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Nedlio

Ranger Post Draft PR Nedlio

Jan 28th, 2020
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  1. Debrecen Dragonites 5.5/10 10th
  2. Tennessee Toxtricities 7/10 7th
  3. Richmond Raikous 7.25/10 6th
  4. Washington Walreins 8.25/10 2nd
  5. Pittsburgh Piplups 7.5/10 5th
  6. Tampa Bay Lanturn 6.5/10 8th
  7. Las Vegas Volcarona 8/10 3rd
  8. Hanoi Charjabugs 6/10 9th
  9. Portland Soul Blazers 8.5/10 1st
  10. Mohun Bagon 7.75/10 4th
  11.  
  12.  
  13. Debrecen Dragonites - Yook Sungjae
  14.  
  15. Nice bulky waters, although 3 may be excessive. Your FWG core struggles a bit with a strong Psychic type, but otherwise it can cover its weaknesses fairly well.
  16. The lack of a Dragon or Fairy type means your team loses a lot of offensive potential.
  17.  
  18. You have some decently powerful pokemon, but outside of Terrakion, theres no outrageous wallbreaker which demands immediate attention from your opponent.
  19. On the flipside this team is quite bulky and has its fair share of reliable recovery.
  20.  
  21. You have some great Stealth Rock users, however I'm not sure why you drafted Onix as it is simply outclassed on this team. It aslo compounds your Water and Grass weakness that you're already presented with.
  22. Some quality defoggers is good, and you're not very weak to Rocks either.
  23.  
  24. Terrakion and Dugtrio are quick enough to get by. Really fast mons are an issue, but you have scarfers quick enough to deal with them.
  25. Momentum is decent, slow u-turn on bulky Mandibuzz is particularily nice.
  26.  
  27. The team feels a bit unbalanced. The bulk is good but a lot of shared weaknesses hinders it. Offensively there aren't many options so care is needed.
  28.  
  29. 5.5/10
  30.  
  31.  
  32. Tennessee Toxtricities - PythonJTC
  33.  
  34. FWG is ok, Arctovish has a lot of weaknesses for a water type however.
  35. FDS is really nice in the power department.
  36.  
  37. Strong in the power department, although a fair chunk of your bulk can be derived from eviolite so Knock Off is an issue.
  38.  
  39. Enough speed to get by, Unburden Hitmonlee adds extra. A couple momentum users (slow Togetic baton pass be nice).
  40.  
  41. A painful rock weakness, and a lot of fighting weaknesses as well (if a lot of resists)
  42.  
  43. Stealth Rock feels a bit dependent on Rhydon. Webs is fine, combos well with Bisharp. Removal is good.
  44.  
  45. This team feels like its got some synergy, although Arctovish's Ice type hurts its ability to function as a bulky water in the core. Throh and Hitmonlee are both pure fighting types so you'll struggle to use both, but they do fulfill different roles in the team.
  46.  
  47. 7.25/10
  48.  
  49.  
  50. Richmond Raikous - Cgecko
  51. The FDS core is terrifying. I even like Steelix here.
  52. The FWG core is interesting, but the Ice typing holds Lapras back from executing as a bulky water that it deserves to be.
  53.  
  54. Speed isn't an issue, your momentum options do exist although there is no slow user.
  55.  
  56. Power isn't something you're lacking on this team. Your bulk can synergize to an extent, there just isn't a lot of it.
  57.  
  58. Stealth Rocks is dependent upon Steelix, although you do have a decent spinner in compensation.
  59.  
  60. The Fire weakness on this team hurts something fierce with your two resists being frail.
  61.  
  62. Scary offensive team, has a defensive core, but will need to use it well if momentum is lacking.
  63.  
  64. 7.75/10
  65.  
  66. Washington Walreins - Piranha Plant
  67.  
  68. Your FDS is quite powerful, and has some utility.
  69. The FWG is fairly bulky, although it has a crippling rocks weakness within it (HD Boots not withstanding).
  70.  
  71. Darmanitan-G and Haxorus are terrifying, although you lack a real special breaker.
  72. Your bulk is quite good.
  73.  
  74. Your team does have some pace with Ribombee (and a synergysing scarf Darm), and some nice momentum to boot.
  75.  
  76. Cobalion and Clef are great rockers, and even a spinner with Eldegoss.
  77. On the flip side you do have a notable rock weakness and only one fairy resist.
  78.  
  79. It has the power and the bulk, good hazards and even Wobbuffet to catch out key targets.
  80.  
  81. 8.25/10
  82.  
  83. Pittsburgh Piplups - TheIonBlaster
  84.  
  85. FDS is very strong and has a lot of special bulk to boot.
  86. FWG has a lot of bulk and utility and also Shiftry (which is ok).
  87.  
  88. You've got some heavy hitters on both sides (even a couple mixed ones) and your bulk is there in spades.
  89.  
  90. This team is so very very slow. Maxing out at Base 80 ain't good for team balance. Only two TR setters in tandem doesn't make up for it. On the other hand slow momentum is actually really nice and you have multiple abusers.
  91.  
  92. Your rock setters are ok, and you can drop some Spikes too with the Garbage Patch. Removal is ok, although being reliant on Claydol to spin is meh.
  93.  
  94. You're not overly weak to rocks but notably a lot of your pivot is. You have a bit of a fighting weakness but also a lot of resists.
  95.  
  96. Its slow but it's very bulky, extremely hard hitting and has some nice hazard setup.
  97.  
  98. 7.5/10
  99.  
  100. Tampa Bay Lanturn - Ascendant
  101.  
  102. FDS is great right until A-Dugtrio arrives. Then it's just good.
  103. The FWG is fine, has some versatility attatched to it, and Charizard now gets some fancy shoes if it wants.
  104.  
  105. The team is so so in the power department. Cloyster needs a SS to get going, theres some excellent special attackers and Zeraora is decent. But the massive physical presence isn't there. This team has a bit of bulk, but you would only really rely on a couple to tank more than 2 hits reliably.
  106.  
  107. Your overall speed is really high (Ditto is nice here). Good momentum abusers as well.
  108.  
  109. Rocks are a pain to set, although Cloyster having spikes helps slightly. Hazard removal is really good at least.
  110. Not seeing too many shared weaknesses.
  111.  
  112. The team feels just a bit short of bulk in places, and short of a physical wallbreaker. Pace is key, and Silvally is a good gap filler.
  113.  
  114. 6.5/10
  115.  
  116. Las Vegas Volcarona - Shibby
  117.  
  118. Your FDS is actually quite nice, even if Alcreamie is just a worse Florges without recovery.
  119. Lacking a Grass type sucks against Waters, but Storm Drain on a decent mon covers that a bit.
  120.  
  121. Your strength is certainly up there (Melmetal is terrifying) and your natural bulk ain't nothing to scoff at either, although not completely blast proof.
  122.  
  123. This team either has all the pace or no pace. There is no middle ground. Some decent U-turners too.
  124.  
  125. Accelgor being your only hazard setter is going to be a struggle, Court Change does fix this to an extent however. Some passable defoggers.
  126.  
  127. The other reason it sucks not having a grass type is that you can't nullify your ground weakness with it. Also rocks damage is a little bit iffy with your removal.
  128.  
  129. The pace is great, the power is terrifying. The only real issue is your very limited hazard setting options, which is somewhat offset by Court Change
  130.  
  131. 8/10
  132.  
  133. Hanoi Charjabugs - Viettung
  134.  
  135. Your FDS is so-so. Its not frail but its a bit weak in terms of power output, or Klingklang is being one dimensional.
  136. The FWG is very bulky, and has a fair bit of versatility.
  137.  
  138. There's some power, Crawdaunt and Golurk are nice, but special attackers are only alright. The bulk is good on some mons, but others are frailer than they look at first glance.
  139.  
  140. Speed is decent without being brilliant. A fair amount of mons hovering near base 100. Momentum is actually a bit weak.
  141.  
  142. Golurk is an eh rocker to be your only rocker. The spin on Blastoise is nice, but not enough comp.
  143.  
  144. This team is hurt by Fighting and Ground types quite badly.
  145.  
  146. This team has some speed and good physcial power, but lack of hazards, shared weaknesses and no terrifying special mon is telling.
  147.  
  148. 6/10
  149.  
  150. Portland Soul Blazers - KZ
  151.  
  152. FWG is neat. I complained about 3 water types in an earlier PR but this one is a rain team so it fits much better. Raboot also synergises quite nicely, as it can change its STAB.
  153. The FDS core lacks a Fairy, but Kommo-o and Ferrothorn are very good complements into each other.
  154.  
  155. Rain helps this team with power quite substantially, outside of rain however its middling for the most part (Sirfetch'd the exception). There is some quite nice bulk in here.
  156.  
  157. Speed in the rain is massive. Outside the rain is still ok, but noticeable fall off. Momentum is quite good.
  158.  
  159. Hazard setting is strong, removal is ok. Rock weakness is quite mild. Can't really see shared weaknesses of note, although watch Knock Off.
  160.  
  161. When rain is up this team nearly has it all. Even without rain its decent. I really like it (even with no Fairy)
  162.  
  163. 8.5/10
  164.  
  165.  
  166. Mohun Bagon - SohamSpur
  167.  
  168. FDS is good. Its tanky and hits like a truck.
  169. FWG is kinda nice. Can hit hard and has some hidden bulk.
  170.  
  171. This team has power to give away and a deceptive amount of natural bulk, although few proper walls (hello Bronzong)
  172.  
  173. This team tops out just below 110 Speed so it can get by, but its probably going to need a scarfer. The momentum is ok too, if nothing to write home about.
  174.  
  175. Good rock setters but your defogger is eh on a good week.
  176. Not too weak to rocks. Can get a bit dented by Flying types and Fire types.
  177.  
  178. Very solid team overall, has power and bulk, if a bit slow and lacking hazard control. Gothitelle is also nasty
  179.  
  180. 7.75/10
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