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Project: Earth

Pink Reaper

Real Name No Gimmicks
BRoomer
Joined
Feb 14, 2007
Messages
8,333
Location
In the Air, Using Up b as an offensive move
Bronzong@Lum Berry
Relaxed/Heatproof
252Hp/40Def/140SpAtk/76SpDef
-Gyro Ball
-Earthquake
-Explosion
-Grass Knot

Tyranitar@Leftovers
Sassy/Sandstream
92Hp/142Atk/76SpAtk/200SpDef
-Substitute
-Thunder Wave
-Flamethrower
-Focus punch

Hippowdon@Leftovers
Adamant/Sandstream
252Hp/54Atk/204Def
-Earthquake
-Stone Edge
-Roar
-Slack Off

Jirachi@Leftovers
Brave/Serene Grace
252Hp/76Def/180SpDef
-Twave
-Toxic
-Stealth Rocks
-Zen Headbutt

Mamoswine@Life Orb
Adamant/Snow Cloak
252Atk/252Spe/4Hp
-Earthquake
-Stone Edge
-Ice Shard
-Superpower(I need a better 4th move)

Metagross@Life Orb
Naughty/Clear Body
252Atk/252Spe/4HP
-Agility
-Meteor Mash
-Thunder Punch
-Grass Knot


Unlike Articanus I only did 10 matches, only 2 of which I lost and one of those was due to extreme hax. It's sort of a random team but it works well. Im kinda thinking of changing Mamoswine to something that covers my obvious water weakness.
 

Pink Reaper

Real Name No Gimmicks
BRoomer
Joined
Feb 14, 2007
Messages
8,333
Location
In the Air, Using Up b as an offensive move
lol, DON'T CARE!

Hippowdon can take any Quakeslider with ease. Im actually more weak to Water and I have a sad lack of Ice moves but w/e, i made this team in 10 minutes without really trying and even really looking into any of the pokemon.
 

ss118

Smash Master
Joined
Jan 30, 2006
Messages
3,127
Location
Savannah, Georgia
OK I'm going to take a new approach for making the sandstorm team(instead of just throwing together a random team lol), because this is one of the big issues with my team posted above.

For a sandstorm team to work, you obviously need sand stream going during the majority of the match: there are only two users of this ability, those being Tyranitar and Hippowdon. There is no doubt that Tyranitar is overall better, but it doesn't mean you should leave Hippowdon out, as it basically is depenant on the team to choose which one it is though.

But enough about that, onto our first issue: the starter and sand streamer should not be countered by similar pokemon. This was a problem to my last team because I had endless Starmie's come in after Infernape set up SR, and I wasn't in the particular mood to let Starmie take a good chunk of Tyranitar's useful HP away.

That's just one example, but basically the whole issue is that after the starter has done its job, we need to make sure the sand streamer needs to have the favorable position in the matchup once it comes in. You could, of course, lead with the sand streamer itself, but I doubt that's a good idea. Tyranitar is great for Azelf leads, but I feel that there are better ways to get the early advantage in the match. So basically I'm going to do my best to develop two seperate leads: one for Tyranitar to come in afterwards and one for Hippowdon. Any input is welcome, please hit me up on AIM.
 
D

Deleted member

Guest
I'm surprised that I haven't seen:

SR aerodactyl
scizor
heatran
tyranitar
garchomp
filler
 

Pink Reaper

Real Name No Gimmicks
BRoomer
Joined
Feb 14, 2007
Messages
8,333
Location
In the Air, Using Up b as an offensive move
OK I'm going to take a new approach for making the sandstorm team(instead of just throwing together a random team lol), because this is one of the big issues with my team posted above.

For a sandstorm team to work, you obviously need sand stream going during the majority of the match: there are only two users of this ability, those being Tyranitar and Hippowdon. There is no doubt that Tyranitar is overall better, but it doesn't mean you should leave Hippowdon out, as it basically is depenant on the team to choose which one it is though.

But enough about that, onto our first issue: the starter and sand streamer should not be countered by similar pokemon. This was a problem to my last team because I had endless Starmie's come in after Infernape set up SR, and I wasn't in the particular mood to let Starmie take a good chunk of Tyranitar's useful HP away.

That's just one example, but basically the whole issue is that after the starter has done its job, we need to make sure the sand streamer needs to have the favorable position in the matchup once it comes in. You could, of course, lead with the sand streamer itself, but I doubt that's a good idea. Tyranitar is great for Azelf leads, but I feel that there are better ways to get the early advantage in the match. So basically I'm going to do my best to develop two seperate leads: one for Tyranitar to come in afterwards and one for Hippowdon. Any input is welcome, please hit me up on AIM.
You could always do what I do and just pump Tyranitar full of SpDef EV's. A Max SpAtk, Neutral Natured Starmie does 32% Max to my TTar with Surf.


Edit:

I'm surprised that I haven't seen:

SR aerodactyl
scizor
heatran
tyranitar
garchomp
filler
While Garchomp would work amazingly well on most Sandstorm teams you have to remember that most of us play on the Smogon ladder to test our teams and Smogon Ladder = No Garchomp. As such, any team we make with Chomp would most likely either be a) not tested or b) tested on non ranked challenges where people don't seem to try as hard.
 

A_man13

Smash Master
Joined
Apr 6, 2008
Messages
3,535
Location
Auburn, Al
I'm surprised that I haven't seen:

SR aerodactyl
scizor
heatran
tyranitar
garchomp
filler
You mean the team you came up with? My team is near ripoff, but I filled in garchomp with heatran (as to avoid being called a n00b for using chomp) and no Aero.
 

A_man13

Smash Master
Joined
Apr 6, 2008
Messages
3,535
Location
Auburn, Al
How would it achieve that, ingrain and then what?
I know how!

Cradilly @ Leftovers
Carefull: Suction Cups
252 HP/ 4 Def/ 252 Sp. Def
-Toxic
-Recover
-Protect
-Earthquake/ Stone Edge

Rather baisic toxic staller. The last move is up to personal choice; EQ for hiting a super efective against steel and poison types (AKA the ones that can't be toxiced), Stone Edge for a better hit against skamory and stab.
 
D

Deleted member

Guest
you can't do much vs skarm anyway, might as well use EQ.
 

DA_RAIN

Smash Apprentice
Joined
Aug 1, 2005
Messages
181
i got tha rite idea 4 this use textbook a$$ pokes change them as you need 2 eliminate weaks like dis

I'm surprised that I haven't seen:

SR aerodactyl
scizor
heatran
tyranitar
garchomp
filler
1s areodatcyl is wack but this is aight basix so im gonna chang it meatgross is goign over areo

Metagross @ Lum Berry
Clear Body / Adamant
240 HP / 80 Att / 188 SpD
Stealth Rock
Explosion
Earthquake
Bullet Punch

i copied this strate from u groudn kills tar and other common leads u lose 2 azelf but we hell boom n e way glock punch takes out focus sash and 2 hits other areos so they casn only rocks or taunt and then they g down at no cost 2 gross this set loses 2 hippo but thats what u get just switch n e way he wont roar 1st turn cause he needs rocks so jus swithc 2 a counter

scizor life orb
technician adament
32 hp max attack 224 sped
swordsdance
bullet punch
bbreak
roost

this is straight from smgoon very basix but hard 2 deal wit

heatran choicescarf
Flash Fire hasty
4 attack max speed max special attack
fireblast
earth power
dragon pluse
xplosion

same basix ****e

chomp yacheberry
sandveil jolly
4 hp mx attack max sped
outrage
earth quake
swordsdance
substtiute

ya

tyranttar leftovers
sand quiet
max hp 60 attack 168 special attack 28 spd
substitute
focus punch
darkpulse
thunder bolt

this team needs 2 breaks walls wit something ya

4 filler i choose swampert cuz hes beast and has diferent weaks tha n e 1 else u have on the list pert iz 2 gud LoL

swampert leftovers
torrent relaxed
240 hp 216 defense 52 special attack
earth quake
icebeam
hydropump
roar

k now u got 2 fast pokes 4 revenge kills a good lead no big weaks a phazer and answers 2 your previous problems you dont have n e special ****e but you have just enugh 2 beat the ****e u need 2 so lets try dis 1s n see how 2 make it better
 
D

Deleted member

Guest
Metagross @ Lum Berry
Clear Body / Adamant
240 HP / 80 Att / 188 SpD
Stealth Rock
Explosion
Earthquake
Bullet Punch

Scizor @ Life Orb
Technician / Adamant
32 HP / 252 Att / 224 Spd
Swords Dance
Bullet Punch
Brick Break
Roost

Heatran @ Choice Scarf
Flash Fire / Hasty
4 Att / 252 SpA / 252 Spd
Fire Blast
Earth Power
Dragon Pulse
Explosion

Garchomp @ Yache Berry
Sand Veil / Jolly
4 HP / 252 Att / 252 Spd
Outrage
Earthquake
Swords Dance
Substitute

Tyranitar @ Leftovers
Sandstream / Quiet
252 HP / 60 Att / 168 SpA / 28 Spd
Substitute
Focus Punch
Dark Pulse
Thunderbolt

Swampert @ Leftovers
Torrent / Relaxed
240 HP / 216 Def / 52 SpA
Hydro Pump
Earthquake
Ice Beam
Roar
Fixed for...clarity.

Where do you people come from? really?

The team itself looks ok so long as you don't get pinned lategame to just swampert and tyranitar, both are slow and get ***** by grass knot.
 

A_man13

Smash Master
Joined
Apr 6, 2008
Messages
3,535
Location
Auburn, Al
Fixed for...clarity.

Where do you people come from? really?

The team itself looks ok so long as you don't get pinned lategame to just swampert and tyranitar, both are slow and get ***** by grass knot.
Thank you so much.

Looks good. Honestly I can't really say I know any team works till it has results.


You know what could be interesting; what if we were to make like our own little sandstorm tourney? We pit our sandstorm teams against each others (As well as normal teams) and see how they do. I'm sure it could help figure out what works, what looks good on paper, and what is downright terrible.
 
D

Deleted member

Guest
maybe, but the sand part of it is a lol factor if we do.
 

ss118

Smash Master
Joined
Jan 30, 2006
Messages
3,127
Location
Savannah, Georgia
I'm going to list all the pokemon on the list and give small individual qualities that should make them decided over other options.

Ground:
Everything has STAB EQ, meaning they have a respectable attack. They also have Earth Power thanks to Platinum.

Sandslash
Can SD and Rapid Spin, which means that with some speed investment and maybe an expert belt it can beat Rotom, and every other ghost.

Nidoqueen
Bulkyness through fantastic typing allows it to easily come in on many offensive threats, mainly the physical fighters like Lucario and Heracross. Sets Toxic Spikes while removing the opponent's.

Nidoking
Again with the typing, but this time more offensively mixed. Got a new toy in Sucker Punch, which enables it to strike with a mixture of power and priority.

Dugtrio
Traps anything on the ground. Not very useful on a SS team unless we need something specific dead, since everything gets EQ already.

Marowak
Slow and powerful: Marowak has the advantage over any other pokemon with being able to change attacks while boasting the power of an average CB user. Agility passed it could easily sweep and also gets SD for further aid.

Quagsire
Nice immunity to water while resistant to rock makes him a very able gyarados switch-in, though it needs HP Electric to do any damage. Encore is usable I guess.

Mamoswine
Ice STAB, not to mention priority. Ability screws works against hail teams, and can even go mixed if common walls get annoying.

Gliscor
Another good fighter stopper, however it's been greatly limited by Lucario getting Ice Punch and Scizor 2HKOing with Bullet Punch. It is an excellent baton passer with Hyper Cutter and SD. It can also BP Agility and abuse Sand Veil.

Donphan
Rapid Spin? Terribly outclassed by every other one, even sandslash imo... it gets Ice shard but then there's mamoswine... Knock Off maybe?

Swampert
Good typing along with bulky defenses allows it to take multitudes of hits since only grass hits it super-effective. Good offensive stats and stab water attacks allows it to make good use of its free turns, especially with moves like curse, SR, and Roar.

Camerupt
Fire STAB is awesome anywhere, though camerupt is a bit lacking in resistances. It does have the benefit of being immune to electric while neutral to both Ice and Grass. Rock Polish with dual stab+LO can be very surprising and allows you to go out with a "bang" on troublesome pokemon.

Flygon
Only Dragon immune to SS: absolute hell for stall teams that rely on residual damage to break you down, and it also has some fun tools in the form of STAB. U-Turn is very helpful with him being able to repeatedly come in.

Whiscash
Outclassed: gtfo

Claydol
A good rapid spinner since it doesn't get worn down by any residual damage. It's lack of offensive stats are a downer, though in its free time it can easily set up SR and Toxic the ghost switch-in(Psychic gengar). Also great defenses.

Torterra
Intresting typing gives it resistance to the famed "Quakeslide" combo of ADV, while also boasting good defenses. Overgrow is a good ability, especially on something with a 120 base power stab move

Gastrodon
Unlike the other water/ground types, this one has a recovery move. And stockpile.

Hippowdon
Sets up SS XD

Rock:

Golem
Rhyperior
Omastar
Kabutops
Aerodactyl
Shuckle
Tyranitar
Lunatone
Solrock
Cradily
Armaldo
Relicanth
Regirock
Ramparados
Bastiodon
Probopass


Steel:

Forretress
Magnezone
Steelix
Scizor
Skarmory
Aggron
Metagross
Registeel
Jirachi
Empoleon
Bronzong
Lucario
Heatran

Other:

Cacturne
Golduck
Clefable
Breloom
Get to others later.
 

chubb-o-wub

Smash Journeyman
Joined
Feb 24, 2007
Messages
494
Location
Midwest
If you wanted to, Sandslash, Cacturne, and Gliscor can run Brightpowder/SandVeil/Sand-attack set. Not just Garchomp. And TTar can run a special wall spread. It looks good with 404 HP and ~497 SpDef (in Sandstorm, 252 HP/252 Spdef, neutral nature).
Something like this...


Tyranitar@Leftovers
Brave//Sand Stream
EV/ 252 HP/ 252 Spdef/ 4 Att
-Substitute
-Focus Punch
-Curse
-......

Off the top of my head, it looks good to me. Can take special hits, and will eventually take physical hits too with Curse (So play this set like Snorlax, only there's some differences). Get a Sub up, then Focus Punch/Curse when you need to. The last move can be a lot of things like...
-Stone Edge, for powerful STAB. Low PP, however.
-Rock Slide, for more PP, STAB, and flinch (this is great for a Trick Room team)
-Crunch, to hit Ghosts with super-effective STAB, and Psychics that resist Focus Punch
-Pursuit, if you want to hit switching opponents
-Payback, if you know you're going last
-Avalanche, look at Payback
And you can run different moves instead of the Subpunch combo to make it hit more and/or be more support-like. Stealth Rock and Thunder Wave are good moves to try, as well as special attacks like Flamethrower.
 

ss118

Smash Master
Joined
Jan 30, 2006
Messages
3,127
Location
Savannah, Georgia
My Team for Project: Earth

OK it's still in progress and I want suggestions. Here's what I have so far:

Froslass @ Focus Sash
Ability: Snow Cloak
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Icy Wind
- Taunt
- Spikes
- Destiny Bond
My starter for the team(thanks 0rly): it generally gets me ahead in either residual damage or by incapacitating the opposing starter. Icy Wind lets me 3HKO Azelf starters, which may not seem like much but allows me to beat them if they Taunt first turn, and if they don't I can spike till after the intial one, since they're slower, and do it till they'll kill me, in which case I Destiny Bond. Icy Wind is also good for beating Aerodactyl starters and assuming it's alive later I can use it to keep enemy's at bay.


Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP/208 Spd/48 SAtk
Timid nature (+Spd, -Atk)
- Dark Pulse
- Flamethrower
- Substitute
- Focus Punch
A variation of the standard Tyraniboah set, designed to specifically deal with the current metagame. Idea is very simple: force a switch and substitute. even with the -Atk nature, you 2HKO Blissey and Heatran while keeping your OHKO on opposing 252 HP T-Tar. Speed hits 231, which beats Adamant Scizor and the Rotom beating that. It also goes up 2 Points with the last 4 EVs. The remaining ones were put into Sp. Attack, however few.


Cacturne @ Brightpowder
Ability: Sand Veil
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Sucker Punch
- Seed Bomb
- Swords Dance
- Substitute
Star sweeper at the moment: the idea is to put my *****-*** behind the sub once T-Tar takes out his counters and acts like a Garchomp. Not much more to explain: Max attack and speed means I deal the most damage efficiently, since I need max speed to barely beat no-speed Suicune and Cresselia.


Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP/24 Atk/220 Def/12 Spd
Impish nature (+Def, -SAtk)
- Mach Punch
- Thunderpunch
- Spore
- Leech Seed
My final member so far: the spread was ripped from smogon, I admit, but I intend to fix it soon. Just the general idea is that it Leech Seed, spores, and is very gay. Consider Substitute again because I like the move and it's annoying.
 
D

Deleted member

Guest
the idea behind this thread is that only SS immune pokes are in. the challenge is to make a viable team despite their multiple and common weaknesses, which isn't really a problem if you go outside of that limitation. however, when you do finish this team, I'd still like to see it, since your teams are generally ****.

besides, I hate breloom.
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
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Temple University, Philadelphia
Awesome team so far, Articanus. Now all you need is a way to **** Infernape, Scizor, and Heatran. Scarfed Flygon can handle them. After that though, you'll need something like Vaporeon to back everyone else up. Also, I don't see much use in Tyranitar's Dark Pulse. What is it for? STAB? In that case, I'm pretty sure Crunch deals more damage even with a minus atk nature. Thoughts?
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
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Location
Playing melee and smash ultimate
the idea behind this thread is that only SS immune pokes are in. the challenge is to make a viable team despite their multiple and common weaknesses, which isn't really a problem if you go outside of that limitation. however, when you do finish this team, I'd still like to see it, since your teams are generally ****.

besides, I hate breloom.
I don't really get the point of this restriction, tbh. A sandstream team doesn't need all of its pokes to be immune to the sand to be considered a sandstream team. All that's required is that it has... sandstream, and that it is an integral part of the team's strategy. The same way no hail team has only ice pokemon on it, no sandstorm team should only have ground/steel/rock pokemon. I rarely have more than three immune pokemon on my sandstorm teams, although it is still key to how the team operates.
 

ss118

Smash Master
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Jan 30, 2006
Messages
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Location
Savannah, Georgia
I think a properly made SS team would use six members that could all benefit from sand damaging the oppents. Salamence is a good example, who while also getting worn down by SS it helps him more with specific kills, such as against Cresselia and Blissey. That's a single example, but I hope it can somewhat get my point across.
 
D

Deleted member

Guest
If you feel that you have a good team for SS, by all means add it. I just wanted to use this as an experiment to see if a pure SS team is viable or not.
 

ss118

Smash Master
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Jan 30, 2006
Messages
3,127
Location
Savannah, Georgia
it definately is. But as you know Ground/Rock have a lot of conflicting weaknesses, and Steels do nothing to patch up the water weakness. and then you usually end up with 3-4 pokemon weak to one type and 0-1 pokemon resisting it.
 

WouW

Smash Lord
Joined
Jul 22, 2006
Messages
1,486
Location
Oudenbosch, The Netherlands
it definately is. But as you know Ground/Rock have a lot of conflicting weaknesses, and Steels do nothing to patch up the water weakness. and then you usually end up with 3-4 pokemon weak to one type and 0-1 pokemon resisting it.
Then you could take stuff like Empoleon, Golduck or Cacturne to do patch up the resistances.
 

A_man13

Smash Master
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Apr 6, 2008
Messages
3,535
Location
Auburn, Al
it definately is. But as you know Ground/Rock have a lot of conflicting weaknesses, and Steels do nothing to patch up the water weakness. and then you usually end up with 3-4 pokemon weak to one type and 0-1 pokemon resisting it.
I know how you feel. There are so many counters in a sandstorm team that it's tough to use. Right now swampert is a bit one; not many pokes have grass moves prefered and none of them like water/ice/ground too much. The only poke I see is Jirachi with grass knot, but it isn't a 100% perfect counter.

Right now my team is looking a little something like this:

Hippowdon @ Leftovers
Sand stream: Impish
252 HP/ 4 Atk/ 252 Def
Stelth rock
Roar
Slack off
Earthquake

The key link to my team's succes. Sets up sandstorm, stealth rock, and scouts off the team weakening where possible.

Heatran @ Choice scarf
Flash fire: Naive
4 HP/ 252 Speed/ 252 Sp. Atk.
Flamethrower
Earth Power
HP Ice
Explosion

Before you read further, understand there are tons of good pokes that can utalize the scarf boost. That's why I have 3 :p

Real baisic scarftran. Do I really need to say more?

Magnezone @ Choice Scarf
Magnet Pull: Timid
4 HP/ 252 Sp. Atk/ 252 Speed
Thunderbolt
Flash Cannon
HP Grass
Explosion

This poke is 100% vital to deal with bulky water types that used to go straight to scizor (whom really struggles with all water pokes, most notably gyrados). Scarf makes it go faster which can be useful against some pokes. I think I might swap this puppy to a bit more defensive set (Magnet rise is 100% vital to deal with swampert, though I need to check the damage calcs before I do) or possibly specs.

Mamoswine @ Choice scarf
Snow Cloak: Jolly
4 HP/ 252 Atk/ 252 speed
Ice fang
Earthquake
Stone edge
Superpower

This is my ace in the hole against a bunch of pokes. The scarf allows it to outspeed the usual scarftran and revenge kill almost anything not scarfed (most notably of which, scarftran and Gyrados after a dragon dance). That and many people expect band and life orb sets, so they don't realize the threat.

Gliscor @ Leftovers
Sand Veil: Impish
172 HP/ 86 Atk/ 252 Def
Taunt
Roost
Earthquake
Ice Fang

My second wall/tank. With sandstorm opening a stall oportunity by both giving gradual damage to go along with whatever I use attack wise and activating sand veil, it is certainly one of the best walls for sandstorm teams. Taunt is also good to shut down setups and status as always.

Scizor @ Life Orb
Technitian: Brave
2252 Hp/ 252 Atk/ 4 Spd
X-scizor
Bullet Punch
Superpower
HP Elecric (with a base power of 60)

A bit more bulky then my normal set. As I mentioned earlier, Scizor deals with water types when magnezone can't. Hp Elecrtic with Life orb, stealth rock, and sandstorm almost guerantees a OHKO on gyrados whom is risky for Gyra to deal with. I might move some EV's to speed to allow it to outspeed every other bulky water type.

So yeah. I might get rid of a poke for Jirachi.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
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Playing melee and smash ultimate
You know, I never really got the point of a "surprise scarf" when the moment you switch into a pokemon that is normally faster than you your opponent typically realizes something is up. And then if they switch out to a counter, your surprise is ruined, as 1) they saw no lefties recovery, 2) they saw no LO drop, and 3) they saw they didn't take the amount of damage they should've from a CB'd attack. They then know it has to be scarfed without you ever getting your first strike.

Oh, and I would post a sandstream team, but all the ones I currently have are very outdated =/ Maybe I should get to work on that.
 

A_man13

Smash Master
Joined
Apr 6, 2008
Messages
3,535
Location
Auburn, Al
You know, I never really got the point of a "surprise scarf" when the moment you switch into a pokemon that is normally faster than you your opponent typically realizes something is up. And then if they switch out to a counter, your surprise is ruined, as 1) they saw no lefties recovery, 2) they saw no LO drop, and 3) they saw they didn't take the amount of damage they should've from a CB'd attack. They then know it has to be scarfed without you ever getting your first strike.

Oh, and I would post a sandstream team, but all the ones I currently have are very outdated =/ Maybe I should get to work on that.
Your faster; besides knocking off the item, there's no way you can use that to your advantage. And even once the opponet realizes your choiced, you can predict what your foe is likely to do. Most people will either swap if a poke has no way to counter or stay in if he thinks you think he is about to switch. If you go to the middle road and do something that hurts both the current poke or a counter, there really isn't any not to deal damage. With a roarer/ Stealth Rocks, you can see what a foe has and/or put pressure on switching.
 
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