Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 12/17/20 in all areas

  1. Welcome everyone to the Keldeo Quest Walkthrough Guide! I’m quite literally only doing this guide because my guildmate who was supposed to do it stopped it halfway through and I’ve only seen one or two other guides on it. I will try to condense as much info as possible into this guide because the information is split, confusing and the quest is very hard for begginers. I was asked to compile the information from youtube videos and other guides in here. Keep in mind that I am only collecting the info from the other sources (and my guild sources). Thus, you can correct this guide in the comments below (Wrote the above to make it clear that I am only putting together player information and clues!) This guide will (on purpose) be really simple, mainly due to time constraints + over 15 more guides to write + the quest is confusing as hell, let’s just keep it simple lol. Let’s begin! Keldeo Quest: Beggining! The Keldeo Quest Area can be reached by talking to the NPC Aero Airlines in the following cities: Vermillion City Olivine City Lilycove City Canalave City Items/Pokemon you will need for this quest: 7500 pokedollars (travel fee) HM Flash or Tool HM Surf or Tool 15 Leaf Stones (purchasable in Celadon Department Store) 10 Revival Herbs (diggable and purchasable in the same Store) 1 Pokemon that weighs atleast 100 to 199 kilos 1 Pokemon that weighs atleast 200 to 299 kilos 1 Pokemon that weighs atleast 300+ kilos You will first need to interact with the NPC Paya in the middle of the town. Afterwards, keep heading north and talk to the Guards and Kohga. Then, talk to Maz Koshia and choose the third option. Now head back to Paya. To find the Wastelands, you will have to head the southeast from the NPC. When you enter the Wastelands, you must find Keldeo and speak to him. He will demand that you fight the following pokemon in the Wastelands to calm them down (yeah, because beating everyone to a pulp will surely make them relax lmao) The pokemon are: Tyranitar, Garchomp, Absol, Typhlosion, Metagross, Flygon, Zangoose and Noctowl. You will find them in the Wastelands map, spread around it. After you beat them, Noctowl (the last one) will appear! When you have beaten them all, talk to Maz Koshia again. Now, you must find 6 hidden pokemon spread around the Wastelands. Then, find the hidden Sailor. You will be given the Greninja Clothes. Head north of the map and dive into the water (you don't need the HM). The mission gets harder now: you must find the hidden Wishiwashi behind the rocks underwater. Once you find all the Wishiwashi, you can now enter the cave where the big Wishiwashi resides. Be wary that he’s extremely strong but slow! He is weak to Grass and Electric moves. Once you defeat him, you can go back to the cave and collect the Wishiwashi gem. Before you continue, you will need three pokemon in your party: one must weigh atleast 100kg to 199kg, another one must weigh 200kg to 299kg and the last one must weigh 300+kg. You can look in bulbapedia which pokemon weigh over 100kg (no, you can’t feed your pokemon pizzas until they reach that weight, it’s not how it works). These pokemon must be placed in the 3 pressure plates according to their weight in the following map. https://bulbapedia.bulbagarden.net/wiki/List_of_Pokémon_by_weight Now, you can head out and east to enter the Mountain Area Dungeon. The way is now pretty hard, as the trainers will have pokemon at level 100 (so be a bit careful with your team composition). Plan them out beforehand! At the end, you will reach some stairs. You will additionally be given Arcanine Clothes to wear and you can use them to continue the quest! They look cute You will now need a pokemon with the move Flash or the Flashlight item. You will go down the ladder and enter a cave. Use flash here and find the 4 Graveler inside of the maze. Keep in mind the maze is really big and confusing before you go in, so bring a few Escape Ropes too! When you have found them, you will need to defeat a big boss. He is extremely hard: he has a full team of level 100 pokemon. Mega Charizard X, Greninja, Togekiss, Bisharp, Garchomp and Conkeldurr. When you defeat him, talk to the Golem and you will obtain a gem. Travel back to the Wastelands area. Head north to the Forest Dungeon Entrance. Talk to the Old Sarah NPC and give her the Leaf Stones. Talk to her again and give her the Revival Herbs. You now need to find the moss, cotton and pigment: they can be found behind the big tree just to the left of her (interact with multiple grass patches behind it to find it), on the northeastern flower swimming in the river and in the southwestern leaf swimming in the river. Give them to her and she will give you the Breloom Clothes! Wear them and head to the next area to the north! Now comes the most confusing part: You will need to read the stele (it’s the big brown inscription you find when you enter the map). After you read it, you will need to find three different levers. These levers are invisible and can be located onto these small objects: Tombstones, Pumpkins, Axes, Skulls, Mushrooms, Dead Trees, Berry Bush, Signs, and others. This part is extremely annoying, as there are a lot of possible spots where you can find them. Talk to the inscription to obtain clues on where to find them. Once you find the third lever, a pop-up dialogue will appear: “WELCOME”. You will now be teleported. You can now fight the Master of the zone! He has a Mega Venusaur, Suicune, Chansey, Clefable, Aegislash and Togekiss (wow, what a fun team to play against! Literally no one said.). He’s extremely powerful, so be ready! Once you defeat him, you can finally head back to the town. Now, head to where Kozha was, next to the two guards. Interact with them and they will allow you to travel through. Enter the building and avoid the guards inside (they’ll want to fight with you). Keep going until you find Noctowl, the pokemon, and continue going further. You will finally reach the Lord NPC. You must beat his five pokemon squad! Afterwards, you must continue and fight the remaining one: Mega Tyranitar. Finally, you can now head back to Maz Kozha (Koshia?) and talk to him. You can now head to the pokecenter, get your appropriate Synchronise pokemon and capture Keldeo! Head back to the Guard Building. Now, head north, but when you reach the stairs, go to the right. Once you reach the same zone where you fought Lord, you will now be able to access the cave. Inside of the cave, you will see Keldeo at the end. You can now fight him and capture him! Good luck! (As long as server doesn’t crash in the middle of the battle, lol). If you accidentally faint it or fail to capture it, you will only need to leave and reenter the cave, it will be there. Just be careful and carry a Master Ball! This draft will be continuously edited, but as it is, it should be enough to not spoil the entire quest and leave you guys with some clues on how to beat it good luck, everyone! If you want to make corrections and to provide information, please do so in the comments below!
    4 points
  2. How to PRO on Linux - 2020 Guide 0. INTRODUCTION Since a few months and almost a year, you are able to play PRO with a Linux device easier. You don't need to run "strange" commands or "emulate" a Wndows machine using a software like Wine (old guides). Basically, I thought it wasn't necessary to do a guide and this PROClient will be easy to use for everyone ; sadly, it wasn't the case and apparently a guide can be helpful for some players. In this thread, I'll try to develop all steps necessary for playing PRO. I'll use examples and illustrations from a few famous OS but since the high amount of Linux's OS, it's impossible to do it for all of them. I tested PROClient in these operating system but it should works without issues in many others OS. First steps will be exactly the same between OS so I'll use the same illustrations but for the last and most important part, I'll show you screenshots according to the chosen OS LIST: 1. DOWNLOAD THE LINUX CLIENT The first step will be to download the PRO Linux client available in the download page. For that, click HERE or follow this link : (these 3 links are good but I personally prefer using DDL) https://pokemonrevolution.net/download You can save this .ZIP file where you want, for this example, I'll save it in my desktop. 2. EXTRACT AND PREPARE YOUR CLIENT Now, double click on your .ZIP file and use a software for the extraction, normally you should have an application for that installed by default. In some situations, you can directly right click on your .ZIP file and will see a button "Extract..." or something like that. You will have a new folder called "PROClient" ; it's this folder which will be helpful for playing. 3. RUNNING THE GAME the first and MOST important thing to do is to allow your "PROClient.x86_64" file to run as a program. For that, you have to do a right click on your file and go in properties. Once you are in this menu, you go in "Permissions" and tick the case "Allow executing file as program". Ubuntu 20.04 : Linux Mint 20 : Zorin OS 15.3 : 3.1 START THE GAME FROM YOUR FILE EXPLORER Very easy, on your "File Explorer", double click on your file "PROClient.x86_64" and your game should start directly. Ubuntu 20.04 : Linux Mint 20 : Zorin OS 15.3 : 3.2 START THE GAME FROM YOUR TERMINAL (+ method without crashes) Another way to start the game is to use your terminal. You have probably already seen a terminal and have already one installed in your machine. Open your terminal and go in the directory where your game is located. You can do that with the "cd" command : - cd /path/to/your/directory or do a right click on your folder like i did in these screenshots and open it in a terminal. and you run this command : - ./PROClient.x86_64 If you had some issues or crashes with these previous methods, specially during the start, then you should try the following method. This time, you should add a parameter and run this command:: - ./PROClient.x86_64 -force-glcore Ubuntu 20.04 : Linux Mint 20: Zorin OS 15.3 : 4. TIPS & ADVICES You should use the last version of your current Operating System. Check the official website of your OS for more details. (for compatibilites and securities reasons) Update your packages and softwares using this command in your terminal: sudo apt-get update "Pokemon Revolution Online" seems to store your settings in this file, use it if you want to save your settings or edit some of them manually. ~/.config/unity3d/PROTeam/PROClient/prefs 5. CONCLUSION I encourage everyone to try and use this kind of software, most of are totally free and open source. I hope this guide was helpful, feel free to ask any question in the comment area. Thanks PRO's devs to deploy a client for Linux even if there is a low amount of players playing on a Linux OS. Thanks @jack72643for his help and contribution.
    2 points
  3. Welcome to Predators Guild Shop! We are selling various pokemon and items. We prefer cash payments, but items may work occasionally, depending on the guild's needs. Rules 1. Prices are negotiable in some cases (*) 2. Fake offers will be reported 3. We have every right to decline your offer 4. No discussions are allowed (keep that in-game/discord) 5. Offers cannot be revoked (you can't go back, so be sure to check if you have the amount of money required before the purchase) Contact: IG: Cartoooonhead Discord: poppunkdan#6291 Item-pokedollar ratio CC = 370k IV Reroll = 700k Nature Reroll = 350k Pokes have their names next to them, so that Ctrl + F can be used for easier browsing. Pokemon <500k 600k - 1m 1m-3m Sold mons Items
    1 point
  4. Some corrections: - You dont need Dive or the Dive tool as you just need to wear the Greninja outfit to dive down. - The weights have to be between 100-200, between 200-300 and 300+. - You dont have to beat the Wastelands pokemon in order and the Noctowl only appears once you beat 6 pokemon. - Before you are able to dive down you have to find 6 hidden pokemon and talk to the Sailor again. - Before getting the pokemon for the weight-requirements I would suggest to beat all the trainers as a full team will make it easier to beat the trainers. - Talk to the Golem after beating the Charizard-X-Boss to receive the Gem. - From what I have seen the levers cannot be just any small object like random mushrooms or bushes but only rather specific objects like the tombstone, pumpkin, skull, axe on stump, mushroom on stump, dead tree, berry bush, sign etc. - You dont need to use the sign to teleport to the Forest Master, that will happen after interacting with the third lever which is random for everyone. Other than that pretty straight forward guide in textform, thanks for sharing.
    1 point
  5. The trade has been forced, Pokémon was moved and the Money has been moved to your account @JeMatthie. Thread will be closed. Have a nice day, Sincerely Hawluchaa
    1 point
  6. The trade has been forced. @PhaniKumar Next time complete the trade yourself, lying about not having the money will always be found out by us. You have been punished for this attempted fake offer. Have a nice day, Sincerely Hawluchaa.
    1 point
  7. easy 1m p.c , 30.31 -defenses np still epic
    1 point
  8. 1 point
  9. @D4ggerSorry but you are a couple minutes late. It was just sold.
    1 point
  10. Unfortunetaly the hide-and-seek quest seems to be bugged at the moment from what I have seen but its already known.
    1 point
  11. Hi everyone, This is my Wishlist. Priority : - Godly Swampert Damp 31 HP 24+ Relaxed - Godly Breloom Poison Heal 31 Spd Jolly 24+ - Godly Altaria Naive 31 Spd 24+ Cloud Nine - Godly Chandelure Infiltrator Timid HP Ice 31 Spd 24+ - Godly Lucario Jolly Justified 31 Spd 24+ Others : - Godly Florges Calm 24+ and 31 HP - Godly Roserade Timid 30 Spd 24+ Technician HP Fire - Godly Beedrill Jolly 31 Spd / 24+ - Godly Gyarados Intimidate Jolly 31 Spd 24+ - Godly Infernape Jolly 31 Spd 24+ Blaze - Godly Alakazam Timid HP Ice 31 Spd 24+ Magic Guard or HP Fire 30 Spd 24+ - Godly Gengar Timid 30 Spd 24+ HP Fire or 31 Spd HP Ice 24+ Please feel free to show me your pokemon on this topic or on discord : Dragokraz#7745 Thank you all,
    1 point
  12. TIER 7 XMAS LITWICK INSTANT 1.2M CoinCapsule = 450k Rerol IVs = 750k
    1 point
  13. Congratulations for winning Xanthina. I think you're offline. Let me know when you are online again
    1 point
  14. c.o is now 1,2m by Andreabocelli, more than 47hours left
    1 point
  15. An unhealthy Battle Bond: The Ash-Greninja case The other thread has quickly gone downhill and I am late to the party, so I decided to make a new thread instead, in hopes of getting more of you to notice this post and maybe read it. From what I have read, I can tell that some people are really underselling Ash-Greninja’s capabilities due to the presence of a few so-called counters and the fact that it does not activate Battle Bond without getting a kill. A Pokémon can still be ban-worthy even if it has checks and counters. Ash-Greninja was still extremely potent in SM/USUM OU. It was even ranked in S-tier for a while, until the final update before the end of USUM OU caused it to drop to A+. Keep in mind that this was in a metagame that was overprepared for it. A quick look at the SM OU Viability Ranking Thread, the USUM OU ULTRA Viability Ranking Thread, and the most recent USUM OU Viability Rankings can show us the impact that Ash-Greninja has had on the metagame while simultaneously maintaining an A+ (or higher) ranking throughout Gen 7 OU. Some of the most viable Pokémon in SM/USUM OU are able to put in work against it. For example, Toxapex stops it and can at least put down Toxic Spikes to punish it for using Spikes. Magearna can check it and either retaliate with a powerful hit or gain momentum with Volt Switch, although it cannot endlessly switch into it due to the lack of reliable recovery. Ferrothorn can also check it relatively well and trade Spikes with it, but it does not have reliable recovery, either. Faster threats, like Tapu Koko, can force it out before it activates Battle Bond. There are other countermeasures, like Tapu Lele’s Psychic Surge, which summons Psychic Terrain and effectively suspends Ash-Greninja’s Water Shuriken. While this might seem minor at first glance, it can be game-changing, potentially preventing Ash-Greninja from using its powerful priority move against a naturally faster threat or Choice Scarf user. I am not going to go through the entire viability list because it pertains to Smogon; however, it is important to understand the level of centralization caused by Ash-Greninja in Gen 7 OU. If you check some of the analyses from that metagame, you will find that many Pokémon were specifically EV’d to take on Ash-Greninja. Ferrothorn ran a heavily specially defensive spread with 252 HP EVs and 232 Special Defense EVs to ensure not getting 3HKO’d by Choice Specs Greninja’s Dark Pulse at full HP. Amoonguss also ran specially defensive sets, carrying either Black Sludge or even Assault Vest, with sufficient HP and Special Defense to check Ash-Greninja. A Calm nature was used in conjunction with 248 HP EVs and 204 Special Defense EVs to avoid the 2HKO from Choice Specs Ash-Greninja’s Dark Pulse. The Assault Vest set was able to check Ash-Greninja better, but the loss of Spore is suboptimal. Mantine maintained an OU niche by being able to survive the 2HKO from Choice Specs Ash-Greninja’s Dark Pulse if Stealth Rock is on the field. Granted, it was a good check to other threats, such as Volcarona, but it would have even less of a niche/purpose in OU if it did not check Ash-Greninja. Mega Venusaur exclusively ran 68 Special Defense EVs to survive two Dark Pulses from Choice Specs Greninja after Stealth Rock and prevent it from activating Battle Bond. Ash-Greninja forced some Pokémon to run more specially defensive spreads to remain viable; it made a few others viable in OU because they could check it; it hurt the viability of many Pokémon that proved unable to adapt to its presence. This is not surprising, as this is what a top-tier threat does. It was manageable, but it was still one of the best Pokémon throughout all of Gen 7 OU and the level of centralization that it generated clearly shows. There were definitely some gatekeepers, like Magearna and Toxapex, that kept several top-tier threats in check. Without those Pokémon, who knows what USUM OU would look like today? Having said that, PRO is not Showdown. We do not have to ban something for the sole reason that it is/was banned on Pokémon Showdown. Conversely, we do not have to keep something just because it is/was not banned there. Hopefully, PRO can have its own PvP Council and Suspect Test Process at some point. You can read this article to learn more about the former and this one to see how Suspect Tests started. So, why should Ash-Greninja be banned in PRO? 1. We lack sufficient offensive counterplay to Ash-Greninja. Ash-Greninja sports an incredible 399 speed tier, which outpaces the entire (viable) metagame. Even pre-Battle Bond transformation, it is still really fast, boasting 377 speed. While it is slower than Weavile, pre-Battle Bond Greninja does not get Pursuit-trapped as easily as its Protean counterpart, thanks to maintaining its Dark typing, thus effectively removing one of the few ways of limiting it on an offensive level. Either way, you cannot just let Battle Bond Greninja get a kill to revenge kill it with Weavile, since Ash-Greninja outspeeds it. Even if we had everything that Gen 7 OU had, not many (viable) Pokémon would be naturally faster, but we would, at the very least, have more Megas: Mega Lopunny, Mega Manectric, Mega Alakazam, Mega Aerodactyl, etc. You can take a look at the USM OU Speed Tiers and the newer version of that list. Offensively speaking, we would also be able to take advantage of Terrain boosts (e.g., Psychic Terrain to block Water Shuriken, Grassy Terrain for passive recovery…) and Pokémon that benefit from Terrains in general (e.g., Unburden Hawlucha with Electric/Grassy/Psychic Seed). Even small things like Tapu Koko outspeeding Greninja before its Battle Bond transformation matter because they can add up. Moreover, we would have more options for Choice Scarf users, like Keldeo, Kartana, and whatnot, as well as more Pokémon with strong priority moves, such as Mega Pinsir. As of right now, many of the viable Choice Scarf users, most notably Landorus-T, get destroyed by a Choice Specs-boosted Water Shuriken. Ash-Greninja does resist common priority moves, too, namely Sucker Punch, Bullet Punch, and Aqua Jet. I would also like to add something about the Mach Punch myth, that is, the assumption that Ash-Greninja will merrily let itself die to Mach Punch. If the priority users that are able to KO it take some chip, they run the risk of dying to a Choice Specs-boosted Water Shuriken. If you happen to let Battle Bond Greninja get a kill, you are potentially looking at something as absurd as this in rain: 252 SpA Choice Specs Greninja-Ash Water Shuriken (20 BP) (3 hits) vs. 0 HP / 0 SpD Conkeldurr in Rain: 354-423 (100.8 - 120.5%) -- guaranteed OHKO. That is a guaranteed OHKO on Conkeldurr with a neutral priority move. Finally, the Pokémon that would be able to offensively check Battle Bond Greninja by switching into it and threatening to KO it are always scarce, but this is further exacerbated in PRO, since there are still a few missing pieces (e.g., Magearna, Keldeo, Tapu Bulu, Primarina…). Running a specially defensive Breloom that can get obliterated on the switch by a rain-boosted, Choice Specs-boosted Hydro Pump is not acceptable. The same goes for Assault Vest Azumarill, Black Sludge Toxicroak, Roost Hydreigon, specially defensive Kommo-o, any bulky Mega Gyarados, etc. This hurts the offensive efficiency of these Pokémon and does not even help them against unusual coverage moves or Protean Greninja. Chansey offense is also not the answer, because offensive teams optimally need to keep up momentum and pressure. Overall, even in an ideal setup, we would need as many offensive countermeasures as possible. We simply do not have sufficient offensive counterplay to Ash-Greninja, that is, a satisfactory amount of naturally faster Pokémon, Choice Scarf users, Priority users, and offensive Pokémon able to switch into it at least once. 2. Ash-Greninja can easily take advantage of its defensive switch-ins or just wear them down over time. Some of Ash-Greninja’s defensive checks cannot survive if Dark Pulse flinches them once (e.g., Gastrodon, Mantine…), while those with no reliable recovery cannot outheal the damage (e.g., Leech Seed Protect Ferrothorn) or heal up forever (e.g., Synthesis Mega Venusaur). Prior to activating Battle Bond, Greninja sometimes only needs minimal chip or support (in the form of Stealth Rock and Spikes) to achieve 2HKOs on would-be defensive checks. In fact, Greninja can set up hazards on the defensive switch-ins that it forces, due to them being Spikes bait most of the time. Many of Ash-Greninja’s most reliable defensive checks are forced to recover whenever they switch into one of its attacks, to ensure that they can check it throughout the match, thus being forced into a passive loophole that can easily be taken advantage of. In the end, Ash-Greninja can still make progress against these defensive countermeasures, either by setting up Spikes and wearing down the opposition or by softening up said Pokémon and allowing one of its teammates to take advantage of them. We still lack some key defensive checks that are able to reset Ash-Greninja’s progress (e.g., Tapu Fini can semi-reliably switch into Ash-Greninja and use Defog to remove Spikes). Furthermore, running a passive Pokémon like Chansey on offensive builds – or builds that suffer from momentum loss – is something that Ash-Greninja and its teammates always appreciate and effectively capitalize on. Aside from its standard STAB moves, Ash-Greninja can run viable coverage options. For example, pre-Battle Bond Ice Beam has a chance to 2HKO Assault Vest Tangrowth. The same applies to Amoonguss unless it carries an Assault Vest. Hazards turn these rolls into guaranteed KOs. Overall, while we do have some defensive countermeasures to Ash-Greninja, they are not satisfactory enough, because they do not prevent it from making steady progress throughout the match. 3. As a result, Ash-Greninja can slowly but steadily make consistent progress throughout the match, either until it is able to activate Battle Bond and sweep on its own or until it has sufficiently softened up the opposing team for one of its teammates. It is also hard to undo Ash-Greninja’s progress in PRO due to the nature of the (limited) aforementioned offensive and defensive counterplay. The combination of Ash-Greninja’s speed, its access to Water Shuriken, and its sheer power makes it an extremely punishing Pokémon if it ever manages to activate Battle Bond. In fact, if Ash-Greninja gets ahead, it makes comebacks exceedingly difficult for many teams. It is both good at gaining an advantage and keeping it or furthering it, due to the nature of its toolkit and the progress-making advantages that naturally come with it. 4. Ash-Greninja promotes passive (counter)play. It is true that the best way to handle Ash-Greninja is preventing it from activating Battle Bond in the first place. However, this goes both ways, as it heavily pressures the opponent into never allowing it to get a kill. This effectively means that its checks – some of which lack reliable recovery – are under extreme pressure to stay alive. The opponent can also be forced to keep an otherwise useless Pokémon alive even if it is at low HP, just for the sake of preventing Ash-Greninja from activating its Battle Bond, thus allowing it to dent the whole team instead. Given the lack of offensive countermeasures in PRO, Ash-Greninja can effectively force passivity due to the constant threat of a Battle Bond transformation and that of a subsequent sweep. This shows both throughout a match and in the teambuilder, where its strain, in conjunction with the limited counterplay, can force you to run Chansey, Protect Ferrothorn, and even some otherwise unenviable – not necessarily unviable – Pokémon, such as Mantine, or some unviable Pokémon, like Poliwrath. In a way, the mere presence of Ash-Greninja dictates a specific risk/reward scenario that forces the opponent to think twice about making risky plays. As a result, Ash-Greninja becomes really good at forcing passive patterns that can be capitalized on or taken advantage of with low-risk double switches. For example, you can gauge your opponent’s reaction once or twice to accustom them to a specific behavior before unexpectedly breaking the pattern (e.g., using Dark Pulse on the Chansey switch-in, switching out, using Dark Pulse on another Chansey switch-in, switching out again, then switching to something that can beat Chansey or take advantage of it instead of using Dark Pulse a third time). This is, of course, not exclusive to Ash-Greninja; however, it is further enhanced by the favorable risk/reward situation that it creates, the limited counterplay currently available in PRO, the necessity to run more than 1 answer for it, and the fact that it requires little to no team support to break through its so-called checks. 5. After activating Battle Bond, Ash-Greninja gets access to one of the most powerful priority moves in the game in Water Shuriken. Being only resisted by 3 types in Water, Grass, and Dragon (which are all hit by Dark Pulse), Water Shuriken is a devastating priority move, further boosted by Ash-Greninja’s incredible 153 base Special Attack. It is even more powerful in rain (cf. the earlier calculation against Conkeldurr at full HP) but does not need it to deal an obscene amount of damage to neutral targets. No one wants to read a wall of calculations, so let me just put things into perspective to give you a good representation of how powerful Ash-Greninja’s Choice Specs-boosted Water Shuriken is. After Stealth Rock, Ash-Greninja has a chance to OHKO Bisharp (252 SpA Choice Specs Greninja-Ash Water Shuriken (20 BP) (3 hits) vs. 0 HP / 4 SpD Bisharp: 225-264 (83 - 97.4%) -- approx. 6.3% chance to OHKO after Stealth Rock) and Gengar (252 SpA Choice Specs Greninja-Ash Water Shuriken (20 BP) (3 hits) vs. 4 HP / 0 SpD Gengar: 210-252 (80.1 - 96.1%) -- approx. 56.3% chance to OHKO after Stealth Rock) with a neutral priority Water move outside of rain. Offensive teams are most pressured into making sure that they are always out of range of a Water Shuriken sweep, because they have the hardest time preventing Greninja from activating Battle Bond. Ash-Greninja can use its strong priority move to either revenge kill somewhat healthy Pokémon with relative ease or clean up late game, as if having 399 speed in conjunction with those offensive stats in PRO’s current meta was not already enough! 6. Ash-Greninja forms unhealthy cores with other Pokémon and enables them by softening up their common switch-ins. These include (but are not limited to) Pokémon that appreciate hazards (e.g., Aegislash), Pokémon that can deter their removal (e.g., Defiant users like Bisharp and Thundurus), Pokémon that can beat Ash-Greninja’s usual checks (e.g., Mega Gallade, Breloom…), Pokémon that share checks with it and can overwhelm them with its help (e.g., Heatran, Gengar, Tornadus-T…), and even Pokémon that can bait in Ash-Greninja’s checks and cripple them (e.g., Knock Off Thundurus, Solar Beam Heatran…). 7. Ash-Greninja has access to Spikes, a move with limited distribution, which can immensely help it (and its teammates) in achieving important KOs. Spikes also allow Ash-Greninja to capitalize on the many switches that it forces to punish passive plays. In general, setting up even 1 layer of Spikes can go a long way. 8. The presence of Ash-Greninja makes Protean Greninja even better. Protean Greninja is actually able to beat many of the Pokémon commonly run to check Ash-Greninja. For example, it can surprise Ferrothorn with HP Fire, Gastrodon with HP Grass or Grass Knot, Mega Venusaur and Amoonguss with Extrasensory, Assault Vest Azumarill and Assault Vest Tangrowth with Gunk Shot, etc. More concretely, if you are running something like specially defensive Ferrothorn to better your match-up against Ash-Greninja, you are suboptimally equipped to handle Low Kick Protean Greninja. If you overprepare for Ash-Greninja, you leave yourself more vulnerable to Protean Greninja. 9. Ash-Greninja does not have to exclusively run a single set to be as efficient as possible in PRO’s metagame. Even in Gen 7 OU, some people used Waterium Z as a one-time nuke to a would-be Ash-Greninja check like Magearna, while also retaining the ability to switch moves. The Choice Specs set is the best because Ash-Greninja does not really need anything other than 2 STAB moves, a priority move, and either Spikes or extra coverage (e.g., Ice Beam), depending on the rest of the team. No matter what, the Choice Specs set is always effective at what it does, but expecting the same moves every single time can occasionally be a costly mistake. However, in PRO, we do not have the luxury to scout for uncommon or unusual options anyway. 10. Unlike what many people claim, Greninja is not extremely weak before activating Battle Bond. With Stealth Rock and just 1 layer on Spikes, it has a chance to 2HKO Blissey in rain: 252 SpA Choice Specs Greninja Hydro Pump vs. 252 HP / 4 SpD Blissey in Rain: 264-312 (36.9 - 43.6%) -- 41% chance to 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery. Granted, Blissey will almost always be inferior to Chansey, at least until Heavy-Duty Boots become a thing (if they ever do). To put things into perspective, pre-Battle Bond Greninja has 103 base Special Attack and Kingdra has 95 base Special Attack. Both Pokémon typically run Choice Specs. 11. While Ash-Greninja is, by no means, a bulky Pokémon, we cannot pretend that it is frail to the point of dying to any attack in existence. Most of the time, you will need to attack it twice to kill it. It can survive +2 Sucker Punch from Adamant Life Orb Bisharp (+2 252+ Atk Life Orb Bisharp Sucker Punch vs. 0 HP / 4 Def Greninja: 218-257 (76.4 - 90.1%) -- guaranteed 2HKO), Extreme Speed from Choice Band Dragonite (252+ Atk Choice Band Dragonite Extreme Speed vs. 0 HP / 4 Def Greninja: 203-239 (71.2 - 83.8%) -- guaranteed 2HKO), +6 Aqua Jet from Belly Drum Azumarill (+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 4 Def Greninja: 219-258 (76.8 - 90.5%) -- guaranteed 2HKO), U-turn from Choice Scarf Landorus-T (252 Atk Landorus-Therian U-turn vs. 0 HP / 4 Def Greninja: 228-270 (80 - 94.7%) -- guaranteed 2HKO), Hydro Pump from Choice Specs Kingdra in the rain (252+ SpA Choice Specs Kingdra Hydro Pump vs. 0 HP / 0 SpD Greninja in Rain: 237-279 (83.1 - 97.8%) -- guaranteed 2HKO), and the list goes on. 12. Ash-Greninja is overcentralizing to an unhealthy extent. It forces you to run a very limited pool of Pokémon that are able to check it. This point will prove truer if Ash-Greninja ends up not being banned, thus inevitably causing an unhealthy amount of overcentralization around Pokémon that it does not even necessarily lose to (cf. points 1 and 2). 13. The existence of Ash-Greninja hurts the viability of multiple playstyles. This is another point that would prove truer in the long term. Ash-Greninja, similarly to Protean Greninja, dismantles offensive builds. Over time, the metagame was able to (healthily or unhealthily) adapt to the latter; however, it is currently unable to deal with the former. Ash-Greninja is weak to fewer priority moves than Protean Greninja, since its typing always remains the same. Unlike its Protean counterpart, Ash-Greninja has 399 speed, which allows it to outpace Weavile. Moreover, as a Dark type, it is less prone to Pursuit trap. Unlike Protean Greninja, Ash-Greninja can make good use of Water Shuriken to circumvent some of its would-be revenge killers with minimal chip. It also forces offensive teams to modify their builds accordingly. For example, after a Dragon Dance, Dragonite can only outspeed Ash-Greninja with a Jolly nature while being unable to OHKO it with +1 Extreme Speed with an Adamant nature. A Jolly nature effectively entails a noticeable drop in power, which offensive teams require a lot. While Ash-Greninja can fit on balanced and bulky offensive builds, those still have a hard time dealing with it in general due to its ability to wear down or muscle through standard defensive backbones, while not caring about their offensive cores as much. Stall is able to handle most Ash-Greninja sets by somewhat reliably preventing it from activating Battle Bond thanks to being able to afford the momentum drain that comes from running Pokémon like Chansey and Alomomola, although it must be said that Ash-Greninja can still find a way to put down Spikes and make progress against those kinds of teams. Due to the overwhelming arguments against it, Ash-Greninja should be banned from PvP. This one is not even a close call. In my opinion, Battle Bond Greninja should be banned until we have almost everything else from Gen 7 OU. I truly believe that the sole addition of Toxapex would not be enough to make it less problematic, as this would result in heavy overcentralization. Being forced to pick one or two Pokémon from a very limited pool of options is unhealthy. We need as much offensive and defensive counterplay to Ash-Greninja as possible.
    1 point
  16. 0 points
  17. Hi there @OblivionWingNSK I'm sorry for the inconvenience. Are you still experiencing the same issue, or were you able to travel back to Vermilion City? Looking forward to your reply.
    0 points
  18. -1 , Smells like Magnemite is useful and a OP mon. So why not make magnemite tier 8?
    0 points
×
×
  • Create New...