You can feel it, but honestly its just such a good kit and mon that it can still perform at a high level, not to mention all the combinations you can make out of the 4 moves (2 of which weren't nerfed)
Mewtwo Psystrike. Dmg and cd is not enough for the fact it's a combo all in one button. It's sure hit, you can go out of range and the last hit still travels beyond the distance it should, and it throws in an aoe. Any of these properties could be removed and it would still be Psystrike. Just not as frustrating or draining/tilting.
I like that a teammate can soft counter the move by getting in the way but the cooldown probably still isn't high enough, it shouldn't slow, and Mewtwo should be Hinderance Resistant *at most* during the move.
Interesting will be to see how it will now perform against its counters and nemesis…..pokemons like lucario ….meta gross ….ninetails….venasaur which is meta worthy now and falinks is like a health pack for it….lol
I started unite and climb upto ultra class during the falinks nerf, I got pretty crafty at choosing which playstyle for falinks depending on my team comp but yeah No retreat Iron head is a nasty combination but when most times my team lacks a pokemon that can survive long enough and has a decent scoring potential so ive been leaning towards megahorn beatup although its meh 😅
I don't know a good place to ask this or if you'll see this but for Panic Parade do you think you'll make an updated panic parade guide? Idk who to play or how to build a pokemon 😅
I feel it's less about building a mon and more how to mitigate dmg taken by Tink. Sure killing everything in sight is the best strat, but without aeos boosts you can't really cheese it. Early on you would want to stay on the opposite side of legendaries so Tink is not being hit. When you are the target of Shock Wave, don't stand near allies, including Tink.
I think the reason that falinks doesn't feel weaker is because yes its burst has been nerfed but its all around stats make it a downright monster during the laning and early phases that a team can still take control of a match very early and win as a result
Bouffalant dodged a nerf. Red buff is insanely broken on ranged auto attackers and every self respecting MOBA has that kind of jungle buff have 50% effect on ranged units. Fighting a goodra with red buff and being slowed by 99% for 15 seconds because its "technicly" not a root is pain.
Sacred Sword is still too strong. I see people doing decently with Metal Claw and it (even paired with Play Rough) actually has a positive winrate on API.
Is it just me or does anyone else going out mildly annoying that spragels didn't use iron head into no retreat into iron head to get rest but went no retreat into iron head