>>34837753Ambipom is only useful against the same opponent once.
Here is a word that everyone talking about viability in any game from Chess to Video Games is consistency and reliability.
Consistency and theorymoning are the only accurate measures of viability there are. It's the reason why every competitive format for everything forces you to play multiple games with multiple different people under multiple different conditions.
Winning a few games in the span of a month ISN'T a good indicator of viability.
Having one time tricks DOESN'T make you viable.
Like I said before, Ambipom's use was to hit a few top tiers for x4 damage or pursuit trapping. And like before, it requires a Choice Band and god-like prediction.
252 Atk Choice Band Ambipom Fire Punch vs. 248 HP / 124+ Def Scizor: 332-392 (96.7 - 114.2%) -- 81.3% chance to OHKO after Leftovers recovery
>252 Atk Ambipom Fire Punch vs. 248 HP / 124+ Def Scizor: 224-264 (65.3 - 76.9%) -- guaranteed 2HKO after Leftovers recovery252 Atk Choice Band Ambipom Ice Punch vs. 244 HP / 12 Def Gliscor: 336-396 (95.4 - 112.5%) -- 75% chance to OHKO after Poison Heal
>252 Atk Ambipom Ice Punch vs. 244 HP / 12 Def Gliscor: 224-268 (63.6 - 76.1%) -- guaranteed 2HKO after Poison Heal252 Atk Choice Band Technician Ambipom Pursuit vs. 4 HP / 0 Def Latias: 180-212 (59.6 - 70.1%) -- guaranteed 2HKO
>252 Atk Technician Ambipom Pursuit vs. 4 HP / 0 Def Latias: 120-142 (39.7 - 47%) -- guaranteed 3HKOEven with its job requiring the opponent to make the wrong move from a lack of knowledge in your set, and putting yourself in a locked state where you're likely to switch, Ambipom STILL manages to be inconsistent. And this isn't mentioning that they could be running Scarf Latias, more physically bulky Gliscor/Scizor, or not having them on their team.
A
N
D
Even then. Even after this, how will people be playing in a month when they see Ambipom? 1/?