I would say maybe putting the sticky web and tspike pokemon not in the first slot. Like, forcing the player to strategies to put them on, but even then there are some problems
I mean then you should also get rid of stealth rock and spike lead. And once that is done also shell smash and so on.. Where do you draw the line? I know sticky web and t spikes are really good but random is random
Yeah last vid he had sticky web on his side and lost to a immediate swap to magic bounce espe, there is definitely counterparts to it ts just.... well random. We have to take it with the good and bad or not at all
@@guillermoagullomarti9those two things are much less broken than having sticky web and toxic spikes up turn 1, shell smash is better late game anyways
I'd say if one rolls sticky web or toxic spikes the other should be forced to roll them too or have a specific counter, like a spinner, a defogger, or specifically for sticky web and toxic spikes respectively, a defiant/competitive or a poison type. I know this would restrict the randomization a lot, but these moves just fuck you up by matchup a lot in randbats
Freezai made his comment about balancing Sticky Web while the only Pokemon that really got affected by it was Greninja. I think the fact that most Pokemon have a Heavy-duty-Boots set anyway shows that the tier is kind of balanced in that regard
I think making rapid spin / defog more common moves that are on more pokemon would be a good way to limit the power of sticky web / toxic spikes. Making it guaranteed to have a pokemon with one of those moves if your opponent has sticky web might be too much and my idea would keep the randomness of sandbags while reducing the oppressiveness of hazards.
It's rare, but randbats can be unwinnable. I once had banded quaquaval lead into a guy with 0 water resists, or any kind of way to wall, revenge kill, or counter play. I just clicked aqua step until I won. Only reason randbats is popular is it's the default meta when you open showdown and you can just play no team building required. It's not competetive, but gen 9 OU has been a joke lately so the alternatives ain't great.
@@EEHEEH10massive power imbalance and an insatiable hunger to constantly ban. OU is just a revolving door where each week something new is OP, because its counter got banned the week before. e.g. gliscor, baxcalibur, chien pao
@@ceemac9631so many mons are being banned because there’s a lot of stuff that needs to be banned. If you don’t ban, you get hyper offense hell. Banning stuff is a good thing. And if a mon is only countered by an overpowered mon, then chances are the mon is overpowered.
@@tfx9223I don’t think he’s disagreeing with that bc that actually proves his point. Look at how many moms have been overpowered and needed quick bans or just how many mons have already been banned in general it’s a lot and it makes the game really boring when it’s the same pokemon winning every tournament.
I think hazard removal is just too rare with the current sets. I don't mind if I get a team that can't remove hazards once in a while, but it feels like 80% of the time my opponent has hazards I have no way to deal with them. If they just increase the frequency of spinners/defoggers getting rolled I think that'd alleviate the issue.
I know that it's not how statistics works and that freezai makes good points, but I still find it funny that he had a 100% win-rate against the sticky web teams in the episode where he discusses it.
I think the worst thing about webs and t spikes are when they lead spidops vs your meloetta or something and get them up for free. I’d just make it so that webs and t spikes never can be the first Mon sent out
One thing about the sticky webs/toxic spikes issue is that it kind of already is balanced in terms of gameplay. It's like an RNG factor in the game like crits that no one particularly enjoys but affects everyone's elo the same. In terms of enjoyment, that is just up to your perspective. You got to admit it feels nice getting the crit or getting the spidops with no answer RNG is RNG praise be RNGesus
I think just giving every team either Rapid Spin or Defog is good enough, no matter what. Ghost types block Rapid Spin and things such as Competitive / Defiant / Good as Gold counter Defog. There's enough randomness in the game, even if one out of your 24 moves is guaranteed to be either Rapid Spin or Defog.
Yes, but it also means you MUST get a pokemon which can use rapid spin or defog which would technically limit the randomness of it which I feel people would dislike. I do think it'd best to guarantee something tho, they're too prominent otherwise
The randomness is already limited for balancing reasons. For example, there's a limit on how many Pokemon of the same type you can get on a team (I believe it's 2).
If the game pooled every Mon with a set that runs Defog and/or Rapid Spin and made sure both teams contained 1 random Mon from that group, then randomised the last 5 I think that would solve it.
It’s random battle. It’s supposed to be random. Adding rules after rules standardizes every random team. Why not just play OU where every mon has a role?
@@TheIcecoldorangebecause then if the other player simply just gets better Pokémon and sets, they can just win without really trying. Its not fun at all
@@pul5egaming367 then why do you play random battles? The whole point is to be surprised. It used to be that a random team can have multiple stealth rockers. That was so fun because if you knocked out stealth rocker, then removed hazards, you still need to be aware that your opponent may have another stealth rocker. That’s not the case anymore. Adding more rules makes these random games stale and predictable. If you like that, then play OU. Jfc
@@TheIcecoldorange exactly. I don't. Because of this problem that showdown random battles has. It's not balanced, or fun at all because of it. There can be different variations of random battles, while keeping this current one as well. That'd probably be the best solution
i have been binging randbats vids, it has really improved my randbats gameplay thanks for the thorough commentary many i dont think any player explains decision to your level of detail
In game 2, Magearna was always a problem, but I think you had a *slight* edge to staying in with Passimian. Assuming Passimian does not dodge Fleur, Mag ends up -1 @ 23%. From there, you CC with Staraptor, who lives any non-crit move, and there's a roll to kill through a resisted tera. Tera fighting cc kills Passimian (unless it has tera poison), and from there you have to pray it one-hits the unrevealed mon. Basically, your "outs" are: Fleur dodge, high roll, or crit PLUS mandatory easy last mon. If you switch, your outs are: Fleur dodge PLUS mandatory easy last mon. You give yourself fewer outs by switching there, unless I'm missing something.
Freezai last episode: wow great sticky webs lead, too bad they had magic bounce. Freezai this episode: wow they have sticky webs worst part of random battles ever
In my opinion I think they can still keeps spide and masqeurain as Pokémon in randoms but, they should just make it to where sticky webs are always a lead when you get them, like one spideops literally just ruins ur whole game if ur not lucky enough to have a defogger or even just anything with boots
Michaelback haha the number 1 player has a german name "Michael der beste" which translates to "Michael the best" which is fitting since he is the number 1 player.
I don't really understand the Staraptor switch in the second game. Let Passimian faint, then let Staraptor take the t-bolt for ~35-40% damage. Then you have at least a chance to win with Brave Bird. This line is also better in the scenario where the initial Fleur Cannon misses.
1:52 i think it’s fun to talk about this with random battles. there was one time i had a random battle with 6 physical attacks (none w mold breaker) and dude had an eiscue with belly drum - i had no strong priority to kill it after activating its ability so essentially, i lost as soon as the game loaded. is it fun? no it’s really isn’t, but it is what we sign up for :)
i’ve always thought random battles could be fixed a little bit in terms of unluckiness by guaranteeing both teams, a Pokémon of the same function. For example, each team gets a sticky Web user if one person has one or a defog user, etc..
I don't think there is a fix or there should be a fix for sticky web in random battles. The whole point is it being random, you win some you lose some. They get sticky webs and a full team weak to Articuno. May luck be with you.
i was thinking about it already but i wonder if a different format where instead of each pokemon being given randomly you are given a random (synergistic) team of six. i.e. if the team is weak to sticky web it has rapid spin or defog and if the lead has sticky web the rest of the team can take advantage
I know it's because of perspective, but I feel that when I have webs, the opp has spin/defog; and when they have webs I don't have a way to remove them 😢
imo the best way to deal with entry hazards is to crash in with pokemon who are heavily affected to go for a 1vs1 trade. and dont reveal your pokemon or do swithes.
I don't like the idea of creating dependencies between the generated teams, since if there is another dependency they could conflict and it opens up a lot of scope for complex bugs where it could be be impossible to correctly generate a team. Instead, each team should independently guarantee hazard removal or maybe the option of 3+ Pokemon with typings, abilities or items that mean they aren't affected by Sticky Web or benefit from it.
Maybe limit teams to one hazard? Like if you had a ribombee with sticky web, nothing else on your team can have stealth rock, toxic spikes, etc.... It can still be random with the Pokemon, just things that might ordinarlly have a hazard would have a different move. I think theres just too limited amount of hazard removers to guarntee one on a team, and matches would get stale with the same pokemon constantly popping up.
An option would be allowing a chance to knock out the hazard setters by making them weak and frail and not putting focus sash on them would be good. Sticky web would still be good but need support getting up
Should hazard stacking be legal? I feel like only one set of hazards should be able to be up per side. Might encourage more thought and counterplay rather than just "free turn, might as well set rocks, spikes, and webs"
Think the Dex restriction is to blame for some of this problem. You see the same sticky webs users pretty often and theyre nigh unstoppable. Also the level scaling for randbats this gen feels more extreme than previous gens, and some of the mons with hazards are low tier like spidops, so they become monsters
The level scaling is based on winrates, not tiers. That's actually why it's wider than it used to be. Spidops is high level because it has been shown that on average it would be bad (contribute to losing the majority of matches) if it was lower level.
@@globalistgamer6418 that is really cool, I had no idea! It seems more extreme this gen, idk if anything in the formula changed but maybe they could dial back the threshold for when to bump a Pokémon up/down a level
There is a potential flaw in this system which I didn't realize could specifically apply to Spidops: Spidops isn't guaranteed to have have Sticky Web in randbats (e.g. it is possible for it to have Spikes or Toxic Spikes instead). Therefore, it is potentially possible that if Sticky Web is significantly more effective than Spikes, the latter might drag down the overall winrate and effectively inflate the level of Webs Spidops to compensate. However, if the winrates of different sets are drastically different, I think the developers would remove the weaker ones in the long term so that the strongest move is guaranteed (like how Skeledirge always has Torch Song).
i think the best way to maintain randomness while stopping tspike and sticky web from dominating is to just get rid of the moves altogether. would anyone miss them? i sure as hell wouldn't. whenever i get a tspike or webs and the other team has absolutely nothing for it it doesn't make me feel like i'm good, i just got lucky. which yes, that's in the nature of randbats, but each player should at least have some ability to counterplay. if you don't want to guarantee spin/defog, just leave spikes and rocks as the only hazards
I’m top 100 and the most annoying thing to me is paralysis. With sticky web, at least you understand how it will 100% affect you. With paralysis, you (and your opponent!) are rolling the dice constantly in hope of a favorable result That’s “the nature of Pokémon battling” in and of itself l, but the *sheer amount* of paralysis that is thrown around annoys me more than anything else Unlike sticky web, paralysis is common and a huge part of the metagame Sticky web isn’t nearly as common, and should be treated as a terrible matchup as all other terrible matchups are. Just keep it as is
Lol. You sticky webbed into magic bounce turn one yesterday… over waiting a turn to see if they have the counter.. and that counter would have been blasted by turn one attack even… just sayin
I don't like the rapid spinner/defog idea on every team since you could use that information to sus out your opponent has sticky web. I think just not making sticky web pokemon leads would be sufficient because then you'd at least have to get them into the game to use the ultimate power.
i have been saying for years that webs is complete bullshit in randbats. it's unfair, you couldn't do anything about it. it should be removed from randbats sets entirely
I don't play any competitive pokemon, but I do like the idea of always having a rapid spin/defog to counter strong hazards. Some hazards can be overwhelming and can't be removed. You can work around a type disadvantage or damage hazards, but sticky web invalidates so many pokemon with a speed advantage. You still have to maneuver a defog/rapid spinner into a spot where it can remove hazards, so there is counterplay around denying the spinner. Just seems like sticky web/toxic spikes give too much gain for little input, especially if you have nothing to counterplay it.
It’s random battles some games are supposed to be unwinnable It’s a matter of playing better than the opponent enough that you still climb the ladder as sample size increases
everyone carries a rapid spin or a defog pokemon in normal battles, so there should b a rapid spin/defog/magic bounce pokemon on every random battle team as well to make it fair
I would say maybe putting the sticky web and tspike pokemon not in the first slot. Like, forcing the player to strategies to put them on, but even then there are some problems
I mean then you should also get rid of stealth rock and spike lead. And once that is done also shell smash and so on.. Where do you draw the line? I know sticky web and t spikes are really good but random is random
Yeah last vid he had sticky web on his side and lost to a immediate swap to magic bounce espe, there is definitely counterparts to it ts just.... well random. We have to take it with the good and bad or not at all
@@guillermoagullomarti9those two things are much less broken than having sticky web and toxic spikes up turn 1, shell smash is better late game anyways
I'd say if one rolls sticky web or toxic spikes the other should be forced to roll them too or have a specific counter, like a spinner, a defogger, or specifically for sticky web and toxic spikes respectively, a defiant/competitive or a poison type. I know this would restrict the randomization a lot, but these moves just fuck you up by matchup a lot in randbats
Freezai made his comment about balancing Sticky Web while the only Pokemon that really got affected by it was Greninja. I think the fact that most Pokemon have a Heavy-duty-Boots set anyway shows that the tier is kind of balanced in that regard
articuno stall was so scary and risked crit so many times but it all worked out anyway
The Articuno in game 1 was probably thumbnail/title worthy. It's not every day that you counter an entire team with Articuno.
I think making rapid spin / defog more common moves that are on more pokemon would be a good way to limit the power of sticky web / toxic spikes. Making it guaranteed to have a pokemon with one of those moves if your opponent has sticky web might be too much and my idea would keep the randomness of sandbags while reducing the oppressiveness of hazards.
It's rare, but randbats can be unwinnable. I once had banded quaquaval lead into a guy with 0 water resists, or any kind of way to wall, revenge kill, or counter play. I just clicked aqua step until I won. Only reason randbats is popular is it's the default meta when you open showdown and you can just play no team building required. It's not competetive, but gen 9 OU has been a joke lately so the alternatives ain't great.
Why was ou a joke?
@@EEHEEH10massive power imbalance and an insatiable hunger to constantly ban. OU is just a revolving door where each week something new is OP, because its counter got banned the week before. e.g. gliscor, baxcalibur, chien pao
@@ceemac9631so many mons are being banned because there’s a lot of stuff that needs to be banned. If you don’t ban, you get hyper offense hell. Banning stuff is a good thing. And if a mon is only countered by an overpowered mon, then chances are the mon is overpowered.
@@tfx9223I don’t think he’s disagreeing with that bc that actually proves his point. Look at how many moms have been overpowered and needed quick bans or just how many mons have already been banned in general it’s a lot and it makes the game really boring when it’s the same pokemon winning every tournament.
you have tera now
Freezai: just talking and existing and battling
Some guy: batl pls?
That first guy took the poor matchup into Articuno like a champ, his team really was awful into the bird
I think hazard removal is just too rare with the current sets. I don't mind if I get a team that can't remove hazards once in a while, but it feels like 80% of the time my opponent has hazards I have no way to deal with them. If they just increase the frequency of spinners/defoggers getting rolled I think that'd alleviate the issue.
I know that it's not how statistics works and that freezai makes good points, but I still find it funny that he had a 100% win-rate against the sticky web teams in the episode where he discusses it.
He also lost the game he had webs up.
In 2 of the 3 it was just one mon (Articuno/Magearna) that was a good matchup .
Man, I'm glad to have found this second channel. This stuff is great for turning my brain off while being engaged.
i am a monkey. i see randbats, i click randbats.
Freezai more like freeze guy ,😁😁
more like breezai
GOTTEM 🔥🔥🔥🔥🔥
I think the worst thing about webs and t spikes are when they lead spidops vs your meloetta or something and get them up for free. I’d just make it so that webs and t spikes never can be the first Mon sent out
Yeah it feels so unfair they get their perfect sticky web lead and you just have like a lovedisk that accomplishes nothing
One thing about the sticky webs/toxic spikes issue is that it kind of already is balanced in terms of gameplay. It's like an RNG factor in the game like crits that no one particularly enjoys but affects everyone's elo the same. In terms of enjoyment, that is just up to your perspective. You got to admit it feels nice getting the crit or getting the spidops with no answer
RNG is RNG praise be RNGesus
LUFFY2OP really thought he could randomly challenge freezai huh
I think just giving every team either Rapid Spin or Defog is good enough, no matter what.
Ghost types block Rapid Spin and things such as Competitive / Defiant / Good as Gold counter Defog. There's enough randomness in the game, even if one out of your 24 moves is guaranteed to be either Rapid Spin or Defog.
Yes, but it also means you MUST get a pokemon which can use rapid spin or defog which would technically limit the randomness of it which I feel people would dislike. I do think it'd best to guarantee something tho, they're too prominent otherwise
@@rycftxdhfsdyftgdxuuhgjfgzx1925i mean u could also have magic bounce mons but yeah
Always gonna be pros and cons. The more predictable you try to make it, the less random random bats become.
The randomness is already limited for balancing reasons. For example, there's a limit on how many Pokemon of the same type you can get on a team (I believe it's 2).
If the game pooled every Mon with a set that runs Defog and/or Rapid Spin and made sure both teams contained 1 random Mon from that group, then randomised the last 5 I think that would solve it.
It’s random battle. It’s supposed to be random. Adding rules after rules standardizes every random team. Why not just play OU where every mon has a role?
@@TheIcecoldorangebecause then if the other player simply just gets better Pokémon and sets, they can just win without really trying. Its not fun at all
@@pul5egaming367 then why do you play random battles? The whole point is to be surprised. It used to be that a random team can have multiple stealth rockers. That was so fun because if you knocked out stealth rocker, then removed hazards, you still need to be aware that your opponent may have another stealth rocker. That’s not the case anymore. Adding more rules makes these random games stale and predictable. If you like that, then play OU. Jfc
@@TheIcecoldorange exactly. I don't. Because of this problem that showdown random battles has. It's not balanced, or fun at all because of it. There can be different variations of random battles, while keeping this current one as well. That'd probably be the best solution
i have been binging randbats vids, it has really improved my randbats gameplay thanks for the thorough commentary many i dont think any player explains decision to your level of detail
Staraptor the GOAT 😁
That facade on jug hurt me
In game 2, Magearna was always a problem, but I think you had a *slight* edge to staying in with Passimian. Assuming Passimian does not dodge Fleur, Mag ends up -1 @ 23%. From there, you CC with Staraptor, who lives any non-crit move, and there's a roll to kill through a resisted tera. Tera fighting cc kills Passimian (unless it has tera poison), and from there you have to pray it one-hits the unrevealed mon.
Basically, your "outs" are: Fleur dodge, high roll, or crit PLUS mandatory easy last mon.
If you switch, your outs are: Fleur dodge PLUS mandatory easy last mon.
You give yourself fewer outs by switching there, unless I'm missing something.
4:54 i just left the battle, did 24 scalds
Freezai last episode: wow great sticky webs lead, too bad they had magic bounce.
Freezai this episode: wow they have sticky webs worst part of random battles ever
Man ur videos are my W of the day🙏🏽keep up the good work bro thank you ❤
Losing to a Player named "FaZe Alec Baldwin".
I don't think I'm ever living that down.
In my opinion I think they can still keeps spide and masqeurain as Pokémon in randoms but, they should just make it to where sticky webs are always a lead when you get them, like one spideops literally just ruins ur whole game if ur not lucky enough to have a defogger or even just anything with boots
Cmon freezai you’ve been bleeding since you got to #9 😢you got this
Man dropped from 9 back top 40+ that’s rough
Michaelback haha the number 1 player has a german name "Michael der beste" which translates to "Michael the best" which is fitting since he is the number 1 player.
I hate myself but Freezai is an epic gamer
I don't really understand the Staraptor switch in the second game. Let Passimian faint, then let Staraptor take the t-bolt for ~35-40% damage. Then you have at least a chance to win with Brave Bird. This line is also better in the scenario where the initial Fleur Cannon misses.
Cringe worthy play there
Yeah, freezai maybe not at his best in this video. But it happens; still enjoyed the video
If your opponent has webs, the algorithm should also make sure you have a way to get rid of them
1:52 i think it’s fun to talk about this with random battles.
there was one time i had a random battle with 6 physical attacks
(none w mold breaker)
and dude had an eiscue with belly drum - i had no strong priority to kill it after activating its ability so essentially, i lost as soon as the game loaded.
is it fun? no it’s really isn’t, but it is what we sign up for :)
idk maybe always have a magic bounce pokemon in the opponent team if u have sticky web stuff.
i’ve always thought random battles could be fixed a little bit in terms of unluckiness by guaranteeing both teams, a Pokémon of the same function. For example, each team gets a sticky Web user if one person has one or a defog user, etc..
Maybe if the opponent has a hazard move, guarantee a hazard removal move on your team
Pressure putting in work
best game for articuno in all of showdown history
Create the ability to select movesets from the pokemon you are given and add a filter for hazard control
I don't think there is a fix or there should be a fix for sticky web in random battles.
The whole point is it being random, you win some you lose some. They get sticky webs and a full team weak to Articuno.
May luck be with you.
Oof Freezai been on tilt in the ranbats. Next time bro
i was thinking about it already but i wonder if a different format where instead of each pokemon being given randomly you are given a random (synergistic) team of six. i.e. if the team is weak to sticky web it has rapid spin or defog and if the lead has sticky web the rest of the team can take advantage
First match is such joy to watch so far
Articuno and amphy are ma favs, very biased +comment
I know it's because of perspective, but I feel that when I have webs, the opp has spin/defog; and when they have webs I don't have a way to remove them 😢
6:38 Could you not safely double brave bird since the sub was up? Unsure if that was a 2HKO
imo the best way to deal with entry hazards is to crash in with pokemon who are heavily affected to go for a 1vs1 trade. and dont reveal your pokemon or do swithes.
I don't like the idea of creating dependencies between the generated teams, since if there is another dependency they could conflict and it opens up a lot of scope for complex bugs where it could be be impossible to correctly generate a team. Instead, each team should independently guarantee hazard removal or maybe the option of 3+ Pokemon with typings, abilities or items that mean they aren't affected by Sticky Web or benefit from it.
Maybe limit teams to one hazard? Like if you had a ribombee with sticky web, nothing else on your team can have stealth rock, toxic spikes, etc.... It can still be random with the Pokemon, just things that might ordinarlly have a hazard would have a different move. I think theres just too limited amount of hazard removers to guarntee one on a team, and matches would get stale with the same pokemon constantly popping up.
An option would be allowing a chance to knock out the hazard setters by making them weak and frail and not putting focus sash on them would be good. Sticky web would still be good but need support getting up
Should hazard stacking be legal?
I feel like only one set of hazards should be able to be up per side. Might encourage more thought and counterplay rather than just "free turn, might as well set rocks, spikes, and webs"
new episode lez go lads
I think just removing entry hazards could work. Just a clause
Think the Dex restriction is to blame for some of this problem. You see the same sticky webs users pretty often and theyre nigh unstoppable. Also the level scaling for randbats this gen feels more extreme than previous gens, and some of the mons with hazards are low tier like spidops, so they become monsters
The level scaling is based on winrates, not tiers. That's actually why it's wider than it used to be. Spidops is high level because it has been shown that on average it would be bad (contribute to losing the majority of matches) if it was lower level.
@@globalistgamer6418 that is really cool, I had no idea! It seems more extreme this gen, idk if anything in the formula changed but maybe they could dial back the threshold for when to bump a Pokémon up/down a level
There is a potential flaw in this system which I didn't realize could specifically apply to Spidops: Spidops isn't guaranteed to have have Sticky Web in randbats (e.g. it is possible for it to have Spikes or Toxic Spikes instead). Therefore, it is potentially possible that if Sticky Web is significantly more effective than Spikes, the latter might drag down the overall winrate and effectively inflate the level of Webs Spidops to compensate.
However, if the winrates of different sets are drastically different, I think the developers would remove the weaker ones in the long term so that the strongest move is guaranteed (like how Skeledirge always has Torch Song).
jdjejfffj has good vibes, abysmal MU
10:11 Why didn't you use earth power here? I don't really see any reason not to use it there.
Shuca berry
I would say either ban sticky web or let things as they are. Sticky web sucks but randbat is very rng anyway
Love the video mate! Bit of a clickbait title tho
i think the best way to maintain randomness while stopping tspike and sticky web from dominating is to just get rid of the moves altogether. would anyone miss them? i sure as hell wouldn't. whenever i get a tspike or webs and the other team has absolutely nothing for it it doesn't make me feel like i'm good, i just got lucky. which yes, that's in the nature of randbats, but each player should at least have some ability to counterplay. if you don't want to guarantee spin/defog, just leave spikes and rocks as the only hazards
curious against the Magearna, why not go for Quick Attack crit? to give you a potential out instead of just getting outsped
I think he's slightly disgruntled/tilted atm after past few days. I think it's causing him to play less accurately
This is the only tier Spidops is good in
Nerd the likelihood of sticky web and toxic spikes beeing on the mons make it a 50 50 between stringsgot and sticky web and toxic and toxic spieks
Tinka Ten
I’m top 100 and the most annoying thing to me is paralysis. With sticky web, at least you understand how it will 100% affect you. With paralysis, you (and your opponent!) are rolling the dice constantly in hope of a favorable result
That’s “the nature of Pokémon battling” in and of itself l, but the *sheer amount* of paralysis that is thrown around annoys me more than anything else
Unlike sticky web, paralysis is common and a huge part of the metagame
Sticky web isn’t nearly as common, and should be treated as a terrible matchup as all other terrible matchups are.
Just keep it as is
Just make sticky web and toxic spikes be more rare
stick webs etc shouldn't be fixed its random battles, u r here to also play impossible stuff that's the fun sometimes u have luck sometimes not
I hate being against sticky webs Becuase I lose every time
Great video!
Lol. You sticky webbed into magic bounce turn one yesterday… over waiting a turn to see if they have the counter.. and that counter would have been blasted by turn one attack even… just sayin
pls?
I don't like the rapid spinner/defog idea on every team since you could use that information to sus out your opponent has sticky web. I think just not making sticky web pokemon leads would be sufficient because then you'd at least have to get them into the game to use the ultimate power.
i have been saying for years that webs is complete bullshit in randbats. it's unfair, you couldn't do anything about it. it should be removed from randbats sets entirely
hi
I don't play any competitive pokemon, but I do like the idea of always having a rapid spin/defog to counter strong hazards.
Some hazards can be overwhelming and can't be removed. You can work around a type disadvantage or damage hazards, but sticky web invalidates so many pokemon with a speed advantage.
You still have to maneuver a defog/rapid spinner into a spot where it can remove hazards, so there is counterplay around denying the spinner.
Just seems like sticky web/toxic spikes give too much gain for little input, especially if you have nothing to counterplay it.
hey freezai i know your busy with ur lbs but would love you try other games
It’s random battles some games are supposed to be unwinnable
It’s a matter of playing better than the opponent enough that you still climb the ladder as sample size increases
Theoretically you’ll have the positive matchup exactly as many times as your opponent will
As long as the win rates are fine it’s probably good idk what they are though tbh
everyone carries a rapid spin or a defog pokemon in normal battles, so there should b a rapid spin/defog/magic bounce pokemon on every random battle team as well to make it fair