
  180. Pivoting starts good with Torn and Rotom-W, until you realise its all you have. Not bad users by any means but a bit lacking in terms of spread. Rotom-Wash is a strong electric which can beat many ground types 1v1 which is a massive boon.
  181. Nice SR users mean they should be at least up each week, Torkoal can spin and there are a few defogs so it comes alright.
  182. Weaknesses haven't jumped out at me, however a mold breaker with EQ might put in some damage so good to bear in mind.
  183. Your bulk is alright with Clefable and Rotom-Wash. Krook and Tork also certainly have their defensive uses, but a lack of reliable recovery hurts.
  184. Your damage, especially through Haxorus is very high. Krookodile can snowball through Moxie and other get going on the physical side. The special side doesn't really have a wallbreaker however, so bear that in mind.
  185. The pace is alright. Torn-T is speedy, M-Gallade hits 110. It staggers ok below Haxorus. You may have issues if Torn-T is taken out early.
  186.  
  187. The team is good, it certainly can bust through your opponents walls and snowball late, however if they're running a lot of physical defense it will slow you down, and potentially momentum might just turn if something lives that you're not expecting. Keep up the rocks and keep forcing switches and you should be good to get in a late game sweep eventually.
  188.  
  189.  
  190. Coolry
  191.  
  192. I like the FDS of Dragonite, Ferrothorn, Primarina. It's got some innate tankiness and really cover each others weaknesses. Ferrothorns hazards really appreciated for these two when trying to break/sweep.
  193. The FWG core swaps Dragonite for Arcanine, and Arcanine exchange some raw breaking power for some tankiness with Willo and Intimidate. These two compact cores cover themselves really well.
  194. Pivoting drops the ball a little, with only two main abusers (4 if you run BP on Venomoth/Espeon but you can't pass speed so its harder to justify running). Raikou is a really nice electric, and is tankier than most of its counterparts.
  195. Ferrothorn is a strong rocker and spiker, it doesn't recieve much back up though. Venomoth has a T-spikes niche. Hitmonchan Rapid Spin isn't great but it's there, and Espeon might get a chance to bounce as well.
  196. 5 rock weaknesses really messes with this team. Ferrothorn is the only resist which looks to consistently come, and if that falls early, the team could get torn apart. Either that or you're forced to run Pallo or Chan when you don't necessarily want to.
  197. I do think your bulks decent. Ferro, Primarina and Arcanine again do very solidly, Hitmonchan and Palossand do also have their uses, and Raikou is tankier than it looks.
  198. Your offense is also good. Dragonite and Primarina are terrifying breakers, and Weavile late game with Raikou is going to be hard to stop cleaning.
  199. Between Weavile, Mega Birb and Raikou you have a nice fast trio that can put opponents on the back foot. Overall your team is quite fast, a few tankier mons such as Primarina and Hitmonchan stop your opponents from running all bulk on their mid speed mons.
  200.  
  201.  
  202. I think this is a really good team, with the rock weakness the biggest flaw. If you can work your way past that, you essentially have a really fast, powerful team that is also innately tanky, putting you in a very good position to win games.
  203.  
  204.  
  205. 1st: Chris 8.3
  206. 2nd: Angel 8.0
  207. 3rd: Coolry 7.9
  208. 4th: Yetii 7.7
  209. 5th: Trackslayer 7.6
  210. 5th: Viettung 7.6
  211. 7th: Le Nard 7.5
  212. 8th: TV 7.4
  213. 9th: Ion 7.3
  214. 9th: LordZoroak 7.3
  215. 11th Patepic 6.8
  216. 12th: HBlake 6.7
  217. 13th: WIAN 6.5
  218. 13th: Keiyr 6.5
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