Sniper
Balanced Hackmons Generation 9- Item
- Choice Band
- Ability
- Sniper
- Nature
- Hasty
- EVs
- HP 252 / Attack 252 / Defense 252 / Sp. Def 252 / Speed 252
Moves
-
Power 25 Accuracy 100 PP 5
将水之流派修炼至大成的仿若行云流水般的3次连击。必定会击中要害。
-
Power 75 Accuracy 100 PP 5
将恶之流派修炼至大成的猛烈一击。必定会击中要害。
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Analysis
Sniper's immense damage buff makes Ash-Greninja a strong Choice Band user, with even the bulkiest physical walls like Fur Coat Arceus-Fairy taking 40% per attack. Flower Trick is largely an Imposter deterrent, but it helps out against the occasional Fur Coat Arceus-Water and Dondozo, albeit needing entry hazard support for the latter. Knock Off allows Ash-Greninja to remove Rocky Helmet for itself, which is its primary bottleneck for dealing damage in most games; removing Heavy-Duty Boots and Eviolite from foes like Mega Audino and Imposter users, respectively, also greatly helps. Sniper Ash-Greninja is generally best on balance teams as the primary progress maker thanks to its commanding damage output. Slow pivot support is mandatory, as Ash-Greninja cannot afford to take Knock Off and severely dislikes status from moves like Mortal Spin and Glare; this usually comes in the form of RegenVest users, which also help via Stone Axe and Knock Off. A secondary physical wallbreaker can prove useful, as it's possible that Ash-Greninja can get hung up on walls chosen specifically to counter it, namely faster Dark-resistant foes like Koraidon and Zamazenta. Strong hazard removal is highly recommended due to Ash-Greninja's lack of recovery, with Mortal Spin's poison additionally helping to pick off frailer targets. Hazard support is useful, as Ash-Greninja's sheer power allows it to 2HKO most walls, as are allies that limit Strength Sap healing on these walls like Chansey and Blissey.