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Super
Legendaries
First,
I'd like to state that in my opinion, Pokémon of different types and
different stats and different moves should NEVER be grouped together.
Thus has happened to the "super legendaries", so they need to
be broken apart to analyze them effectively. It should be noted right
away my point is to prove the only super legendary that is worth being
banned is Mewtwo, and that the others have enough weaknesses (or lack of
strengths, if you prefer to think of it that way) to warrant
playability.
Mewtwo
Ever since RBY, Mewtwo has menaced the game of Pokémon with its
overpowering tendencies. Offensively, Mewtwo is a monster, boasting the
highest SpclAtk in the game with STAB on it. Its variety of moves in
Special range all basic elements, making a universal counter impossible.
Well, of course, the next logical arguement is "hey, if its SpclAtk
is so high, just block it with a Pokémon like Blissey". Well, that
would work, except Mewtwo can easily adapt around that. Its Attack
matches that of a Snorlax, putting it high in the ranks and easily
making it adaptable as a physical fighter. Its Speed should also be
noted before continuing; boasting one of the highest in the game, it
almost always will get first strike, whether using an offensive move to
finish the enemy or a defensive move to keep itself alive (like Recover,
which has a very high PP count). Mewtwo boasts high defensive stats in
both areas, with HP figured in beating out almost anything not
specialized. Its type only affords 2 weaknesses, neither with any high
base damage attacks nor with any Pokémon with STAB that can truly stand
up to Mewtwo consistantly. Status effects? Mewtwo can use
Safeguard/Rest. Cursing? Mewtwo can learn Psych Up. This guy just is too
universal a Pokémon, there's really never a reason NOT to use him on a
team if allowed. Mewtwo by far outclasses any other Pokémon, its Speed
complimenting all of its other stats and its learnset so complete,
there's really no point in playing him since every sensible team would
play him if allowed.
Mew
Unlike Mewtwo, Mew doesn't really have the power stats. Its Speed is
high, but not enough to be a reliable trump card. Mew does not learn
Safeguard, so paralysis can also play a factor. Mew's stats are all
above average, yes, but not high. It's defensive stats are nice, but its
offensive stats are nothing to brag about. Without a Mewtwoish SpclAtk,
Mew's Psychic doesn't pack enough punch to really sweep, much less its
elemental attacks without STAB. Softboiled doesn't have enough PP as a
recovery move to "stall forever". Mew is all-around a good
counter or reliable "wildcard" player, but not a sweeper or a
dominator. Swords Dance gives it a nice edge in physical offensive, but
Curse provides an easy remedy most of the time. A varied Mew will fare
well against a team with all direct elemental type weaknesses or no
physical defenses, but against a truly well-rounded team with specialty
moves like Curse and recovery and status effects, Mew isn't really
anything special.
Lugia
Lugia to me is the most clearly not-cheap super legendary. Lugia's type,
stats, and moves just don't line up at all. It can hold out a long time
with Safeguard and Recover, but it has a lot of type problems that go
along with it. Its Flying type gives it a multitude of common
weaknesses, and its offensive stats aren't anything
"legendary". Aeroblast is its only truly "powerful"
move thanks to STAB and a high CH rate, but it only has 90% accuracy and
8 PP. This make Aeroblast easy to stall out with any form of evasion,
Substitute/recovery, Curse/recovery, etc. True, Lugia does learn a good
variety of moves, but it needs type advantage to do any serious damage,
which its opponent can take advantage of. Mattering on the moveset, a
Zapdos, Skarmory, Tyranitar, Steelix, Skarmory, Raikou, Jolteon, or
multitudes of others can usually match it fairly well. The two easy ways
to defeat Lugia are simple: pound him offensively faster than he can
recover with type advantage (you have plenty of choices: Thunder/bolt
with STAB, Ice Beam/Blizzard with STAB, Rock Slide with STAB, Shadow
Ball/Curse, Crunch with the SpclDef drop, etc.), or force a death with
something like Perish Trapping or OHKOs.
Ho-Oh
Ho-Oh is one of the nastiest of the super legendaries, and can be pretty
hard to deal with due to how well-rounded his stats are. However, let's
look give him a full look-over. Ho-Oh's Defense equals that of Mewtwo,
and his SpclDef well exceeds it. His SpclAtk is fairly high, but his
Attack is his high offensive stat. It's a shame that Ho-Oh can't utilize
STAB on his Attack, if he could, he'd be a real menace. Sacred Fire is
by far his nastiest move. However, it seems some people have forgotten
the most primitive ways of toning down Fire attacks: RAIN DANCE! This
move is so universally availible, and in fact it helps Waters deal with
Ho-Oh too, unless Ho-Oh happens to have Thunder (virtually never in
reality) it will be screwed. Rock types usually have little trouble as
well; resistance with the 4x weakness back makes Ho-Oh almost hopeless
against them if they act quickly. One may argue that the standard Sacred
Fire/Solarbeam/Sunny Day/Recover Ho-Oh will cream Rocks, but what of
Rain Dance?
Really, the only problem I see with him is that people have abandoned
the strategies that used to keep him checked and they don't want to go
back to the basics. There are plenty of Rock moves around, from Hidden
Power Rock to Ancientpower to Rock Slide, on a wide variety of Pokémon.
Use them; Rock is technically the best offensive type in the game as far
as advantages/disadvantages go! Charizard or another Ho-Oh with Rock
Slide work nicely against the standards and make good all-around Pokémon
as well. Waters are the easiest way in general; a Rain Dancing Starmie
or Suicune or *especially* Kingdra (4x Fire resistance) can make easy
work of it, and a fast Electric can do the job if it goes all offensive
as well, especially with something like Rain Dance/Thunder. Ho-Oh does
well in general, but there are plenty of easy and effective ways to take
him down without much commitment that simply involve Pokémon/moves not
common anymore because of their banning. It all comes down to combining
good team elements with good tactics and a little prediction maybe,
which is what Pokémon is all about. Don't be too scared about
considering playing unusual Pokémon like Kingdra, Lanturn, Magcargo,
etc.; they have purposes, the "underrated" can be used
extremely effectively against the "overrated" if you give them
a chance! Besides, if you never play against Ho-Oh, you'll never learn
how to counter it.
Celebi
As far as I can see, Celebi's a Mew without Swords Dance or the variety
in general. Leech Seed is nice, but nothing killer; same with Perish
Song without a trap move. Duel STAB is okay, though its SpclAtk isn't so
thrillingly high that it would be anything above "good",
especially considering the lower base damage on both of those attacks.
Ancientpower/Baton Pass is nasty, but that relies on a lot of luck and
time. Celebi has a plethora of handy weaknesses to exploit from Fire to
Ice to Ghost to Dark and many in between. This guy doesn't have the
offensive nastiness of a sweeper, doesn't have any status effect
advantages of a specialist, it has a good selection of type
disadvantages to exploit; really, what's so spectacular about this Pokémon
that people would label it unfairly good?
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