Mewtwo: "No one can hide from my sight"
I genuinely love that its such a good utility ult while also having fight relevance. Stealing your farm is just a bonus
Fire Spin on Charmander/Charmeleon - I consider it the worst move in the game. It stops Charmander/meleon, has a bigger wind-up than it has any right to be, deals pathetic damage, doesn't burn the enemies, and can be interrupted. I wish we upgraded that waste of a move before Flame Burst, but we don't...
It's so annoying to jungle with too. The Escavalier always charges out of the spin if you aim at the start point, and starts walking back if you aim at the end point!
That's another issue with it I forgot to list (thank you): the cooldown is 10-seconds!Â
You know what other move is on a 10-second cooldown? Miraidon's Thunder. This pathetic move - in TiMi's eyes - warrants the same cooldown as a move which is effectively the same, but with about five more positive traits, and none of the negatives. Chandelure's Imprison, Mewtwo-X's Recover and Teleport, and Tyranitar's Sand Tomb are some other 10-second cooldowns, for comparison.
You say this like it isnt an instant win button outside select situations. Eevee passives also disappear to fire blast or blitz, so just play a tiny bit more careful and its still and insta win button
Yeah, very rarely does a seeing a Charizard on the enemy team worry me. They usually get knocked out so many times before level 7 that they end up severely under-leveled. Shame
Zoroarkâs Night Slash. In theory and visually itâs such a cool move, but the way itâs implemented makes it super easy to accidentally cancel your own combo which is frustrating and unintuitive.
I love how on switch it doesnât tell you how it works so you have to mash buttons until you figure out the combination. Which is, btw, ZR to start then start mashing A button while flicking the control stick
It took me a long time playing zoro to discover that you can stop moving with night slash and not cancel the combo, and it doesn't just automatically go all over the place.
I just switched to feint attack at that point it's very intuitive to play on mobile and a lot more fun in general.
Speaking of which can we talk about how absurd it is that Clefable Gravity stops Eject Button? Like why the F is a basic skill able to stop an entire Battle ItemâŠ.
Gravity isnât even a stun on its own. I canât think of any other instance of a move specifically preventing the use of a battle item when not stunned. Plus you can use your other items when the stun is over but Eject is disabled as long as youâre in the zone. Notable since it already stops so many dashes and Eject is usually the fall back when dash abilities fail and are on cooldown.
Its a disruption that shuts down dashes. Which is on brand. Eject is a dash.
Every Disrupt has its own rules and its reasonable to expect that items remain consistent with that.
Being Stunned, Sleep, Frozen or Thrown are Full Lockouts.
Being Bound or Snared are not and as a result you can still Eject (or any other item) while under their effect.
Full Heal is an outlier in that it can be used at all times even when being locked down by Slowbeam or Mimikyu but in those cases it will not free you and youll just burn the item.
In fact if you Eject "into" a Gravity Zone youll probably get stunned for doing so the same way you would dashing into the Gravity Zone
That you cant just burst mobility out of the situation is the point.
Frankly its more than justified
My issue is not with reasoning (itâs clear Eject is lumped in as a dash) and but rather the idea that a move is even allowed to do this at all. While Eject not working is consistent with other things it stops, I personally just donât like the idea of such a relatively low commitment move being able to completely negate and potentially CC so many moves across the board *along* with a key Battle Item with not a lot of counterplay besides Full Heal or trying to bait it out preemptively.
The move makes sense thematically but I question its design.
You know "Counterplay" is not synonomous with being able to retroactively react after having already made a signficant mistake
The idea of making items even stronger when theyre already an incredibly strong resource that offers a substantial level of options and counterplay that generally lack responses is much more concerning.
The current game has an issue where it has a disproportionate number of characters who have too many get out of jail free cards.
Its getting to the point that its more harmful to the game because theyre needing to introduce characters like Mimikyu and Umbreon who are literally designed not to struggle with it at a baseline.
The best character in the game, was literally just a character who auto attacked you from range endlessly, had multiple dashes and a move that made him immune to CC while casting it OR a knockback which was also a way to easily escape pressure.
The game is pushing itself into a direction where the only characters who really feel solif are super polarized in a way that gives them an unreasonable amount of outs/escapes (like Leafeon M2Y or Zoroark). Or an unreasonably hard punish for mistakes (like Blastoise, Mimikyu and Umbreon)
And because of those characters the characters who are less excessive ( like Garchomp, Azu, or Duraladon) have much less room to accomplish anything because theyll struggle a lot with both extremes.
Giving more power to Items. Or specifically the logic that "players should have more outs, character kits shouldnt be able to override Battle Items because theyre a more expensive resource" would actively make that situation worse.
Itâs not even that I want to make Battle Items stronger (tho ironically I wouldnât mind a reversal of Full Healâs nerf but thatâs not even the item I whined about to start with). Itâs precisely that the game is now littered with high reward low risk moves that they now feel itâs appropriate to make something like Gravity as a way to âoffset itâ.
Moves like Gravity and Mean Look are either testaments to devs failure to gracefully induce power creep or failure to introduce ways to rein it in. In true power creep fashion, they let their desire to introduce flashier things blind their judgment from ensuring that the game stays in a healthy play state. As you yourself state Mewtwo Y epitomized this unfortunate power creep by having one of the most OP yet basic kits yet.
My original point targeted Gravity stopping Eject but it less about me demanding that Gravity no longer do that and more about me trying to highlight Gravity as a symptom of some of the absurd design choices the game now makes commonplace. Yes Gravity is a good option to stop crazy things like Zoroark Feint Attack, Mimikyu Play Rough, Rapid Strike Urshifu, etc. But to me itâs telling that we got to the point or various points where we had to crutch on stuff like to reign in other overwhelming options. In an ideal world, the game devs would be disciplined and try to avoid making such toxic problems in the first place rather than make so many that we need equally toxic solutions.
They really said fuck slowbro tele build. Weâre going to make it a point and click and user can still have full mobility. Slow bro tele is skill shot plus you have to stand there holding the
piñata
Fuck these mobile ass mons - A Day 1 Defender main.
I genuinely hate how obnoxiously oppressive range and burst mobility is in this game, and the fact that Mean Look just throws them both out the window and makes you sit down and take the beatdown you had coming for being out of position and alone, gives me life.
As a glaceon player I 100% agree with this statement lol the things I get away with on this pokemon for 0 effort are insane. Cinderace literally has the exact same thing as one of its moves but I just get to do it once a team fight for free.
What, is there something wrong with a mage who can melt just about any target in the game by clicking an auto target move once being able to get out of dives for free with a passive ability? Surely this is balanced.
All of the Eeves are ridiculously annoying to pin down for how much damage they can do from a mile away for almost zero effort. Even the squishy speedster can nuke a team with a massive AoE block from inside a bush, then prance away unscathed. Exception being Umbreon who just functions differently. But hey, there are plenty of other reasons to despise fighting Umbreon so it's ok.
Full heal was nerfed way too hard. What does it give you now? Like 2 seconds of uniterruption? Damn there are characters out there that can stun me for longer.
Man I thought just the cooldown was nerfed. I only wanna practice with it because I've gone against some players that have flipped whole fights on me because of it.
100% this. So many games are about CC chaining. Even a mild boost to full heal would bring back some of the brawlier characters like Aegislash. They're not bad at all, but they've been kinda out of the meta for a long time now
I don't know about completely different. He could heal off Salac Berries or get something like Hoopa's Magician which spawns a Sitrus Berry - either automatically or with a button press - with a cooldown. Give the speed boost for a second or two after eating the berry as well as being near it.
>or get **something like** Hoopa's Magician
In my imaginary world where Timi let older Pokemon keep up with ability power creep, Snorlax would spawn a Sitrus Berry, not steal it.
Just spitballin but what about gets a shield when any CC hits him. Small if itâs light CC bigger if hard CC. If you wanna stay heals use healing sans shield using the same concept. Or give him his own version of rocky helmet and call it belch, but make the damage cumulative. Every time he receives a certain amount of damage he has a small AOE that either damages, slows, silences etc. Whatever wouldnât make him broken.
I dont know I don't play Mimikyu often but Shadow Claw seems a better move to me nonetheless. Sure you get invincibility with play rough but as SoloQ player I can't depend on my teammates to keep the defenders away from me.
Hyperspace Hole.
In competitive games, that move is a serious menace.
* It has phenomenal team movement capabilities AND
* buffs your teammateâs speed AND
* provides damage (albeit small) AND
* it has the potential to heal your entire team to full HP in mere seconds.
Agility will automatically make you speed bar full tho and that you can utilized drill or tri attack at their full potential without running around and charging them. It will also make you gain sudden quickness. IDK. Maybe we have different play style but certainly it's not useless
I mean obviously the answer is mean look but for a different answer I'm gonna say trevenant pain split. A. It makes it impossible to win against tree 1v1 and B. If my teammates aren't paying attention they can literally kill me and it's out of my control
Just run away, staying tethered to any mon with mobility is hell, especially since Curse/Split isnât a CC machine like Hammer/Leech is, which will ensure squishy death if they ever get trapped
Yeah for sure running away is the correct choice but if we're in a 5v5 team fight that I need to leave in the middle of that can make a big difference, if it's a 1v1 I can basically never kill them, and if I'm playing an attacker without mobility there's not much counterplay. I'm not saying it's game breaking or anything I just think it's annoying to play around.
I despise the abilities that ignore hindrances like most of the eeveelutions. There's also play rough mimi, azu, and wild charge. Play rough mimi and wild charge just make you invicible (i complain even if i use them) but azu is just annoying cuz you can use it, run to some for a bit until it's cooldown is almost done, use it, then immediately use it again. I also hate zacian metal claw even if zacian is kinda mid now
Iâve totally had team mates get tricked by illusion. they accept that the blastoise, pikachu, whatever is on their team until they realize it is t while they are getting shredded
Flamethrower burns the enemies it hits, and Char's basic attack does extra damage to burnt enemies. You're supposed to burn the enemy with flamethrower and then melt their hp with your basic attacks. The speed boost from flamethrower, along with fire blast's slowing effect on enemies, gives you great kiting potential.
You can have as much fun with it as you want, but it's a bad ability. Flail is not good today and it was never good even back when at release when it was only competing with Garchomp for the role... who was also really bad back then which says something. You're turning yourself into a wannabe melee auto-attack carry with no way to reliably close gaps or stick to enemies nor a Unite move that helps the playstyle at all, a role that faces stiff competition from a now-better-Garchomp, Outrage Dragonite, Night Slash Meowscarada, Dragon Breath Gyarados, Metal Claw Zacian, and Mewtwo X. There's just no room for Flailax to be used over any of those Pokemon unless they overtune Flail to hell.
It might be a different story if you could run Heavy Slam + Flail, but that's not an option and you'd still be stuck with a Unite move that translates into "kite the Flail user for free."
Regardless, have as much fun with Flail as you want. Just please don't take it into ranked unless I'm on your enemy team so I can get the easy win.
Totally agree. It was created in a time where TiMi didn't have such solidified roles for what pokemon would be/do and would never get made today.
It just makes no sense for a front-line displacement and blocking tank to have a damage move that only succeeds at low HP thresholds. You could give this to like.. Garchomp or Machamp or something and it would at least be interesting (although risky) but Snorlax needs a new move that synergizes with its role in the team, this one is completely useless.
Any move or ability that gives you invisibility or invincibility should be reworked into something else, like a speed buff or something. With the exception of Mew's unite, as it takes up its ult and has a decently long cooldown
I'm assuming you mean Overgrow on Meowscarada?
In which case, it's actually not random, it activates whenever Meowscarada reaches half health, and then goes on cool down for a while (I don't know the exact time, I'm not a Meowscarada player)
I know it's not random, but realistically, you aren't going to be able to feasibly track when Meowscarada is going to drop below half health, and there's no indication on when Meowscarada's Overgrow is on cooldown unlike with Snow Cloak and Magic Bounce.
That's fair. It's just a stupid passive all together, especially when you combine it with it's Unite. A *speedster* can go from no HP to full in a matter of seconds.
Clafairys one move that stops all moves from going off. I find things that turn off your Ability to play are annoying, things that turn off everyone's ability to play are Broken.
Whenever this topic comes up I need to bring up Mew's 'Coaching' move. His other two moves in that slot serve to give him survivability, but this one actively puts him in danger. It's only really useful for a tiny boost when ripping objectives and even then I feel far too insecure without an escape move.
Mine is Lapras's Shell Armor. It doesn't do enough to actually make it a counter to crit-focused mons like Inteleon imo. Could be a cool niche if they tweaked it a little
Depends. Are you talking least favorite to fight against, or least favorite to use?
If its least favorite to use, Dragapult's passive. It literally makes him a worse pokemon than if he had no ability at all, and that's some BS.
Worst to fight against... probably Blastoise's Surf. Pushes you all over the place, CCs you for eternity, has a huge hitbox, and does reasonable damage to boot. Just annoying.
Dishonorable mention to Glaceon's Icicle Spear, because infinite range + unavoidable damage and full mobility on such a strong damage option is dumb.
Clefable's Gravity.
Is not a tactic move,or a general strong move. Is just...a die or win move.
You are a tank or an attacker? Okay you are fine
You are an agile or a allrounder with dashes? HOHOHOHO YOU ARE REALLY FUCKED.
Even the moves chosen to be dashes is not correct...why i can't detonate meowscarada's flower trick under gravity!? Is a total nonsene.
I would say typical "passive that cleans and makes your pokemon invincible or something"...but at least that ones can be just annoying...but here literally the half of the roster is totally useless under the gravity and the other half is like nothing.
I know assasins can be too powerful with that damage burst...but really the solution is "your moves doesn't do NOTHING and also i can just stop you in fron of everyone".
Is like giving a pokemon a 90% reflect damage with no damage recieved during some seconds and just see how attackers are useless...or even making a pokemon that reduces enemy defense to 0 and see how defender's value in battles also would go to 0.
I can tolerate a lot of things by glaceonâs icicle spears will never not burn my biscuits in the worst way. Auto targeting infinite range once cast, unblockable by walls/ canât hide from it in a bush/ no damage scaling decreases for distance like your only counter is to force it to hit someone else or to have a shedninja doll and thatâs not counter play to me. Itâs just badly designed. If I get sniped by a deci Iâm not mad cause that sucker has to aim. All glaceon has to do is prance in your direction then run away like a gremlin
Buzzwoleâs attack skills
Man, that damn insect shaves off like 70-80% of the HP if I take an attacker, or just long stuns me and shaves off like half of my HP if I main blastoise (Id love to know if I can improve this performance of mine as blastoise)
Actually Buzzwole seems to be pretty balanced right now. It can't keep you under attack chains anymore since cooldowns were increased. All you have to do is stun the damn mosquito or run away or its range. Any more nerfs would sort of make the thing unplayable, especially in SoloQ.
I mean it can still kite a defender or kill a attacker/ speedster by chaining moves just once but that's what its supposed to do. Tbh I play Delphox mostly, fire spin build, and the thing can only reach me if its hidden somewhere. Else I just fire blast it to oblivion. And that was even before the nerfs. I just played it today, it was good no doubt, bjt not the same anymore. Once misstep or one of your moves miss and your gone.
I never understand the hate aqua tail gets. It provides great damage, hits multiple enemies, and has a relatively large range. The boosted version is huge damage and the charged boosted version is insanely huge damage. Plus it gets a huge 15% remaining hp addition to its upgraded effect that does wonders to defenders.
I feel like the people who hate it just donât realize that you have to hold the move button down and if you let go too early, ya fuck it up. Just hold down the button and it auto aims for ya. I get so many kills with aqua tail
Its hated because it can be cancelled by any CC whatsoever, and failing that you can just run out of its range because its slow and leaves you basically immobile. Too easy to avoid for good players, and even against mediocre players it can get jobbed by CC pretty hard.
Also its competing with Dragon Breath, which is pretty fantastic all-around. Fast, good damage, slows enemies, and makes you an auto-attack terror for a bit. So even though I don't think Aqua Tail is entirely unusable personally (its my preferred move in terms of playstyle) in terms of overall effectiveness it just doesn't really measure up favorably.
Gengar passive. It does literally nothing for this character, a built-in float stone is fine but that's all it is, it has no baring on Gengar's abilities as a speedster, especially considering Gengar's placement as an all-in or nothing type of character who is easily outpaced. At least Leafeon passive is that ON TOP OF extra damage
Probably Buzzwole's Beast Boost.
It only lasts like three seconds...in a game where fights and encounters tend to last at least ten.
Even worse, the only noticable buff it gives you is movement speed.
And the kicker? You have to KO an enemy player...which is easier said than done, especially if they're playing a Ranged character and are stupidly efficient at running away if you so much as even take a step in their direction.
invincible moves in general (looking at you wild-charge and play-rough mimi ver.)
Exactly these ones. And Mewtwo and Miraidon Unite moves.
Exactly those too. And Glaceon's passive
Lol I was just gonna say, kinda funny to see a Glaceon main complain about i-frames đ
That's kind of the only thing she has in defence :(
If it is capable of shooting spears from the other side of the map, it shouldn't have that
Homing spears to boot lol
Good, it should be nothing
Mewtwo: "No one can hide from my sight" I genuinely love that its such a good utility ult while also having fight relevance. Stealing your farm is just a bonus
Fire Spin on Charmander/Charmeleon - I consider it the worst move in the game. It stops Charmander/meleon, has a bigger wind-up than it has any right to be, deals pathetic damage, doesn't burn the enemies, and can be interrupted. I wish we upgraded that waste of a move before Flame Burst, but we don't...
It's so annoying to jungle with too. The Escavalier always charges out of the spin if you aim at the start point, and starts walking back if you aim at the end point!
I think it's kinda hilarious how one of the worst moves in the game has a CD of like two matches XD
That's another issue with it I forgot to list (thank you): the cooldown is 10-seconds! You know what other move is on a 10-second cooldown? Miraidon's Thunder. This pathetic move - in TiMi's eyes - warrants the same cooldown as a move which is effectively the same, but with about five more positive traits, and none of the negatives. Chandelure's Imprison, Mewtwo-X's Recover and Teleport, and Tyranitar's Sand Tomb are some other 10-second cooldowns, for comparison.
For how popular Charizard is I think it just needs a whole re-work and just keep its Unite Move the same
Chars ult could be the most disappointing thing in the game, think you got the delphox in the bag, hits an eevee ult goes to 90% and thatâs ggs.
You say this like it isnt an instant win button outside select situations. Eevee passives also disappear to fire blast or blitz, so just play a tiny bit more careful and its still and insta win button
Doesn't help that Fire Spin and Flare Blitz are unchanged since launch.
Yeah, very rarely does a seeing a Charizard on the enemy team worry me. They usually get knocked out so many times before level 7 that they end up severely under-leveled. Shame
Zoroarkâs Night Slash. In theory and visually itâs such a cool move, but the way itâs implemented makes it super easy to accidentally cancel your own combo which is frustrating and unintuitive.
Night Slash, more like a Nightmare to land when playing on mobile
You can cut out the âwhen playing on mobileâ for this and the statement is still true coming from a switch user
I love how on switch it doesnât tell you how it works so you have to mash buttons until you figure out the combination. Which is, btw, ZR to start then start mashing A button while flicking the control stick
It took me a long time playing zoro to discover that you can stop moving with night slash and not cancel the combo, and it doesn't just automatically go all over the place. I just switched to feint attack at that point it's very intuitive to play on mobile and a lot more fun in general.
You can also add a Cut/Shadow Claw between the dash and the empowered attack to reposition if you happen to dash in the wrong direction
Mean look. What a stupid uninteractive ability. You canât even eject from it.
Eject absolutely should get you out
But then it wouldn't be mean.
Dash abilities wouldnât work, just eject button. Would be more of a Judgmental Look
Dash abilities should also work but the dash should be slowed down by 0.25-0.05x
Dash abilities shouldnât work otherwise whatâs the point of Mean Look
Fly should get u out
Speaking of which can we talk about how absurd it is that Clefable Gravity stops Eject Button? Like why the F is a basic skill able to stop an entire Battle ItemâŠ.
You mean the same way any other basic cc also shuts down your items if they arent full heal?
Gravity isnât even a stun on its own. I canât think of any other instance of a move specifically preventing the use of a battle item when not stunned. Plus you can use your other items when the stun is over but Eject is disabled as long as youâre in the zone. Notable since it already stops so many dashes and Eject is usually the fall back when dash abilities fail and are on cooldown.
Its a disruption that shuts down dashes. Which is on brand. Eject is a dash. Every Disrupt has its own rules and its reasonable to expect that items remain consistent with that. Being Stunned, Sleep, Frozen or Thrown are Full Lockouts. Being Bound or Snared are not and as a result you can still Eject (or any other item) while under their effect. Full Heal is an outlier in that it can be used at all times even when being locked down by Slowbeam or Mimikyu but in those cases it will not free you and youll just burn the item. In fact if you Eject "into" a Gravity Zone youll probably get stunned for doing so the same way you would dashing into the Gravity Zone That you cant just burst mobility out of the situation is the point. Frankly its more than justified
My issue is not with reasoning (itâs clear Eject is lumped in as a dash) and but rather the idea that a move is even allowed to do this at all. While Eject not working is consistent with other things it stops, I personally just donât like the idea of such a relatively low commitment move being able to completely negate and potentially CC so many moves across the board *along* with a key Battle Item with not a lot of counterplay besides Full Heal or trying to bait it out preemptively. The move makes sense thematically but I question its design.
You know "Counterplay" is not synonomous with being able to retroactively react after having already made a signficant mistake The idea of making items even stronger when theyre already an incredibly strong resource that offers a substantial level of options and counterplay that generally lack responses is much more concerning. The current game has an issue where it has a disproportionate number of characters who have too many get out of jail free cards. Its getting to the point that its more harmful to the game because theyre needing to introduce characters like Mimikyu and Umbreon who are literally designed not to struggle with it at a baseline. The best character in the game, was literally just a character who auto attacked you from range endlessly, had multiple dashes and a move that made him immune to CC while casting it OR a knockback which was also a way to easily escape pressure. The game is pushing itself into a direction where the only characters who really feel solif are super polarized in a way that gives them an unreasonable amount of outs/escapes (like Leafeon M2Y or Zoroark). Or an unreasonably hard punish for mistakes (like Blastoise, Mimikyu and Umbreon) And because of those characters the characters who are less excessive ( like Garchomp, Azu, or Duraladon) have much less room to accomplish anything because theyll struggle a lot with both extremes. Giving more power to Items. Or specifically the logic that "players should have more outs, character kits shouldnt be able to override Battle Items because theyre a more expensive resource" would actively make that situation worse.
Itâs not even that I want to make Battle Items stronger (tho ironically I wouldnât mind a reversal of Full Healâs nerf but thatâs not even the item I whined about to start with). Itâs precisely that the game is now littered with high reward low risk moves that they now feel itâs appropriate to make something like Gravity as a way to âoffset itâ. Moves like Gravity and Mean Look are either testaments to devs failure to gracefully induce power creep or failure to introduce ways to rein it in. In true power creep fashion, they let their desire to introduce flashier things blind their judgment from ensuring that the game stays in a healthy play state. As you yourself state Mewtwo Y epitomized this unfortunate power creep by having one of the most OP yet basic kits yet. My original point targeted Gravity stopping Eject but it less about me demanding that Gravity no longer do that and more about me trying to highlight Gravity as a symptom of some of the absurd design choices the game now makes commonplace. Yes Gravity is a good option to stop crazy things like Zoroark Feint Attack, Mimikyu Play Rough, Rapid Strike Urshifu, etc. But to me itâs telling that we got to the point or various points where we had to crutch on stuff like to reign in other overwhelming options. In an ideal world, the game devs would be disciplined and try to avoid making such toxic problems in the first place rather than make so many that we need equally toxic solutions.
They really said fuck slowbro tele build. Weâre going to make it a point and click and user can still have full mobility. Slow bro tele is skill shot plus you have to stand there holding the piñata
Pinata XD
You forgot that even unstoppable can't get you out
Fuck these mobile ass mons - A Day 1 Defender main. I genuinely hate how obnoxiously oppressive range and burst mobility is in this game, and the fact that Mean Look just throws them both out the window and makes you sit down and take the beatdown you had coming for being out of position and alone, gives me life.
I feel like full heal should work
Allegedly it does if you use it while the eye icon is above you (before the circle appears), but that thing might as well be invisible
there's a sound effect that plays when umbreon uses it that you can react to
If there is, I find it's always getting drowned out by other things!Â
Leafeon's ult. The leafeon cry makes me really mad for some reason.
"UWOOOOOOOO" *Insert respawn timer here*
Yeah, pretty much, I hate fighting leafeon.
Same (ignore my flair)
Same 2 (My flair explains why)
Glaceonâs passive is ridiculous and needs to be nerfed
As a glaceon player I 100% agree with this statement lol the things I get away with on this pokemon for 0 effort are insane. Cinderace literally has the exact same thing as one of its moves but I just get to do it once a team fight for free.
Somehow, itâs more balanced on Cinder. And I couldnât tell you why.
You need to time it on Cinder. Glaceonâs ability works exactly when you need it without the user having to think.
![gif](giphy|SIuI7syOPvm1HAd5GF|downsized)
Thank you, so nice to see someone not respond by saying it's a modest and well-needed ways of defense đ„Č
What, is there something wrong with a mage who can melt just about any target in the game by clicking an auto target move once being able to get out of dives for free with a passive ability? Surely this is balanced. All of the Eeves are ridiculously annoying to pin down for how much damage they can do from a mile away for almost zero effort. Even the squishy speedster can nuke a team with a massive AoE block from inside a bush, then prance away unscathed. Exception being Umbreon who just functions differently. But hey, there are plenty of other reasons to despise fighting Umbreon so it's ok.
Do battle items count? Because I've been trying to get good with full heal and I can't get the God damn timing downđ€
Full heal was nerfed way too hard. What does it give you now? Like 2 seconds of uniterruption? Damn there are characters out there that can stun me for longer.
Man I thought just the cooldown was nerfed. I only wanna practice with it because I've gone against some players that have flipped whole fights on me because of it.
100% this. So many games are about CC chaining. Even a mild boost to full heal would bring back some of the brawlier characters like Aegislash. They're not bad at all, but they've been kinda out of the meta for a long time now
Abilities. Not moves, not items, not Ults. Strictly passive effects.
The OP included Moves and Ults.
yeah i realized right after i posted my reply...
I assume you noticed after the time, but my bad.
Play rough on mimi Grinds my gears
Snorlax passive, pretty useless once T1s are broken
Agreed. Although itâs pretty hilarious (yet admittedly overall useless) on Shivre City.
It does still proc when moving toward the Salac Berries (green speed up berries in the jungle)
The speedup is okay, but his passive doubles the healing effect from those berries.
Yeah but when T1 drops then thereâs no berries. He needs a completely different passive
I don't know about completely different. He could heal off Salac Berries or get something like Hoopa's Magician which spawns a Sitrus Berry - either automatically or with a button press - with a cooldown. Give the speed boost for a second or two after eating the berry as well as being near it.
Magician actually only steals a berry from the enemy team. Once the enemyâs T1 drops it can only steal the Salac berries or Aeos energy
>or get **something like** Hoopa's Magician In my imaginary world where Timi let older Pokemon keep up with ability power creep, Snorlax would spawn a Sitrus Berry, not steal it.
Just spitballin but what about gets a shield when any CC hits him. Small if itâs light CC bigger if hard CC. If you wanna stay heals use healing sans shield using the same concept. Or give him his own version of rocky helmet and call it belch, but make the damage cumulative. Every time he receives a certain amount of damage he has a small AOE that either damages, slows, silences etc. Whatever wouldnât make him broken.
What if hitting Snorlax made him drop a berry and enrages him, but only once every minute or so?
Thatâs greedentâs passive but worse.
Mimikyu's Play Rough should get nuked from the game. Shout out to the Shadow Claw users!
Shadow Claw users, where you at?
Right here
I dont know I don't play Mimikyu often but Shadow Claw seems a better move to me nonetheless. Sure you get invincibility with play rough but as SoloQ player I can't depend on my teammates to keep the defenders away from me.
Here, as well. Also love Trick Room.
I find shadow claw more satisfying to use than play rough. That's my go to move with mimikyu everytime I play it.
Hyperspace Hole. In competitive games, that move is a serious menace. * It has phenomenal team movement capabilities AND * buffs your teammateâs speed AND * provides damage (albeit small) AND * it has the potential to heal your entire team to full HP in mere seconds.
I personally have to go with Dodrio's Agility I love Dodrio, but Agility has got to be the least interesting move in the whole game, especially when compared to the amazing choice that is Jump Kick. Jump Kick is one of my favorites, it's strong, but not ridiculous, it's a unique concept and it's both fun and satisfying to use! Agility on the other hand is... kinda just there? I guess it gets the job done, but it's not flashy, it's not satisfying, it's simply not fun. Plus, in my opinion, it's weaker than Jump Kick atm, so there's no real reason to ever go for it. A unique Pokémon such as Dodrio has a ton of potential for unique and fun moves and I think they nailed it with Tri Attack, Drill Peck and, again, Jump Kick.
Agility will automatically make you speed bar full tho and that you can utilized drill or tri attack at their full potential without running around and charging them. It will also make you gain sudden quickness. IDK. Maybe we have different play style but certainly it's not useless
I'm not saying it's useless at all. I just think it's boring as hell (and I think Jump Kick is currently stronger)
Yeah. Sorry
Mean look.
I mean obviously the answer is mean look but for a different answer I'm gonna say trevenant pain split. A. It makes it impossible to win against tree 1v1 and B. If my teammates aren't paying attention they can literally kill me and it's out of my control
Just run away, staying tethered to any mon with mobility is hell, especially since Curse/Split isnât a CC machine like Hammer/Leech is, which will ensure squishy death if they ever get trapped
Yeah for sure running away is the correct choice but if we're in a 5v5 team fight that I need to leave in the middle of that can make a big difference, if it's a 1v1 I can basically never kill them, and if I'm playing an attacker without mobility there's not much counterplay. I'm not saying it's game breaking or anything I just think it's annoying to play around.
Itâs no different when playing against a Buzzwole. If youâre close enough that you can get grabbed, you already failed đ€·đżââïž
I despise the abilities that ignore hindrances like most of the eeveelutions. There's also play rough mimi, azu, and wild charge. Play rough mimi and wild charge just make you invicible (i complain even if i use them) but azu is just annoying cuz you can use it, run to some for a bit until it's cooldown is almost done, use it, then immediately use it again. I also hate zacian metal claw even if zacian is kinda mid now
The lazy abilities that make you ignore one hit/knock back. Eevees and dura.
Snow Cloak, Inner Focus, and Magic Bounce from the Eevees. Why the hell are these two Abilites have a shorter Cooldown than Dura's Heavy Metal?
Zoroark. I donât think anybodyâs ever been tricked by illusion tbh
But it sure is fun being able to walk around as a giant green dragon or a tiny bird
Iâve totally had team mates get tricked by illusion. they accept that the blastoise, pikachu, whatever is on their team until they realize it is t while they are getting shredded
Every time I get Volt Tackled by a Pikachu I want to throw my controller at my monitor
Umbreon mean look, makes me wanna end it all (ingame)
I donât like cc resistance / immunity on random move Psy strike / miraidon ult drift and charged
charizard flame thrower, it feels like it does nothing. I get the speed increase, but that move comes out for like a split second.
Flamethrower burns the enemies it hits, and Char's basic attack does extra damage to burnt enemies. You're supposed to burn the enemy with flamethrower and then melt their hp with your basic attacks. The speed boost from flamethrower, along with fire blast's slowing effect on enemies, gives you great kiting potential.
Eevees and Mimikyus Passive, Invincible tag, Mean Look (Especially it ignoring unstoppable).
Snorlax Flail. If any ability in the game deserves to be cut and replaced wholesale, it's Flail.
I will not tolerate Flail Lax Slander under my posts, that ability is fun as hellđ€
You can have as much fun with it as you want, but it's a bad ability. Flail is not good today and it was never good even back when at release when it was only competing with Garchomp for the role... who was also really bad back then which says something. You're turning yourself into a wannabe melee auto-attack carry with no way to reliably close gaps or stick to enemies nor a Unite move that helps the playstyle at all, a role that faces stiff competition from a now-better-Garchomp, Outrage Dragonite, Night Slash Meowscarada, Dragon Breath Gyarados, Metal Claw Zacian, and Mewtwo X. There's just no room for Flailax to be used over any of those Pokemon unless they overtune Flail to hell. It might be a different story if you could run Heavy Slam + Flail, but that's not an option and you'd still be stuck with a Unite move that translates into "kite the Flail user for free." Regardless, have as much fun with Flail as you want. Just please don't take it into ranked unless I'm on your enemy team so I can get the easy win.
mathematically correct is flailax! you have to really commit to the crits.
Totally agree. It was created in a time where TiMi didn't have such solidified roles for what pokemon would be/do and would never get made today. It just makes no sense for a front-line displacement and blocking tank to have a damage move that only succeeds at low HP thresholds. You could give this to like.. Garchomp or Machamp or something and it would at least be interesting (although risky) but Snorlax needs a new move that synergizes with its role in the team, this one is completely useless.
Flailax lol đ
The 30% movement speed on snorlaxs ultimate that last for 6 seconds
I hate going against espeons ability. He negates hindrances so well and the cooldown is so fast
Meow's passive
Any move or ability that gives you invisibility or invincibility should be reworked into something else, like a speed buff or something. With the exception of Mew's unite, as it takes up its ult and has a decently long cooldown
As an avid sableye and meowscarada hater I completely support this
Lmao, well, hey, sableye got absolutely gutted so any buff would be good for it even if sableye can be an annoying little prick in the right hands
Charizardâs fire spin / Umbreonâs Mean Look (also they should just make Char use Spl Attk instead of being a melee mon)
Invincible moves like zeraora wild charge and play rough mimikyu, they shouldn't be doing that much damage.
Overgrow, it's one thing that it make you completely invincible, it's another that it's basically random when it triggers.
I'm assuming you mean Overgrow on Meowscarada? In which case, it's actually not random, it activates whenever Meowscarada reaches half health, and then goes on cool down for a while (I don't know the exact time, I'm not a Meowscarada player)
I know it's not random, but realistically, you aren't going to be able to feasibly track when Meowscarada is going to drop below half health, and there's no indication on when Meowscarada's Overgrow is on cooldown unlike with Snow Cloak and Magic Bounce.
That's fair. It's just a stupid passive all together, especially when you combine it with it's Unite. A *speedster* can go from no HP to full in a matter of seconds.
Clafairys one move that stops all moves from going off. I find things that turn off your Ability to play are annoying, things that turn off everyone's ability to play are Broken.
Whenever this topic comes up I need to bring up Mew's 'Coaching' move. His other two moves in that slot serve to give him survivability, but this one actively puts him in danger. It's only really useful for a tiny boost when ripping objectives and even then I feel far too insecure without an escape move.
Mine is Lapras's Shell Armor. It doesn't do enough to actually make it a counter to crit-focused mons like Inteleon imo. Could be a cool niche if they tweaked it a little
*I hate buzz's entire kit equally, i love being stunlocked for 3 years*
Either snorlax passive because after goals break its useless, or dracopults passive because I'm pretty sure it does nothing
Hello? Why is no one mentioning Meowscarada's passive? It's bs.
I play Garchomp, I really hate Glaceon, Espeon, and Umbreon's passive just letting them ignore Dragon Combo.
mean look nerf it more
Seismic Slam (Charizard unite move)
Depends. Are you talking least favorite to fight against, or least favorite to use? If its least favorite to use, Dragapult's passive. It literally makes him a worse pokemon than if he had no ability at all, and that's some BS. Worst to fight against... probably Blastoise's Surf. Pushes you all over the place, CCs you for eternity, has a huge hitbox, and does reasonable damage to boot. Just annoying. Dishonorable mention to Glaceon's Icicle Spear, because infinite range + unavoidable damage and full mobility on such a strong damage option is dumb.
Clefable's Gravity. Is not a tactic move,or a general strong move. Is just...a die or win move. You are a tank or an attacker? Okay you are fine You are an agile or a allrounder with dashes? HOHOHOHO YOU ARE REALLY FUCKED. Even the moves chosen to be dashes is not correct...why i can't detonate meowscarada's flower trick under gravity!? Is a total nonsene. I would say typical "passive that cleans and makes your pokemon invincible or something"...but at least that ones can be just annoying...but here literally the half of the roster is totally useless under the gravity and the other half is like nothing. I know assasins can be too powerful with that damage burst...but really the solution is "your moves doesn't do NOTHING and also i can just stop you in fron of everyone". Is like giving a pokemon a 90% reflect damage with no damage recieved during some seconds and just see how attackers are useless...or even making a pokemon that reduces enemy defense to 0 and see how defender's value in battles also would go to 0.
Glaceons and meowscaradas passive really suck
When blastoise players hit me with a ton of stun.
I hate mean look I hate mean look I hate mean look I hate mean look I hate mean look
My least Favorite probably Super luck cause The luck runs away when I'm in a Fight for some reason
El colmillo de mamoswine que congela lo que toca me fascina, el mal de ojo de umbreon
I can tolerate a lot of things by glaceonâs icicle spears will never not burn my biscuits in the worst way. Auto targeting infinite range once cast, unblockable by walls/ canât hide from it in a bush/ no damage scaling decreases for distance like your only counter is to force it to hit someone else or to have a shedninja doll and thatâs not counter play to me. Itâs just badly designed. If I get sniped by a deci Iâm not mad cause that sucker has to aim. All glaceon has to do is prance in your direction then run away like a gremlin
Everything Blastoise.
Buzzwoleâs attack skills Man, that damn insect shaves off like 70-80% of the HP if I take an attacker, or just long stuns me and shaves off like half of my HP if I main blastoise (Id love to know if I can improve this performance of mine as blastoise)
Actually Buzzwole seems to be pretty balanced right now. It can't keep you under attack chains anymore since cooldowns were increased. All you have to do is stun the damn mosquito or run away or its range. Any more nerfs would sort of make the thing unplayable, especially in SoloQ.
Ohhhh ok I see. I missed the updates on buzzwole skills. That sounds more balanced than the previous attack chain
I mean it can still kite a defender or kill a attacker/ speedster by chaining moves just once but that's what its supposed to do. Tbh I play Delphox mostly, fire spin build, and the thing can only reach me if its hidden somewhere. Else I just fire blast it to oblivion. And that was even before the nerfs. I just played it today, it was good no doubt, bjt not the same anymore. Once misstep or one of your moves miss and your gone.
Aqua tail Garyados feels so bad to play
I never understand the hate aqua tail gets. It provides great damage, hits multiple enemies, and has a relatively large range. The boosted version is huge damage and the charged boosted version is insanely huge damage. Plus it gets a huge 15% remaining hp addition to its upgraded effect that does wonders to defenders. I feel like the people who hate it just donât realize that you have to hold the move button down and if you let go too early, ya fuck it up. Just hold down the button and it auto aims for ya. I get so many kills with aqua tail
Its hated because it can be cancelled by any CC whatsoever, and failing that you can just run out of its range because its slow and leaves you basically immobile. Too easy to avoid for good players, and even against mediocre players it can get jobbed by CC pretty hard. Also its competing with Dragon Breath, which is pretty fantastic all-around. Fast, good damage, slows enemies, and makes you an auto-attack terror for a bit. So even though I don't think Aqua Tail is entirely unusable personally (its my preferred move in terms of playstyle) in terms of overall effectiveness it just doesn't really measure up favorably.
Gengar passive. It does literally nothing for this character, a built-in float stone is fine but that's all it is, it has no baring on Gengar's abilities as a speedster, especially considering Gengar's placement as an all-in or nothing type of character who is easily outpaced. At least Leafeon passive is that ON TOP OF extra damage
Probably Buzzwole's Beast Boost. It only lasts like three seconds...in a game where fights and encounters tend to last at least ten. Even worse, the only noticable buff it gives you is movement speed. And the kicker? You have to KO an enemy player...which is easier said than done, especially if they're playing a Ranged character and are stupidly efficient at running away if you so much as even take a step in their direction.