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Showing content with the highest reputation on 05/31/20 in Posts

  1. Dont make mounts or cosmetis we dont need just make mega evolutions and new pokemons
    25 points
  2. Dragonite mount please
    14 points
  3. hello everyone I would like to give you my opinion about usable staff rewards in PvP. First of all, i'd like to say that i totally agree on people working for the game development being rewarded. I think that any work deserves salary and rewarding staff members only increases their motivation, which greatly impact on the quality of the game development. However, i notice that generated and usable pokemon are more frequent in ranked, because of that, it greatly impact players win conditions. Indeed, having a 30+ legendary with a hidden power of your choice makes match most of the time unfair. I think that staff members should be rewarded but not given an advantage unlike offered rewards to a winner of a tournament. Everyone has access to tournaments, staff included, which makes legit the tournament reward usage in ranked. To rebalance rankeds i think of nerfing characteristics or banning pokemon considered as staff reward would be a good solution to consider. Finally, i'd like to know everyone's opinion about rebalancing the staff reward usage in ranked.
    8 points
  4. Kangaskhan with the player in it's pouch.
    7 points
  5. 5 points
  6. You sit on a floating cloud created from Castform and depending which weather it is, Castform changes its appearance. I have illustrated this.
    4 points
  7. Make a big klefki mount where you can sit like this align=right" width="284pxhttps://upload.wikimedia.org/wikipedia/commons/thumb/7/70/One_wheel_motorcycle_Goventosa.jpg/761px-One_wheel_motorcycle_Goventosa.jpg[/img]
    4 points
  8. 4 points
  9. I have been wanting to post about this quite some time . Can the bot that shows ladder be fixed and actually take winrate into account? Idk if u guys do it manually at the last day and take into account the wr but having the bot working properly aswell would be great. I think its really simple to be fixed and wont take too much time .
    3 points
  10. I want mount STARMIE ♥
    3 points
  11. 3 points
  12. Mudsdale Mount in tribute to me, haha.
    3 points
  13. Stoutland land and surf mount.
    3 points
  14. 2 points
  15. Flygon mount Gogoat mount Tirtouga mount and also we need some new clothes set
    2 points
  16. Just make Wailmer mount Faster! Its cute mount!
    2 points
  17. Land Mount: Corviknight and shiny form Surf Mount: Lanturn
    2 points
  18. wow I had actually made a suggestion for this a little bit ago Land Mounts: Galvantula (I would buy this one in a heartbeat) Motorcycle Machamp Surfing Mounts: Raft/Rowboat Lotad Blastoise (or anyone from that evolution line if it's easier) Player Swimming
    2 points
  19. 2 points
  20. Bouffalant mount pls waiting for years
    2 points
  21. 2 points
  22. Staraptor mount =3
    2 points
  23. Sawsbuck, Gogoat, Zebstrika :)
    2 points
  24. How about a mount that puts your character in a naruto run position and makes you move at mount speed
    2 points
  25. Ditto mount that can change into a different mount every so often
    2 points
  26. 2 points
  27. 2 points
  28. Username: Invar Server: Gold Country/Timezone: United States / GMT-5
    2 points
  29. As someone who was initially leaning toward a blanket Baton Pass ban, I decided to keep an open mind and listen to both sides, and I must admit that the anti-ban side has provided more convincing arguments than the pro-ban side thus far. There is a lot of misinformation going on and I think that some good points have been made and should be acknowledged. It is unfortunate that I only started PvPing again in PRO while Baton Pass is banned, so I had to do a lot of research to try to make up for my lack of in-game experience with the move/playstyle, although I ran into it a lot on Showdown. This is simply not true. Baton Pass is currently banned in ORAS OU and USUM OU and is even banned in many lower tiers. More and more tiers and previous generations are suspect testing Baton Pass. In 2019, USUM LC banned Baton Pass. It must also be said that banning or suspect testing Baton Pass in older generations, such as ADV OU and DPP OU, usually does not involve banning Baton Pass as a whole, but rather further restricting the currently implemented clauses. BW OU seems to be against a full ban of the move, although that thread and this one both show that the BW OU council may have acted against what the majority of players think by trying to impose the Shadow Tag ban, deeming trapping uncompetitive yet failing to explain why Magnet Pull has not been addressed in the BW OU metagame where it is arguably more problematic and certainly more common than Gothitelle. PRO does have some Gen 7 mechanics, but it is still weirdly trying to balance itself out between Gen 5 and Gen 6. I think that ORAS OU is the closest Smogon comparison, although I think that such comparisons can be dangerous sometimes. Pokémon Revolution Online is not Showdown and does not have to blindly follow Smogon's rules. In ORAS OU, Baton Pass underwent a lot of changes: it was first restricted to 3 Baton Pass users, but problems kept arising, so it was then narrowed down to 1 Baton Pass user, which was still not enough to prevent newer issues; the complex Baton Pass clause in its final form ultimately stated that there can only be 1 Baton Pass user that cannot pass speed with other stats. So many complex clauses were put in place to attempt to preserve a playstyle that became problematic whenever it picked up in usage. Yet again, Baton Pass teams managed to remain an issue because they always found a way to circumvent the implemented restrictions. NJNP used Lansat Berry Scolipede with Scope Lens Sniper Kingdra to prove why Baton Pass is inherently broken and will always be abused to get easy wins. You can be the judges: NJNP's 1st replay, NJNP's 2nd replay, and NJNP's 3rd replay. Yes, PRO does not have Substitute, which is a big component of Baton Pass. Yes, there are several issues hindering its efficiency. However, who is to say that someone will not find an intricate way to abuse Baton Pass in its current format? How long will we have to wait until someone finally breaks Baton Pass, thus causing even more outrage? If someone manages to find a way to do that in the future, it will actually be proof that Baton Pass is currently ban-worthy. I am not going to discuss the other part of the message I quoted because being able to use Mega Rayquaza against Mega Rayquaza (and other examples are endless) is evidently no proof that Mega Rayquaza can be healthy in PvP. If something is deemed ban-worthy (meaning either broken, unhealthy, or uncompetitive), we should not be inciting players to use it as a countermeasure. So, is Baton Pass broken, unhealthy, or uncompetitive? Well, this thread is an interesting read, although it mostly pertains to Smogon. I will summarize its main points for you, but please feel free to check it out. Smogon/Showdown uses skill as the main way to gauge someone's worth in competitive Pokémon. Yes, funnily enough, Pokémon happens to be one of the least competitive games due to all the luck- and RNG-based interactions. However, that is not an excuse for not trying to maximize skill-reliant match-ups and minimize skill-less mechanics as much as possible. As such, there are clauses regarding evasion, sleep, and whatnot. There are also Pokémon and ability bans. What is the definition of uncompetitive? Based on that thread, uncompetitive elements "reduce the effect of player choice/interaction on the end result to an extreme degree, such that 'more skillful play' is almost always rendered irrelevant." We then have some examples of uncompetitive features: "This can be match-up related; think the determination that BP took the battling skill aspect out of the player's hands and made it overwhelmingly a team match-up issue, where even with the best moves made each time by a standard team often were not enough." What about broken then? Broken elements "are too good relative to the rest of the metagame such that 'more skillful play' is almost always rendered irrelevant," but we also have the important following note in bold characters: "While this isn't always the case, an uncompetitive thing probably isn't broken, but a broken thing is more likely to be uncompetitive simply due to the unique counter/check component." Yes, an uncompetitive component of PvP does not have to be broken to warrant a ban. And what does unhealthy mean? Unhealthy elements "are neither uncompetitive nor broken, yet deemed undesirable for the metagame such that they inhibit 'skillful play' to a large extent." It is important to understand that these words are not mutually exclusive, yet not necessarily interchangeable. Something deemed ban-worthy can be uncompetitive and broken, but it only needs to satisfy one of those definitions. What makes Baton Pass inherently uncompetitive? When players discussed this on Smogon (cf. this thread), they did not mention any specific Pokémon (e.g., Manaphy), but allow me to share some of their thoughts: Out of fairness, I included the last statement, which is more moderate and does not deem all of Baton Pass to be uncompetitive. However, as proven in ORAS OU, Baton Pass as a whole was still considered to be uncompetitive, which ultimately led to its ban in 2018: The main culprit? Scolipede. Why not just ban Scolipede? Well, because there is no point in preserving a move that has to be almost restricted to nothingness to keep being used! It already is a shadow of its former self! Some people even suggested preserving DryPass (using Baton Pass without passing any stats, simply to switch out, sometimes also to avoid Pursuit). Why should we bother with an inherently uncompetitive feature of the game? If Scolipede were to be banned, someone might find another Baton Pass (ab)user. I said might, not will. Who knows? The move is uncompetitive by nature, so it will remain problematic as long as it is allowed. Here is an interesting Reddit thread explaining why Baton Pass is uncompetitive: I will mostly talk about Speed Boost Scolipede, which seems to be the most commonly used Baton Pass user. Baton Pass in PRO surely uses Pokémon that all teams should naturally be prepared for regardless, right? To an extent, yes, but let's keep in mind that preparing for Manaphy is not the same as preparing for +1 Manaphy, which then outspeeds and KOs anything that would otherwise be able to outspeed it and check it (e.g., Serperior). Defensively, you might think that this does not make a difference at all, but it definitely does. If someone is running Ferrothorn on a Manaphy-weak team, there are good chances that it is running Power Whip to be able to beat Manaphy. This puts the Baton Pass user in an advantageous situation from the get-go, as they will be able to play around that and potentially guess Ferrothorn's coverage and switch-ins. This also puts incredible pressure on the player facing the Baton Pass team, because they know that the Baton Pass player should know that Ferrothorn most likely carries Power Whip. If the Baton Pass player switches out to a Fighting-type or something that can deal with Ferrothorn expecting it to switch into Manaphy, the other player can predict that and ultimately not go to Ferrothorn. But what if the Baton Pass player decides to Tail Glow instead of switching out? Then the other player is now against a speedy Manaphy with a Tail Glow buff and Ferrothorn has to switch into it and take 2 hits instead of 1. Skill can thus easily be taken out of the equation. Should that player have gone to Ferrothorn first regardless? Well, in that case, they would have lost momentum had the Baton Pass player chosen to double switch to another Pokémon. Why didn't Ferrothorn switch into Scolipede on the turn Manaphy was expected to receive the Speed boost? But what if another Pokémon was given that boost? What then? If Ferrothorn switches into Manaphy, the Baton Pass player has more freedom to switch out than his opponent getting caught in the unfavorable situation of switching Ferrothorn into a Fighting-type. Baton Pass might not lose right away because of a misprediction, while the team facing Baton Pass will get behind and have fewer chances, if any at all, to recover against a Baton Pass team constantly pressuring the opponent into potentially making another mistake. Can't Ferrothorn kill Manaphy anyway? Well, that is assuming that Manaphy will not switch out and already took sufficient prior damage to put it in range of Power Whip, which does not OHKO it. Manaphy might also be running a bulkier spread than usual, thus ensuring that it can somewhat comfortably survive Power Whip. And can't something else revenge kill Manaphy if Ferrothorn dies? That is assuming that you have something faster than +1 Manaphy that also happens to be able to do enough damage to kill it. Choice Band Dragonite's Extreme Speed does an impressive 50% at best to uninvested Manaphy. Shouldn't all teams have a secondary check to something as prevalent and strong as Manaphy? Possibly, yes, but it might now be slower than +1 Manaphy. Why is Manaphy being used as an example? Simply because everyone keeps talking about it pushing Baton Pass over the edge. Why don't people use stall (and more specifically Unaware Calm Mind Clefable) to beat a speedy and bulky Manaphy? Because they might not want to and, rightfully so, should have more than a few options to choose from. Why don't people start to specifically prepare for Baton Pass teams or at least the most commonly used Baton Pass Pokémon, which also happen to be good on their own? Because those Pokémon have fewer (most notably offensive) checks if they receive a Speed boost and, as such, their typical checks might no longer be able to properly deal with them. I mentioned Serperior for Manaphy earlier, but there are other offensive countermeasures, which can be popular or unpopular, such as Choice Scarf Magnezone, Raikou, and even Gengar. Should people start putting a Choice Scarf on Gengar because it is not a bad option against non-Baton Pass teams and can still better the team's match-up against Baton Pass teams? Should they also use 1, 2, or even 3 priority users to ensure that Speed boost recipients can be properly revenge killed? Doesn't Quiver Dance Volcarona freely set up against Speed Boost Scolipede and still outspeed all Baton Pass recipients? Having to run specific Pokémon, abilities, moves, or items to counter something as uncommon as Baton Pass is not exactly the sign of a healthy metagame. Doing so might (and most likely will) put you at a disadvantage against more common playstyles. Even then, you still won't get an automatic win against that one Baton Pass team that you might go against every once in a while. My opinion does not change when it comes to other inherently uncompetitive features. Do I think that having to run Shed Shell on a Pokémon that benefits from other options is uncompetitive? Yes, I do. Do I think that Magnet Pull is uncompetitive? Yes. Do I think that being able to set up on Magnezone once it has killed something makes this less uncompetitive? No, we were also able to use set-up moves against Dugtrio and Gothitelle. That did not make them less broken. Do I think that Magnezone trapping fewer Pokémon than Dugtrio and Gothitelle makes it less uncompetitive? Absolutely not! Smogon banned Gothita, Diglett, and Trapinch by banning Arena Trap as a whole. Those Pokémon trapped virtually nothing of relevance in comparison to Magnezone. Do I think that Serene Grace is uncompetitive? Yes, even though there are only 2 viable users of the move in PvP (Togekiss and Jirachi). Do I think that King's Rock is uncompetitive? Yes. Why hasn't Smogon done anything about any of that then? I don't know. Your guess is as good as mine. Cloyster's King's Rock set has been gaining traction. I know that many people on Smogon suggested banning King's Rock and Magnezone in the past. Usually, no action is taken unless something gains a lot of popularity and becomes a bigger issue in high elo and/or in tournaments. This happened with Baton Pass every single time until it was eventually banned altogether. Will players surprise their opponents by using Baton Pass in PRO's Showdown tours? Why not? It is certainly more efficient and less dysfunctional on Showdown. Why don't we wait until Substitute is coded or more powerful abusers are added or found? Essentially, this means that we should wait for Baton Pass' inherent uncompetitiveness to emerge in a blatantly undeniable fashion. Baton Pass will then still be the same; it will just be able to be used in conjunction with new tools that are undeniably problematic. Is it too soon to discuss banning Baton Pass? Well, not really, because administrators brought up this issue and, as such, it deserves to be discussed. Does banning the move have to be the inevitable outcome? No. We are not Smogon. PRO is not Showdown. Not only do we not have to ban Baton Pass now, but we also don't have to ban it later. Yes, we are using Showdown for many tours, but we are using a format that allows anything to be tailored according to PRO's rules! Is Baton Pass currently broken? No. Is it currently unhealthy? No. Can it become broken or unhealthy? Yes, in the future. Is it inherently uncompetitive? Absolutely. It can still be brought against players in ladder tournaments just to unsettle them in an attempt to unexpectedly get an easy/free win against them with a playstyle that they probably never specifically prepare for and should not have to prepare for in the first place. And no, good teams should not naturally be built to handle Baton Pass teams; they should be able to deal with relevant and more common playstyles instead. The issue here is that Baton Pass teams do not just constitute a cheese strategy. They are serious teams that are capable of consistently winning matches on their own, and not just because of the surprise factor. Let's maybe refocus on discussing banning Baton Pass from PRO's Showdown tournaments. How can a move not be OU? Scolipede might not have sufficient usage to be OU, but it was UUBL in both ORAS and USUM, meaning it was also not OU by usage. That did not stop Smogon from banning Baton Pass. Something can have low usage and still be deemed ban-worthy. Shadow Tag Gothitelle was also UUBL in Gen 5... until it got banned. Do the people who use Baton Pass always win every game with ease? Of course not. Do those same people still auto-win some games because of favorable match-ups? Yes! Does Baton Pass allow teams to have more favorable match-ups than other playstyles? I believe so, mainly due to how unprepared teams are to face Baton Pass. Do I prepare for Baton Pass teams when I build teams? Never! Should I? Maybe, but I should not have to! How do you prepare for the combination of King's Rock Cloyster, Serene Grace Togekiss, and Serene Grace Jirachi? Can you even prepare for something uncompetitive that attempts to make the match as skill-less as possible in order to let luck and RNG decide its outcome? Is Baton Pass really skill-less? Baton Pass players can still play really well and make smart plays, but can also sometimes Baton Pass once to a Pokémon and automatically win from the get-go because Baton Pass teams can patch up one of the weaknesses of top-tier threats like Manaphy and Togekiss. Do Baton Pass teams manage to 6-0 frequently? No, but the fact that they can do so while also circumventing some of the Baton Pass recipients' usual checks proves that the move is uncompetitive by nature. Moreover, I certainly don't think that any playstyle or move should be kept for the sake of diversity just to preserve less than 5% of teams. If we followed Smogon's tiering policy before Baton Pass ever became an issue in PRO, why are we not following through on all aspects of Smogon's Baton Pass ban? Everyone knew all along that PRO had different mechanics than Showdown. The biggest, in this case, is the lack of Substitute. There are also other differences. Yet, I don't recall people disagreeing with the implementation of the complex clause that Smogon had in place (only having a single Baton Pass user not being able to Baton Pass speed and other stats). If we chose to copy Smogon's rules, why did we not follow through? Is it because we should have never tried to replicate what Smogon did and, instead, let PRO be its own independent game? A bit too late for that now. Sorry to cherry-pick this part of your good post. Yes, Togekiss relies on flinches, but it also has a manageable speed tier. Would Togekiss become unbearable if it had 350 speed? I think so. And Baton Pass just happens to be able to patch up its poor speed, thus lowering the number of its usual checks, which would otherwise outspeed it and KO it. Togekiss also has respectable bulk, especially if it can run a more defensive set thanks to potentially receiving a Speed buff. This means that it can also set up Nasty Plot and accentuate the uncompetitive nature of Serene Grace flinches by doing a lot of damage and being harder to revenge kill. Being able to win games thanks to flinches is arguably uncompetitive, but something can usually outspeed Togekiss and force it out, thus perhaps recovering momentum and still having some sort of say in the outcome of the match. A speedy, bulky Togekiss can sometimes sweep an entire team if it relies on flinches while also being faster than everything else. Failing to flinch once will most likely not result in Togekiss' death, so it can just resume being uncompetitive afterward. The replay that you posted is very interesting because it shows how good players have adapted to the lack of Substitute. I am not saying that Scolipede does not need Substitute; I just think that running two coverage options instead of one actually worked in your favor in that specific match-up, although you also outplayed your opponent (particularly toward the end). I must, however, comment that, while coupling Baton Pass with Aurora Veil is an original idea, it remains an attempt to exacerbate Baton Pass' inherent uncompetitiveness by circumventing more of its recipients' weaknesses and abusing all available tools (in this case, Aurora Veil) to ensure Baton Pass' maximum efficiency. This is not to say that the combination of Baton Pass and Aurora Veil necessarily pushes Baton Pass over the edge. It is simply yet another attempt to break the playstyle (by merging it with another potentially problematic one). Eventually, someone might succeed in doing so. I actually somewhat disagree with this. Don't get me wrong, I agree that Speed passing is the primary culprit as of right now. However, why should we further restrict an already complex enough clause? There have already been several restrictions and clauses on Smogon. Every single time, people thought that Baton Pass would never become a problem again. They were wrong! Someone somehow managed to abuse its inherently uncompetitive nature in spite of the increasingly complex bans. If we ban Speed passing, we should ban Baton Pass altogether instead of trying to preserve some niche, irrelevant strategies that no one currently uses and that someone might eventually figure out a way to abuse. What then? Are we going to move from clause #4 to clause #5? Are people ultimately going to ask for Baton Pass to be kept just for DryPass' sake? This is unprecedented! This is a move! We are trying to alter Baton Pass' inherent properties. Either keep it or remove it altogether. Let's not make the same mistake as Smogon by introducing even more unnecessary, complex bans. Ditto should never be anyone's primary countermeasure. Why? Because high Ditto usage is indicative of an unhealthy metagame, which people noticed in SS OU prior to the Dynamax ban. Baton Pass is currently banned in ORAS OU. It was banned in retrospect because it was still deemed uncompetitive in spite of the Magearna-less and Necrozma-less Gen 6 OU environment and Gale Wings did not get nerfed until Gen 7. Arena Trap was eventually banned and Baton Pass was never reconsidered for a re-test. The fact that Baton Pass was banned before Arena Trap speaks volumes about Baton Pass' uncompetitive nature. The council determined that the immediate issue was Baton Pass, not Arena Trap. The former was quick banned, while the latter was suspect tested a few months later. In ORAS OU, Baton Pass was banned after Arena Trap, which proves that it managed to remain an issue despite not being able to abuse Dugtrio any longer. The lack of Substitute definitely has to be taken into consideration, but I thought I would comment on the Arena Trap part. I actually agree with many points that you made. Serene Grace Togekiss is inherently uncompetitive, but so is Magnet Pull Magnezone. You may generate as much pressure as you want against them, they will do whatever they can to ensure that the outcome of the game is in RNG's hands. You can play extremely carefully against Magnezone, yet somehow still get trapped if you misplay or mispredict (or even if your opponent misplays and gets you to misplay as a result). You can also be patient and careful against Dugtrio and Gothitelle or run Shed Shell to prevent being trapped. Using Choice Scarf Togekiss has no justification other than wanting to outspeed and flinch down checks to slower variants. Even without Choice Scarf, Serene Grace Togekiss remains uncompetitive and, as such, will logically find itself being used on other uncompetitive playstyles (namely Baton Pass) in an attempt to harness their full uncompetitive potential. I just want everyone to keep an open mind. I certainly could have said a lot about why Baton Pass can be kept for now if we really insist on delaying the inevitable, but others already made brilliant statements regarding that. Maybe I am wrong, but maybe you are, too. Let's all listen to opposing arguments instead of shrugging them off before giving them a chance. Then, we will have a healthy discussion instead of a heated debate.
    2 points
  30. Welcome to the leveling guide made for newbies! Are you tired of reading forum guides that tell you "bro you only need a Toxic Orb Pokemon with a False Swiper" yet you can't obtain it because you're still stuck against Giovanni, Sabrina or still struggling to survive against the Elite Four? You can't afford buying one because you're poor and the Pokemon they ask you to use IS A HOENN POKEMON? Or they ask you to buy half a million Focus Sashes, get Cerulean Cave access or impossible requirements for you poor fella who is still stuck in Kanto? Pro Newbie having a rage attack after being oneshot by Giovanni's Mewtwo for the 20th consecutive time (circa 2018, colorised) Are you headbutting your head against the wall (without the happiness requirement) because you have no idea how to find a False Swipe pokemon, you just started playing the game two days ago because that buddy told you HEY DUDE PLAY THIS GAME IT'S SO BIG AND FUN AND IT'S HARD but you actually now hate your friend because Sabrina keeps oneshotting your pokemon with Alakazam? I'm going to try and put some humour into an ACTUALLY EASY AND RELIABLE AND UNDERSTANDABLE GUIDE that ACTUALLY gives you FACTUAL information and DETAIL on how to REALISTICALLY level up your pokemon if you're a newbie and you have LITERALLY NO RESOURCES to start with. It doesn't matter if you're poor or just began playing 4 hours ago. You can start this method as soon as HAVING BEATEN THE 2ND KANTO BADGE. Yes, you heard me right, you can start it JUST WITH TWO BADGES. But Bhimoso, why are you making this guide? Well, I'm making this guide because a lot of guides are either half made or incomplete and tell you methods of leveling up your pokemon, but they have absurdly hard requirements for a newbie or literally put NO effort into teaching you how to level up your pokemon. I am going to treat you like children in this guide, so you can follow this better. Introduction This guide will aim to teach you MANY, MANY methods of leveling up ANY pokemon (attackers, tanks, utility pokemon, pokemon that cannot fight by themselves (Metapod, Ditto, me after eating too many pizzas), and other nearly useless pokemon you struggle with leveling up. I will try to indicate which minimum requirements you need for each method to be performed and why and when should you do it. Generally, the idea is to level up your pokemon using ANY of these methods below until it can fight by itself in high level areas. The idea is to bring it to around level 60 to 70, then let it level by itself. This, however, is not always possible. Newbies might be unable to level up Fire Types until they unlock more regions because Kanto is VERY restrictive in regards to Fire Type leveling spots. The main idea is to NOT evolve your pokemon so as to level them up incredibly faster for anything you might want to use them. With the methods we will use, you shouldn't take even one hour to level up something from level 10 to level 80. If you evolved your pokemon because you wanted to have fun in PRO blasting everything with your Charizard, you will still be able to follow this guide and enjoy the game. DO NOT FEEL RESTRICTED JUST BECAUSE YOU EVOLVED YOUR POKEMON TOO EARLY. DO NOT FEEL BAD, USE YOUR FAVOURITES AND ENJOY IT. This is A GAME, after all. You're supposed to have fun. This guide will be updated constantly, because there are MANY methods we will use and more that we can add in. However, I will keep this Kanto obtainable pokemon only for now, because I want to help out newbies specifically. If I make an exception, I'll notify it. Recommended mechanics that will help you out! Guilds Guilds give you an inherent EXP bonus JUST FOR BEING IN THEM. Depending on the size of the guild, this bonus goes from 2.5% to 10%. While at first this bonus may seem minimal, keep in mind 10% means that, one every ten fights you will basically get an extra fight worth of experience. Every ten fights, you will basically have fought eleven instead. It QUICKLY adds up while you faint hundreds of pokemon. If you join a LADDER Guild (a Guild that in the last season ended in the Top 10 spots in the Guild Ranked Ladder), you will additionally gain a 25% bonus EXP. Thus, this bonus can reach a 35% EXP bonus. Now you realise that, once every three fights, you've gained enough EXP for a fourth fight. That's an amazing amount of experience. Thus, if you're a newbie, no matter if your Guild is filled with newbies, JOIN A GUILD! There are NO penalties for joining and leaving one. Membership and EXP Potions If you want to go the Premium way and support this amazing game, there's also another extra help you can take. You can always donate to purchase a Coin Capsule, and then you have two amazing options. You can purchase the Membership Medallion, there is the 15 day, 30 day and 60 day version. Having a Membership active gives you a 50% exp bonus, which is the one we're interested in. No matter the duration, the bonuses are the same, but it lasts longer the bigger the Medallion is. A 50% EXP boost is INSANE. Once every 2 fights you get an extra fight worth of EXP. Not only that, did you know that an entire MONTH (yes, MONTH) of Membership is only FIVE euros? It's so cheap it's not even a joke. Instead of getting a pizza one night, you just go and donate the five euros you would've spent. For the ENTIRE month, you get 50% extra EXP, 100% bonus money (this is the best part, do you know that money you get from fights? Well, NOW YOU GET DOUBLE THE MONEY), access to exclusive very rare pokemon, rare bosses AND rare Membership Only areas. Memberships are incredible and I ALWAYS recommend dumping FIVE dollars a month. If you are unable to donate, there's no issue! Coin Capsules and MS Medallions are tradable, so you can purchase them with Pokedollars from other players (or trade other in-game items for them). EXP Potions are also another option. If you are going to train many, MANY pokemon, you can purchase an EXP potion that gives you a 25% EXP bonus for 72 hours. This is a very good option if you are a Service Provider and train pokemon for Pokedollars. I only suggest purchasing these if you are stacking the Guild Boost, an Active Membership and you must train 10 or more pokemon for someone (or for yourself). Held Items and Consumables Held items are a very, VERY important of Pokemon. Held items range from Berries that activate under specific conditions (a move runs out of PP, your health goes below 50% HP, etc etc and so on), PvP items that boost a stat but enable a secondary condition (Assault Vest boosts your SPDEF by 50% but does not let you use status moves), PvP/PvE (in reality they are PVP, however, these are more suited for PvE too) items that do something similar (Choice Items), type enhancing items (Miracle Seed, Hard Stone and so on, the Type Tables), and other items. Some of these items are consumable and some are not! Some are very recommended while others are only recommended in specific circumstances. I will list the types of items that are normally used in EXP training that you should (OR SHOULDN'T) use while leveling up. They will be classified in different sections. Recommended: Berries Berries are so overlooked that I'm even surprised people don't use them. Berries are obtainable ANYWHERE. You can farm them up extremely quickly, pick them up and equip them onto your pokemon. What I often recommend with your berry usage is that you equip Leppa Berry onto your pokemon if your pokemon is strong enough to fight constantly without stopping so that, when one of its moves reaches 0 PP, Leppa Berry will automatically restore 10 PP. This makes menuing faster in long periods. Additionally, you can also equip berries such as Lum Berry or other status berries (Persim, for example) to heal up any status you may find. While these are situational, Lum and Cheri berries are nice to have in Cerulean Cave if you keep fighting Electrode and Raichu, for example. In Stark Mountain, you want anti-Burn berries and anti-Poison berries too. Sitrus berries can also be an okay option to heal up some of your pokemon's HP if it goes down slowly fight by fight. Do not be afraid to use berries since they respawn! Healing Items When you get further into the game you'll realise you'll be stocking up on hundreds of Potions, Leppa Berries, Super Potions and other healing items you'll barely use in the Endgame because you just travel to the Pokecenter every time you train pokemon. Don't be afraid to use these items if your healing point is far away from where you are leveling up your pokemon. Choice Items The Choice Items are often overlooked at how good they are at leveling up in PvP. These items, more often than not restricted to PvPing as they provide great bonuses but leave you locked into a single move, are amazing features in PvE. Are you at level 30 fighting a level 50 and you're a bit slower than them but if you hit them you would oneshot them? Equip a Choice Scarf, now you outspeed, oneshot and faint the wild pokemon! You're now able to level up in high level zones. Choice Band will help your ATK increase a LOT and Choice Specs will also power up your SPATK moves. These are great items you can have your pokemon hold while leveling up. The 50% boost is massive as you'll be able to faint way higher level pokemon you normally would be unable to. Keep in mind these items will lock you into a single move unable to switch until the fight is over or until you switch to another pokemon. These items are easily obtainable in the Item Recycler. Assault Vest and Rocky Helmet The Assault Vest is one of the best items to powerlevel slow but tanky pokemon such as Tangela. This will power up your SPDEF stat by 1.5 stages while as a restriction it will not allow you to use status moves. This item can easily be used by offensive slow tanks that can benefit from Drain Punch or Giga Drain or Leech Life or other life draining and recovering moves while they level up. While it's way more restrictive than Choice Items, they allow you to switch between moves! The Rocky Helmet will deal a 12.5% of the opponent's max HP on every physical hit you are hit by if it makes contact. Contact: Tackle Not contact: Earthquake. The move MUST HAVE PHYSICAL CONTACT for this item to work. This item is heavily recommended for tanks like Ferroseed who can combo Iron Barbs + Leech Seed + this item + Giga Drain to level up. Eviolite Possibly one of the most broken items introduced in Gen 5 (if not the most), this item multiplies your DEF and SPDEF by 50% if your pokemon is not fully evolved. Thus, any slow or tanky pokemon that has not fully evolved into its final stage can equip this item to be disgustingly powerful. The prime example is Chansey, who abuses this to reach absurd extents. However, ANY unevolved form can use this item, so you can stick into ANY pokemon! Leftovers/Black Sludge Leftovers is probably the best PvE item in the game. This item heals a bit every single turn (as long as you don't get fainted, of course) while you are in battle. It's very easy to find in Dig Spots, wild Munchlax and Snorlax and it's a stick-to-anything item. Healing nonstop without restrictions? Why wouldn't you want this? Stick this onto any pokemon! And yeah, Black Sludge does the same but damages non-Poison Types and only heals Poison Types. A bit restrictive but eh, you can also try it! Wise Glasses and Muscle Band Probably some of the worst, most memeable items ever, Wise Glasses and Muscle Band power up... a 10%. Yes, only a 10%. Wise Glasses powers up any SPATK move by 10%, Muscle Band any ATK move by 10%. There is quite literally no reason to use this over Choice Band and Specs massive 50%, even if they restrict you into a single move, because you will normally avoid fighting any wild pokemon you can't beat anyway. Type Enhancing Items + Expert Belt Type enhancing items are REALLY easy to find. These items are the Plates of each type + held items such as Sharp Beak, Hard Stone or Soft Sand. These are easily found in Dig Spots and held by wild pokemon. I REALLY recommend you use them as a newbie because they are an easy to obtain 20% boost to the specific type's attack. Expert Belt also powers up any move by 20%, but it's not restricted to a specific type, but it must be a supereffective attack (for example, Water against Rock). Brightpowder This item provides you an extra 10% evasion boost. You can use this item as a gimmick 10% chance to dodge a hit. Imagine your opponent is a level 60 Gyarados with 1 HP left and your Caterpie is at level 3 with Brightpowder equipped. If you get lucky you'll dodge the hit, Tackle it and level up over 30 levels in a single fight. This is a gimmick we will often combine with Hoppip! King's Rock/Razor Fang Mostly pure gimmick items, these give you a 10% chance to flinch on most attacking moves. This can be easily abused with Skill Link pokemon or pokemon that use multi-hit moves such as Bullet Seed, Arm Thrust, Pin Missile, Bone Rush and so on, as the chance to flinch applies to every single hit. There's more moves: Fury Attack, Double Slap, Tail Slap (?), Rock Blast and more. Razor Claw/Scope Lens Another gimmick item, these two items increase your chances to critically strike opponents. These are mostly combined with abilities such as Super Luck or Sniper + Focus Energy or high critical chance moves such as Karate Shop, Night Slash, Leaf Blade, Slash and more. Quick Claw A fun gimmick item, this can be your solution to level up pokemon at extremely low levels after you have false swiped an opponent to 1 HP. Equip it to your pokemon and pray that you get lucky and manage to attack. You will get many levels in a single fight. This can be done until you think the pokemon can level up by itself! Smoke Ball/Logging Out The Smoke Ball has no effect in battle. However, it allows you to escape any unwanted fights. You can equip this item to a pokemon if you want to avoid fighting specific pokemon. For example, a Dark Type in Cerulean Cave can fight any Slowpoke or Slowbro because they only know Psychic type moves. However, it will have to put a fight against Golduck and Psyduck, who know Hydro Pump. TMs and HMs Fun and not so known fact: if you replace a learned HM move with another one, your PP will automatically be restored. Very useful to level up Water types that can learn Surf, Dive and Waterfall. You can teach them substituting the HM previously known without having to go back to a pokecenter to heal! Teach your pokemon useful TMs they may use to cheese high level pokemon! Shell Bell (not coded currently) This item heals you for 1/4 of the HP damage dealt to your opponent. However, this item is currently not coded (it would be too easy to abuse in PvE against bosses). Not recommended: Focus Sashes Before you begin reading: LET ME PERSONALLY SHOUT THAT I'M EXTREMELY AGAINST WASTING FOCUS SASHES TO LEVEL UP YOUR POKEMON. There's MANY methods you can use that avoid wasting Focus Sashes when you could instead spend them in PvP or farming Bosses. However, it is true that Focus Sashes will always give you a 100% chance to live a hit (as long as you're at FULL HP AND you don't get hit by a multi-hit move). For newbies, it is an optional choice to spend PvE coins into leveling up a few of their best elite pokemon from level 10 to level 50-60. However, THIS IS AN EXTREME WASTE OF RESOURCES. PvE coins can be better spent buying other rare items (such as Rerolls) that can be sold in the market for way, WAY better profit. And if you're not looking at profit and just leveling up your pokemon, there's MANY ways to avoid using Focus Sashes. Please, DON'T waste PvE coins on Sashes as a newbie. Use Sashes for PvP or to cheese PvE bosses. They are expensive to find and purchase. Gems Gems are truly, truly, truly outrageous. But you know what else they are? Expensive and rare. These can only be obtained from Excavation Artifact Pieces and from Dig Spots, which all run on temporary cooldowns. You know what this means? You're wasting consumable items that can be rather used in PvP instead. Don't waste them to level up your pokemon, there's way better methods. Abuse the Type Chart Immunities! While it may look basic as hell and you only think about the type chart as "haha Geodude get surfed go brrrrrrr", the type chart has a lot of in-depth potential. What's the basic concept of abusing the Type Chart? Well, we will always try to focus on leveling our pokemon in specific areas where it may be a good idea to level up our pokemon. For example, Flying and Fire types are more often than not leveled up in Pinkan Island because it's infested by Bug and Grass types. Grass and Water types are often leveled up in caves as they are infested by Ground and Rock type pokemon. We will always abuse the type weaknesses of our opponents. However, there's more to this. Do you also realise there's a few types that are immune to each other? This mechanic is borderline broken and can be exploited to very absurd levels. Let me explain. When you find a wild pokemon in the wild, check its Pokedex data. If it is a Quagsire at level 50, check the 4 moves it would learn before that level. At level 48 it learns Haze and Mist. At level 41 it learns Rain Dance. At level 36 it learns Earthquake. Thus, it will be its moveset, ALWAYS. So, how can we exploit this? Well, the consumable item Air Balloon gives us an immunity to Ground Type attacks. Now, let's pair this with any pokemon. Congratulations, you're now immune to everything 99% of Quagsire in the wild can attack you with. How do we make this better? Well, when you realise that the TM for Toxic is cheap, accessible in Fuchsia Gym for a low price, and can be learned by 95%+ of all pokemon in existence, which allows level 3 Rattatas and basically ANY low level pokemon to faint level 50 pokemon while being invincible... You get the point. We can exploit this by training 95% of all pokemon in PRO against specific pokemon in the wild, until they are at a high enough level to fight by themselves. And this is not the only trick there exists! For example, Golett and its evo, Sandyghast and its evo are immune to all attacks Raichu has in Cerulean Cave (it only has Quick Attack, Thunderbolt and Thundershock). Even Ground types (while not immune to Quick Attack) can level up against Raichu there. Slowbro and Slowpoke in Cerulean Cave only have Psychic type attacks, so you can Toxic them with a low level Dark Type pokemon and win 1 v 1s against them, even at level 5. Golduck and Psyduck there only have Water Type attacks, so you can use a Storm Drain, Water Absorb or Dry Skin pokemon at level 5 and still win against them. Need to train a Ghost Type? Fight level 57 or above Weezing in Stark Mountain! Want to level up a Flying Type or Levitate pokemon? Fight level 52 or below Quagsire in Mt Silver! And any pokemon holding Air Balloon too. There's also abilities that will grant you extra immunities. For example, you can level up Fire Type immune pokemon with Flash Fire if you also equip them with an Air Balloon by fighting high level Magcargo in Stark Mountain! Specific NPCs you should target, Copycat Lamsie, Trainer Refights, Elite Four, Gym Leaders If you have paid attention, check near each Gym in each city where you can find one. You will find an NPC named Copycat Lamsie. This NPC copies the last team a player used to beat that gym. Thus, they are an amazing source of experience: most players will beat the gyms with very high leveled pokemon. This is a small fun challenge, you'll be fighting real player's teams! You might find a level 90 unevolved starter and then 5 low level pokemon, a full high level evolved team... you can find anything. The important fact is that all of these teams will bring you a lot of experience and you'll be able to beat this NPC every time someone beats the gym. Thus, fight them whenever you can! They're an amazing EXP source. Aside from that, normal trainer NPCs allow you to refight them every 7 days. You should always refight NPC Trainers for two main reasons: they give you pokedollars AND each time you refight them, they will be a bit stronger than before and give you a lot of EXP. I recommend you fight all NPC trainers from the 4th to the 8th badge whenever you need to level up some low level pokemon. Carry your False Swipers with you! Gym Leaders can be refought once every week and they have very high level pokemon you can easily use to level up your pokemon against them. They also reward you with Gems! (wow, such amazing reward, note the sarcasm). Go around each region and refight high level trainers whenever you want to level up something in your team! As a small extra, remember that you can refight the Elite Four infinitely as long as you don't beat it. Thus, if you're stuck there, you might as well repeat the fights nonstop and slowly level up until you're able to beat them! Using Synchs to our advantage! You're now going to be like "Bhim wtf are you saying, THIS IS A LEVELING GUIDE, NOT A HUNTING ONE". Credits to DERWINS for this idea. Remember your Synch collection you use to hunt wild pokemon? Good. What does Synchronise do? It will make 50% of all wild pokemon have the same nature as your synch. Now, what happens if we use specific Synchs on purpose to make leveling easier? Let's observe some examples. I have a Gastly at level 50. I am fighting a Slowpoke at level 65. My Gastly with Shadow Ball deals around 90-95% of the Slowpoke's max HP. Now, the Slowpoke uses Psychic and my Gastly faints. How could we have prevented this? Well, let's remember the natures in the game. Adamant Brave Lonely Naughty Modest Quiet Mild Rash Jolly Timid Naive Hasty Relaxed Impish Bold Careful Calm Sassy. Lax, Gentle, Hardy, Quirky, Bashful, Serious, Docile (ignore these 7). Now, think a bit. What do these highlighted natures do? They reduce a defensive stat and increase an offensive stat. If the Slowpoke had a Naughty, Rash or Naive nature, it would've had less SPDEF. That 10% less SPDEF would've let my Gastly faint the Slowpoke in one hit. Do you understand now? If we strategically put a FAINTED Synchronise pokemon in the first slot of the party with the appropriate nature we want the wild pokemon to have, we will have an easier time when leveling up. If I want to level up a Magnemite in Cerulean Cave, I will surf there. When I surf there, only Psyduck, Golduck, Slowpoke and Slowbro spawn. These only use SPATK moves. Here I have a few options: -Carry an Impish Synch (reduces their SPATK, which makes them less dangerous, and gives them more DEF, which is irrelevant because Magnemite attacks with SPATK moves) -Carry a Relaxed Sync (reduces SPEED, if we want to outspeed Psyduck and Golduck, and gives them DEF, which is irrelevant). -Carry a Naughty Sync (reduces SPDEF, makes them more vulnerable to attacks, and increases their ATK, which is irrelevant). Now you understand how to exploit the Synchronise mechanic! Do you want to exploit it to the fullest? Do something like this: The first slot of your party is now a Naughty Sync. The slots two to six are all SPATK users. You'll now have an easier time! DO NOT SWITCH TRAIN YOUR POKEMON! I will not get tired of saying this: DO NOT SWITCH YOUR POKEMON MID BATTLE SO THAT THEY SHARE EXPERIENCE. Due to PRO's stupid formula, instead of each pokemon getting 50% of the total experience, most of the time you won't even get 10% per pokemon. Let me explain. Imagine a level 5 hoothoot and a level 5 pidgey share the experience of fainting a wild level 50 Quagsire. Individually you would gain 150000 experience. However, sharing experience would result in each pokemon only gaining 10k each. Not even a 15th of the total experience. How the level difference affects the experience you get. You earn more experience the less levels you have compared to your opponent. For example, a level 5 will gain an absurd amount of experience if you fight a level 60 pokemon compared to a level 50 pokemon fighting a level 60 pokemon. The difference is so absurd that a level 5 pokemon can gain up to 50 levels if you fight a level 60 pokemon and win (the best example is Magikarp). Use this strategically and take calculated risks to level up way faster! List of methods I recommend to level up your pokemon + requirements Method 1: Sturdy + Revengekill (priority or not) For this method, we will find a wild pokemon that has the ability Sturdy. We will attack it with a strong attack so we leave it with 1 HP. Then, we will spam moves until it faints. Afterwards, we will use a priority move with a low level pokemon, any attack while equipping a Focus Sash, or equip a Quick Claw and pray we are lucky! The low level pokemon will get all the experience. Example on how this method works. This method is possible as early as after the 1st badge, when Geodude and Graveler and Onix Spawn in Mt Moon. Method 1b: Sturdy + Endeavor + Revengekill (priority or not) For this method, we will use a low level Donphan, Aron or any of its evolutions with the ability Sturdy and the move Endeavor. We will fight any very high level pokemon while we use a low level Donphan or Aron. It is preferable that you do this trick against Water Type pokemon (surfing in Mt Silver, Dragon's Den or Cerulean Cave is the best idea here) because they will activate your Sturdy ability immediately. When you use Endeavor, the opponent's HP will be reduced to the same HP number you have. Thus, you will leave the opponent at 1 HP, ready to be fainted anytime. Example on how this method works. This method is only accessible if you have unlocked the daycare or a friend teaches your Donphan and Aron or evolutions the move Endeavor. Method 2: False Swipe + Toxic Orb + Revengekill (priority or not) For this method, we will find any wild pokemon while we navigate through maps with our False Swiper. We will have a Toxic Orb equipped so that Toxic Poison faints us in around five to six turns. After we have fainted we will be able to revengekill and get all the experience! Example on how this method works. This method is only accessible if you obtain a Toxic Orb (from PvE, PvP coins or the Bug Catching Contest prizes, also in other quests). Note that you can actually do this method by fighting wild Weedle in Route 2, letting yourself be poisoned on purpose, then traveling to the specific place you want to pull this trick. Thus, it's available as early as after the third badge (when you can capture Cubone, who learns False Swipe at level 27, or after the fourth, with Farfetch'd at level 45). Method 2b: False Swipe + Memento + Revengekill (priority or not) For this method, we will False Swipe an opponent until 1 HP, then we will Memento and immediately attack with the next pokemon. We normally only do this if the pokemon has a priority move or Focus Sash, Brightpowder, Focus Band or Quick Claw. Example on how this method works. Method 2c: False Swipe + Trick Room + Memento + Revengekill (priority or not) For this method, we will False Swipe an enemy pokemon until they are at 1 HP. then, we will Trick Room so that the slowest pokemon will move faster for the next five turns. We will Memento. Now, with the low level pokemon we're free to attack first and get all the experience! Example on how this method works. This method is unfortunately only available to Gallade, who needs the Daycare for Memento + the TM Trick Room from Hoenn + the TM False Swipe from Johto. Method 2d: False Swipe + Future Sight + Memento For this method, we will False Swipe until the wild pokemon is at 1 HP. Then, we will Future Sight, immediately afterwards we Memento. The pokemon we switch into will obtain all the experience. The method requires exactly the same as the one mentioned just above unfortunately. Example on how this method works. Method 2e: False Swipe + Life Orb + Revengekill For this method, we will False Swipe with any pokemon until the wild pokemon is at 1 HP. Life Orb will recoil and slowly kill us. Then, we'll revengekill with a lower level pokemon. I normally do this method with Shedinja because it will faint in a single hit with Life Orb Recoil. Example on how this method works. You can use any false swiper. As a final note, keep in mind you can just do this method but letting your opponent slowly kill you anyway. Method 2f: False Swipe + Toxic Orb + Trick Room + Revengekill (priority or not) For this method, we will False Swipe the opponent until 1 HP. Then, we will wait a few turns and Trick Room when we are about to faint. We will revengekill with the slower pokemon and take all the EXP. Example on how this method works. Method 3: Toxic + Memento + Air Balloon (or Flying type pokemon / Ground immune) This method utilises a pokemon with the move Memento, the move Toxic and an Air Balloon. The best example is to use a Hoppip, as it's already immune to Ground Type moves + it learns Toxic via TM + Memento via level up. We will Toxic a Quagsire, then Memento, then wait a few turns for the pokemon to faint as it cannot hit us while we hold the Air Balloon. Example on how this method works. This method is as early available as after the 5th Kanto Badge. Method 3b: Toxic + Flash + Memento This method is a bit rng reliant. We will use Toxic on the first turn, Flash for a few more turns and then finally Memento. We will need to be lucky and dodge the last hit. For this, we can use the item Brightpowder. We can also use a priority or strong move if we believe we'll be faster than the opponent (or just waste a Focus Sash if we think we need it). Example on how this method works. Method 3d: Toxic + Memento + Protect Exactly the same as the method mentioned just above. However, this method uses Protect, so it's 100% failproof. Example on how this method works. Method 3e: Toxic + Leech Seed + Flash + Memento If we want to make the method 3b faster. Example on how this method works. Method 3f: Toxic + Leech Seed + Flash + Memento + Protect If we want to make the method 3e safer. Example on how this method works. Method 4: Perish Song + Yawn + Healing Wish This is the most used method currently. If you have access to the daycare you can teach Chingling and its evos Perish Song and Memento. You can combine both with Protect to level up ANY pokemon. VIDEO HAS TO BE RERECORDED FOR THIS METHOD. Method 4c: Perish Song + Memento + Air Balloon If method 4b does not work because your pokemon cannot learn Protect, we'll do this in Mt Silver against Quagsire. Example on how this method works. Note that I don't repeat Method 4 because Method 4 does not require your pokemon to learn any specific moves. It's just in case there's a bugfix for the method. Method 5: Flying Types/Levitate/Air Balloon (mentioned above already) This method works for ANY pokemon that is immune to Ground Type attacks. Simply go to Mt Silver 1F, 2F or 3F and fight ANY Quagsire at level 52 or below. It only has Ground Type damaging moves until level 53. Thus, if you have an Air Balloon or are immune to Ground Type attacks, they are free experience. Note that this trick also works in Diglett Cave against level 18 to 22 Diglett and level 25+ Dugtrio. It is less reliable there though and gives less experience. Example on how this method works. To access Mt Silver, you must have beaten the Johto Elite Four. Method 6: Dark Types Dark Types are completely immune to Slowpoke and Slowbro's attacks in Cerulean Cave. Teach your Dark Type the TM Toxic and take care of them! Method 7: Water Immune Abilities Pokemon with abilities that grant them an immunity to the Water Type are invincible against Golduck and Psyduck in Cerulean Cave. Teach them the TM Toxic and beat them! Note: Dry Skin, Water Absorb and Storm Drain are these abilities. Same as above but you do this against Quagsire if your pokemon cannot learn Protect. Example on how this method works. Method 8: Steel Types Steel Types are completely immune to all attacks Arbok has in Cerulean Cave. Fight them for free experience! You can combine the Curse methods by Cursing and fainting on purpose against Arbok and switching in your Steel Type to get all the EXP. This is done here because Arbok is immune to Toxic. Method 9: Gastly Curse spam for newbies! If you are stuck against any Elite 4 (Kanto or Johto), there is a method you can use to level up any pokemon. Capture five Gastly at any level whose HP ends in 0, 2, 4, 6 or 8. You can also EV train its HP stat until its HP ends in this number. Find a wild pokemon who only has Ground, Fighting or Normal attacks (or a combination of both). To do this, open the Pokedex and check the wild pokemon's level up moves. For example: Quagsire before level 53 and around 40+ only has Ground type attacks. Ursaring, Marowak and Donphan only have Normal and Ground type attacks at 50+. Against these pokemon, use Curse once to lower your HP to half. The enemy pokemon will lose 25% of its max HP per turn. Wait until the enemy's HP is 25%. Use Curse. Switch to a new pokemon after Gastly and use Protect. You get all the EXP! This can be easily performed in Victory Road Kanto B3F. REQUIRES VIDEO RECORDING.
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  31. Hello, we are currently looking for Pokemon mount suggestions! Do not suggest non-Pokemon mounts. :)
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  32. S.o: 1m Min rise: 100k Insta: 2m Bid finish 72hs after start. Accept... CC=400k Reroll ivs ticket=700k Reroll nature=400k bid start, C.o 1m by JonatasBraz... 71hs left
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  33. s.o 300k min raise 50k insta 800k good luck everyone! Auction ends 48 hours after first bid
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  34. Sold insta to Combux
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  35. Art work has nothing to do with coding.
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  36. Land Mounts: Mount Zebstrika/Mount Tyrantrum / Mount Mudsdale / Mount Galvantula / Mount Typhlosion / Mount Camerupt / Mount Torterra / Mount Bastiodon /Mount Gogoat Surf Mounts: Mount Linoone / Mount Whiscash / Mount Walrein / Mount Bibarel / Mount Samurott / Mount Carracosta / Mount Sawsbuck /
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  37. 1 point
  38. Please incorporate a hydreigon mount!
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  39. Username: MaitrePoulpe Server: Silver Country/Timezone: France , GMT+2
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  40. Bump for my dearly friend
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  41. Sorry for the inconvenience. I am really sorry but sadly we can not refund cooldowns since it would be unfair to other players who had the same issue and didn't report it. Also there is no way for us to proof what caused it. I am again sorry I can't give you any better news and I really hope you understand that if we did refund without proof some people would start to abuse it. Have a great way regardless, M3ru3m
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  42. Before I begin, let me preface this by saying that I agree that all bans should be approached with caution, as it can very much be a double edged sword that can both promote or stifle diversity/creativity in pvp. However, I strongly believe sheer force Landorus-i is oppressive to the extent where the entire meta has to be molded around him, as the currently available/coded pool of pokemons--or lack thereof--in PRO leaves us with little counterplay options. One thing I want to address before going further into this is that, something being able to outspeed and ohko Landorus in a 1v1 environment does not constitute as a counterplay option. Pokemon battles are in 6v6 format for a good reason and without the ability to trap, Lando-i is free to switch out and you won't be able to kill it with weavile/greninja/mamoswine despite what so many on this discussion seem to think. Also, due to the sheer damage output from Lando-i, revenge killers simply cannot switch into him until something gets killed by Lando-i, and pursuit trapping doesn't do all that well since banded weavile pursuit takes 3 hits to KO lando-i anyways--which is far too long to be of relevance when you end up locking yourself into pursuit. A majority of the revenge killers capable of forcing out Landorus-I also lack means to set up or capitalize on that free turn due to having hard checks or limited movepools, which really limits their utility outside of forcing a switch. Now, the biggest problem with sheer force Landorus-i is that there really aren't any good switchins when facing a Landorus-i, especially considering how hard he hits while having a vast movepool/coverage. Almost all of his coverage moves are boosted by sheer force, meaning his entire kit is effectively 110+ base power by default, with focus blast being a whopping 156 base power, all before life orb boosts. There is hardly any pokemon that can handle switching into him as a result, especially since you simply cannot predict what kit he would have on him. Lando having incredible coverage on both the physical and special spectrum means every switchin you make into lando is a massive gamble. But if testing waters to see what items/movesets your opponent has, and the mindgames surrounding it (predicting the switch with your own switch, or with some other moves to interrupt/cripple the switchins) has been a core gameplay loop on previous occasions, lando-i simply swoops in and removes any sort of strategy involved in those steps by outright killing, or getting a free hazard/boost setup with his massive offensive presence. If the previous gameplay loop was a 50-50 split in balance for mindgames and strategic thinking, lando-i single handedly stacks the favor in the house, making it a lose-lose situation for the opponent where even the optimal choice will come with a high risk of becoming a significant handicap to the battle. Here are some damage calculations for a typical Landorus-I build vs various defensive pivots: [spoiler=Damage calculations] [spoiler=Damage calculations] 252+ SpA Life Orb Sheer Force Landorus Sludge Wave vs. 252 HP / 4 SpD Clefable: 385-455 (97.7 - 115.4%) -- 87.5% chance to OHKO Earth power easily 2hkos even on Naive build here. Specially defensive clef still gets guaranteed 2hkod by sludge wave. 252 SpA Life Orb Sheer Force Landorus Sludge Wave vs. 252 HP / 244+ SpD Assault Vest Tangrowth: 234-278 (57.9 - 68.8%) -- guaranteed 2HKO 4 Atk Life Orb Landorus Superpower vs. 248 HP / 252+ Def Eviolite Chansey: 361-426 (51.3 - 60.5%) -- guaranteed 2HKO Focus blast also 2hkos through the special wall that is eviolite chansey after stealth rock or 1 spike. 252+ SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 144 SpD Hippowdon: 274-324 (65.2 - 77.1%) -- guaranteed 2HKO after Leftovers recovery 252+ SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 40 SpD Suicune: 214-253 (52.9 - 62.6%) -- 99.6% chance to 2HKO after Leftovers recovery Naive still stands at a close to 50% chance at ohko. And Suicune can't really kill lando either. 252+ SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 0 SpD Rotom-Wash: 211-248 (69.4 - 81.5%) -- guaranteed 2HKO after Leftovers recovery Sludge wave/Psychic also 2hkos. 252+ SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252 SpD Alomomola: 312-368 (58.4 - 68.9%) -- guaranteed 2HKO after Leftovers recovery 252+ SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 4 SpD Skarmory: 296-350 (88.6 - 104.7%) -- 31.3% chance to OHKO 252+ SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 232+ SpD Ferrothorn: 294-348 (83.5 - 98.8%) -- guaranteed 2HKO after Leftovers recovery 252+ SpA Life Orb Landorus Hidden Power Ice vs. 244 HP / 76 SpD Gliscor: 395-468 (112.2 - 132.9%) -- guaranteed OHKO Lando can also 2hko with psychic. But even assuming lando has neither, gliscor cannot achieve much against lando either. 4 Atk Life Orb Landorus Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 265-315 (88 - 104.6%) -- 31.3% chance to OHKO 252+ SpA Life Orb Landorus Hidden Power Ice vs. 0 HP / 4 SpD Latios: 159-187 (52.8 - 62.1%) -- guaranteed 2HKO While Latios outspeeds Landorus and can force it out, switching into landorus is extremely risky for non-defensive latios with a guaranteed ohko from knock off if Stealth rock is in play Even if Landorus uses Sludge Wave/HPIce, it takes out over half of Latios HP and forces a roost use immediately. While the list goes on, I've primarily looked at the more commonly viable/competitive defensive pivots. As you can see, Landorus-i simply ohko~2hkos through almost any defensive pivots. Lando-i having access to a mixed attack pool, paired with a very good speed tier of 101, means there are practically no pokes that can reliably switch into Lando to force it out without being crippled/killed first. A rash Lando-i still outspeeds even a timid Rotom-W, the latter which is on the faster spectrum amongst defensive pivots. Additionally, Lando-i has access to stealth rock/calm mind/rock polish, which allows it to get free entry hazards up and/or fulfill the role of a late-game sweeper as well. However, that is just in terms of landorus-I's offensive capabilities. Surely there are some other wall breakers that can pose a threat, albeit to a lesser extent. So what makes lando-i so different? Unlike most other wallbreakers, Lando-I sports a fantastic Ground/Flying typing which grants him handy immunities to electric and ground, as well as only two weaknesses in ice and water. That, along with his decent bulk of 89/90/80, presents him with plentiful switchin opportunities and staying power, as he is just tanky enough to even survive a banded Azumarill's aqua jet. Now I think what's pertinent and important to this discourse is that even when a pokemon is "OP" or "broken" for lack of better wards, there will always be ways to kill it or force it out. No pokemon is invincible, and will eventually succumb in some way or form. And Landorus follows that logic. Granted, saying X "can" potentially force it out/counter it in a very specific scenario is steering the discussion away from what is really relevant. While the pokemon game was never designed to be perfectly balanced, if a pokemon single handedly performs multiple roles at once and forces every team to bring multiple counters just to deal with it, it only enforces a stale meta (even staler than it is now) where you are not at liberty to build unique/different comps, but rather are forced a specific draft just to be able to survive certain pokemons. When a standard team facing another team that runs landorus-i is at a blatant disadvantage, it is most definitely uncompetitive and calls for a ban from our PvP. However, I also believe this is a good opportunity to consider adding another ladder/tier/scene for PvP with different rules and regulations, one where Landorus-i might be able to fit in without completely dominating the PvP scene as with other previously banned pokemons.
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  43. We don't need coin exchanger... Some of us had a ton of rewards points from the old game corner machines. Keeping them to get a chance of shiny for example. The best solution is to put one casino with the old machines and the others casino with the quack jack. It should really better like that. No need to leave something to add new content, they can cohabitate without any problem.
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  44. Hello trainers! There are several major projects for content in doing that I feel you should know about. I will note some of them down before someone leaks it the wrong way. - New Region New region is a custom approach. We call it a mini-region. But it's actually very huge. It is called Astrella, and it's done mapping wise. Region will feature a variety of spawns (gen 7 area), new content, quests, events, trade city and much more. It will be ready once script-work is done for it and once gen 7+ is fully operational, will not release it before that. Reason for a custom area is a simple one. We are unable to map anything past Unova graphic wise without having it improvised 99% and waste much time into art. The MMO setting commands a new region, so it's being delivered. With it, we will have whole game spawned with old and new Pokemon, closer to being complete. The region is currently in hands of scripters. Once they are done, I will spawn it, so you can catch some of the new Pokemon when we receive a full gen 7 update. - Unova Unova is planned and is slowly being mapped. Once it is done and ready, the whole game will be respawned from scratch due to distribution of the Pokemon around PRO world. We are also looking for mapping manpower to complete the task so that mapping side is done and ready for people to script on. - Orange Islands The Orange Islands are also being mapped and planned. Not much to say about this one. ** Note that plans may change any time. But what I said above is a current plan and it's being worked on. I want to have all mapping done before the schedule so that people can start working on the maps script wise etc. Thank you
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  45. TRADE RULES NOTE: When trading as part of an auction, be aware that in addition to the rules listed below, all Auction Rules apply. GENERAL TRADE RULES 1. When advertising, be clear and accurate about what you are buying or selling. - When stating a Pokemon is IV+ (25+, 26+, etc), all stats must be equal to, or above the advertised numbers. › Exception: Decreased ATK, SPATK or SPD stats. › e.g. A Timid Pokemon may be advertised as 25+, if all stats except Attack are equal to, or above 25. 2. Announcing a lend, sale, offer or bid with no intention or means to follow through is prohibited. 3. Once a deal is agreed upon, you cannot back out of it. A deal is done in one of these two scenarios: - In-game: Both parties have agreed to a price and location. - Forum & Auction: An Insta or Fixed Price has been met, or auction won. 4. Scamming, Misleading or Deceiving players is prohibited. 5. Reserves (buy now, pay later agreements) are prohibited. Players must have the means to make full payment from the time of committing to a trade agreement (making an offer, bid, or agreeing to a deal) until completion of the trade or outbid. 6. Offers received outside of an auction cannot be: - Claimed or used as current or best offer. - Used as a starting bid without the buyer's permission. 7. Trades outside of official PRO platforms (Forum, In-game, Discord) are not supported, or enforced by PRO Staff. - Reports or evidence regarding trade agreements made on Discord may not be accepted. 8. All goods gained or traded as a result of an Account Hack or Scam will be forcefully corrected, any trade agreements made in such circumstances will be considered void. - In the event that a trade agreement has been made, or a trade has taken place with any third party involving goods gained via an Account Hack, this will be forcefully reversed where possible, regardless of known or direct involvement. 9. When making a service agreement (Level-Up, EV-Training, Lending, PokeDex Data, Story / Quest, etc), players must take full responsibility to ensure that the service is completed as agreed. Any actions not approved by the agreement are prohibited. - This includes: unapproved trades to or from own accounts or third parties, irreversible damage (evolving), payment is made, etc. › Evidence of these agreements must be made and kept, and made available upon Staff request. This is the responsibility of both parties. › Services that involve account sharing (Story, Quest, etc) are permitted, but not recommended. See Rule No.3 of the Game Rules for further details. CROSS SERVER RULES 1. Cross Server sales and auctions must be posted in the Trades - Cross Server sub-forum. 2. When moving an existing Selling thread from Silver or Gold forums to Cross Server, the current thread must first be marked as closed. - Auction: Once started, an auction thread cannot be moved. 3. When a trade agreement is made concerning players from different servers, the responsibility of transferring lies with the thread creator. - This rule does not apply when there is an explicit written agreement between the buyer and seller about who will transfer to honour the deal. Evidence of this agreement must be made and kept, and made available upon Staff request. › When posting in Selling Pokemon - Cross Server, the seller must be prepared to transfer, should the buyer be from the opposite server. › When posting in Buying Pokemon - Cross Server, the buyer must be prepared to transfer, should the seller be from the opposite server. TRADE TERMINOLOGY • WTS, WTB & WTT. - WTS (Want To Sell), WTB (Want To Buy), and WTT (Want to Trade) indicates the user's intention when making their trade post or thread. • LFM. - LFM (Looking For More) is used by a seller to indicate that they are looking for a higher offer. • SO, BO & CO. - SO (Starting Offer) indicates the minimum offer required to begin an auction. BO (Best Offer) & CO (Current Offer) are both used to indicate the current highest offer in an auction. › Auction use only. › Evidence of all offers must be made and kept to be made available upon Staff request. Timestamps are preferred. • Fixed Price. - A set price, specified by seller, that once met will result in an immediate sale, ignoring all other offers. › Applies to standard sales (non-auction sales e.g. In-game & Forum Sales, Forum Shops, etc), and must be treated as Insta. • Instant Price / Insta. - An instant price, specified by the seller, that once met will immediately end the auction, ignoring all other offers and bids. › Auction use only. • Trade Agreement / Deal. - A deal is done one of these two scenarios: › In-game: Both parties have agreed to a price and location. › Forum & Auction: An Insta or Fixed Price has been met. • False Buying / Selling. - Agreeing to buy or sell, but going back on the deal before the trade has taken place. • False Offering / Bidding. - Making an offer or bid with no intent or means to follow through. This also includes retracted or cancelled bids. • Misleading / Deceiving. - Intentionally giving another user false information, hiding or manipulating information before or after the trade has taken place. • Scamming. - Breaking a trade agreement once the trade has taken place. › e.g. Not returning a lend, breaking a Service agreement etc. TYPES OF TRADE FORUMS • Selling Pokemon. - Use this forum to sell non-variant Pokemon only. This includes both standard sales and auctions. › Do not sell Shiny or Special Pokemon, Shop Coins, Items or Services here. - You may sell up to 5 Pokemon per thread. › To sell 6 or more Pokemon in a single thread, use the Pokemon Shops sub-forum. • Buying Pokemon. - Use this forum to advertise that you are looking to buy a Pokemon. › Be specific to help others identify your posts. • Shiny & Special Pokemon. - Use this forum to sell Shiny & Special Pokemon only. This includes both standard sales and auctions. You may also create your own personalised Shiny / Special Shop here. › Do not sell non-variant Pokemon, Shop Coins, Items or Services here. • Pokemon Shops. - Use this forum when selling 6 or more non-variant Pokemon. › Do not sell Shiny or Special Pokemon, Coins, Items or Services here. • Service Shops. - Use this forum to sell a service, or advertise that you are looking for a service provider. This includes Daycare, Lending, PokeDex Data services, etc. You may also create your own personalised Service Shop here. › Do not sell or buy Pokemon, Shop Coins or Items here. • Coins & Items. - Use this forum to sell, or advertise that you are looking to buy Shop Coins or Items. You may also create your own personalised Coin / Item shop here. › Do not sell or buy Pokemon or Services here. • Rate / Price Checks. - Use this forum to request Ratings or Price Checks from other users. This applies to Pokemon, Items and Services. › Do not sell or buy Pokemon, Shop Coins, Items or Services here. CONTACTING A TRADE MODERATOR Before contacting a Trade Moderator for support, please ensure that you have read the Important Information & How To Report Guide. - If you would like to close your thread for any reason, please edit the topic title to make Trade Moderators aware. › This can include "Sold", "Close", "Can be Closed", "Please Lock", etc. › If you would like to re-open a locked shop for any reason, please report the thread using the Report button, or, contact a Trade Moderator via PM with a request to unlock the topic. Please include a direct link to the topic you would like to unlock. - If you do require the support from a Trade Moderator to resolve a trade issue, please do one of the following: › Make a report in the Report Center with the name of the user(s) you are reporting, a brief description of the infraction, and evidence. › To report a specific post or thread, use the "Report" button. This can be located at the bottom of each post here: CREDITS TO: Flik & Rekkuza: Established first Trade Rules thread. Khlover & Arkos: Held threads and updated them while active Moderators. Letrix: Revamped the trade forums, along with Trade Rules & Important Information. Logan, Tigerous, Salt & Hercules: Made several additions, changes and clarifications to Trade Rules. Logan: Created Auction Rules & Guide. Hawluchaa & Ehkoe: Revamped Trade & Auction Rules.
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