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  1. It would be nice to have the option for guild leaders to toggle an option that prevents guild members from finding other guild members in ranked pvp. It is common practice for many pvp-focused guilds to self-enforce a "queue/game (q/g)" system. For those unfamiliar with the system, it is quite simple. You type "q" in guild chat while you queuing for a ranked pvp match. This tells other members in your guild not to queue so you guys don't have to face each other. You then type "g" in guild chat to tell other members you've found a game and they are free to queue themselves. Why should PRO implement a guild functionality like this? Why do guilds even self-enforce this system anyway? A strong argument against the q/g system is playing friends can allow the opportunity for fun banter and opportunities to discuss mistakes and praise each other for good plays. However, this is a fantasy. Pvp is a competitive activity and it will cause people to lose control of their temper and create uncomfortable situations for everyone involved. There is no down-side to implementing this option for guilds. It would benefit all guilds who already self-enforce this system if PRO implemented a system that guild leaders can toggle to prevent members from playing each other in ranked pvp.
    4 points
  2. First of all, I would like to thank @Gio and @Nornornor444 for substantial contributions to this project. Speed stats are an important defining characteristic of each Pokémon species. They determine the order of moves made by Pokémon during a battle. Assuming an equal level of priority, Pokémon with a higher Speed stat at the start of any given turn will make a move before those with lower Speed. In the case of a Speed tie, which occurs when two Pokémon have the same Speed, one of them will randomly go first. Speed-altering moves, like Dragon Dance or Hammer Arm, only start affecting a Pokémon’s speed on the following turn. You should first identify the maximum Speed of the Pokémon of your choice. You must take into account its Speed IVs and, based on the Pokémon that you want it to outspeed, distribute its EVs accordingly. For example, if your Jolly Gliscor has 31 Speed IVs, you can give it 112 EVs to reach 279 Speed and outspeed any non-Choice Scarf Timid Heatran with max Speed IVs and EVs (i.e., 278 Speed). If your Jolly Gliscor only has 26 IVs, you can give it 132 Speed EVs to achieve the same feat. When you do this, it is best to assume perfect IVs for opposing Pokémon. This thread will only provide the Speed stats of currently viable Pokémon, so it will not cover every single Pokémon in the game, since it primarily is a PvP-focused resource. The updated Viability Rankings can be found here. For PvP sets that detail moves and EVs for each viable Pokémon, you may check out this (outdated) resource, which will be updated in the future with more accurate and relevant information. Since there are far too many viable Speed tiers and Pokémon sets, some will understandably be missing from the list. For example, you may encounter a Bold Volcarona with 240 or 241 Speed or a Pokémon not even mentioned in this thread. Similarly, you may also run into a Zapdos with a Speed number that is not listed below. Many players do not have perfect Speed IVs on all their Pokémon and some opt for unusual or custom EV spreads tailored according to the needs of their teams. The following Speed Tier list is separated into six different tiers: Pokémon with 500+ Speed, those with 400+ Speed, those with 300+ Speed, those with 200+ Speed, those with 100+ Speed, and those with less than 100 Speed. The items within each tier are arranged in descending order, that is, from the fastest Pokémon to the slowest. In some cases, specific scenarios or boosts are taken into account. For example, Trace Mega Alakazam using its ability to copy Sand Rush or Swift Swim becomes twice as fast as normal when the relevant weather is up. Only 2 additional Speed stages will be counted at most for Pokémon that can boost their own Speed thanks to Quiver Dance, Dragon Dance, Speed Boost, etc. 500 and above Pokémon Base Nature EVs IVs Stage Total Mega Alakazam 150 Positive 252 31 +2 876 Mega Alakazam 150 Neutral 252 31 +2 798 Ribombee 124 Positive 252 31 +2 762 Hawlucha 118 Positive 252 31 +2 736 Scolipede 112 Positive 252 31 +2 710 Mega Diancie 110 Positive 252 31 +2 700 Mega Metagross 110 Positive 252 31 +2 700 Mega Sharpedo 105 Positive 252 31 +2 678 Hawlucha 118 Neutral 252 31 +2 670 Thundurus-T 101 Positive 252 31 +2 662 Mega Charizard X 100 Positive 252 31 +2 656 Salamence 100 Positive 252 31 +2 656 Volcarona 100 Positive 252 31 +2 656 Scolipede 112 Neutral 252 31 +2 646 Mega Diancie 110 Neutral 252 31 +2 638 Mega Metagross 110 Neutral 252 31 +2 638 Landorus-T 91 Positive 252 31 +2 618 Mega Sharpedo 105 Neutral 252 31 +2 618 Excadrill 88 Positive 252 31 +2 604 Thundurus-T 101 Neutral 252 31 +2 602 Mega Charizard X 100 Neutral 252 31 +2 598 Volcarona 100 Neutral 252 31 +2 598 Kommo-o 85 Positive 252 31 +2 590 Gyarados 81 Positive 252 31 +2 574 Mega Gyarados 81 Positive 252 31 +2 574 Ribombee 124 Positive 252 31 +1 571 Dragonite 80 Positive 252 31 +2 568 Mega Altaria 80 Positive 252 31 +2 568 Landorus-T 91 Neutral 252 31 +2 562 Excadrill 88 Neutral 252 31 +2 550 Kingdra 85 Neutral 252 31 +2 538 Serperior 113 Positive 252 31 +1 535 Scolipede 112 Positive 252 31 +1 532 Mega Tyranitar 71 Positive 252 31 +2 530 Gengar 110 Positive 252 31 +1 525 Latias 110 Positive 252 31 +1 525 Latios 110 Positive 252 31 +1 525 Cloyster 70 Positive 252 31 +2 524 Mega Swampert 70 Positive 252 31 +2 524 Keldeo 108 Positive 252 31 +1 519 Dragonite 80 Neutral 252 31 +2 518 Mega Altaria 80 Neutral 252 31 +2 518 Venusaur (HP Fire) 80 Neutral 252 30 +2 516 Mega Sharpedo 105 Positive 252 31 +1 508 400-499 Pokémon Base Nature EVs IVs Stage Total Garchomp 102 Positive 252 31 +1 499 Jirachi 100 Positive 252 31 +1 492 Mega Charizard X 100 Positive 252 31 +1 492 Salamence 100 Positive 252 31 +1 492 Staraptor 100 Positive 252 31 +1 492 Volcarona 100 Positive 252 31 +1 492 Hydreigon 98 Positive 252 31 +1 486 Scolipede 112 Neutral 252 31 +1 484 Cloyster 70 Neutral 252 31 +2 478 Mega Swampert 70 Neutral 252 31 +2 478 Landorus-T 91 Positive 252 31 +1 463 Mega Sharpedo 105 Neutral 252 31 +1 463 Excadrill 88 Positive 252 31 +1 453 Mega Charizard X 100 Neutral 252 31 +1 448 Volcarona 100 Neutral 252 31 +1 448 Rotom-W 86 Positive 252 31 +1 447 Kommo-o 85 Positive 252 31 +1 442 Mega Aerodactyl 150 Positive 252 31 +0 438 Mega Alakazam 150 Positive 252 31 +0 438 Gyarados 81 Positive 252 31 +1 430 Mega Gyarados 81 Positive 252 31 +1 430 Mega Beedrill 145 Positive 252 31 +0 427 Mega Sceptile 145 Positive 252 31 +0 427 Chandelure 80 Positive 252 31 +1 426 Dragonite 80 Positive 252 31 +1 426 Mega Altaria 80 Positive 252 31 +1 426 Togekiss 80 Positive 252 31 +1 426 Diggersby 78 Positive 252 31 +1 420 Heatran 77 Positive 252 31 +1 417 Mega Altaria 80 Neutral 28 31 +2 406 Mega Lopunny 135 Positive 252 31 +0 405 Mega Manectric 135 Positive 252 31 +0 405 300-399 Pokémon Base Nature EVs IVs Stage Total Mega Alakazam 150 Neutral 252 31 +0 399 Mega Tyranitar 71 Positive 252 31 +1 397 Aerodactyl 130 Positive 252 31 +0 394 Magneton (HP Fire) 70 Positive 252 30 +1 391 Dragonite 80 Neutral 252 31 +1 388 Mega Altaria 80 Neutral 252 31 +1 388 Weavile 125 Positive 252 31 +0 383 Ribombee 124 Positive 252 31 +0 381 Mega Pidgeot 121 Positive 252 31 +0 375 Tornadus-T 121 Positive 252 31 +0 375 Alakazam 120 Positive 252 31 +0 372 Hawlucha 118 Positive 252 31 +0 368 Tyranitar 61 Positive 252 31 +1 364 Azelf 115 Positive 252 31 +0 361 Mega Absol 115 Positive 252 31 +0 361 Mega Houndoom 115 Positive 252 31 +0 361 Raikou 115 Positive 252 31 +0 361 Starmie 115 Positive 252 31 +0 361 Magnezone (HP Fire) 60 Positive 252 30 +1 358 Serperior 113 Positive 252 31 +0 357 Serperior (HP Fire) 113 Positive 252 30 +0 356 Scolipede 112 Positive 252 31 +0 355 Thundurus-I 111 Positive 252 31 +0 353 Gengar 110 Positive 252 31 +0 350 Latias 110 Positive 252 31 +0 350 Latios 110 Positive 252 31 +0 350 Mega Diancie 110 Positive 252 31 +0 350 Mega Gallade 110 Positive 252 31 +0 350 Mega Latias 110 Positive 252 31 +0 350 Mega Latios 110 Positive 252 31 +0 350 Mega Metagross 110 Positive 252 31 +0 350 Alolan Ninetales 109 Positive 252 31 +0 348 Infernape 108 Positive 252 31 +0 346 Keldeo 108 Positive 252 31 +0 346 Mega Pinsir 105 Positive 252 31 +0 339 Mega Sharpedo 105 Positive 252 31 +0 339 Hawlucha 118 Neutral 252 31 +0 335 Garchomp 102 Positive 252 31 +0 333 Thundurus-T 101 Positive 252 31 +0 331 Celebi 100 Positive 252 31 +0 328 Jirachi 100 Positive 252 31 +0 328 Manaphy 100 Positive 252 31 +0 328 Mega Charizard X 100 Positive 252 31 +0 328 Mega Charizard Y 100 Positive 252 31 +0 328 Mega Gardevoir 100 Positive 252 31 +0 328 Mega Medicham 100 Positive 252 31 +0 328 Mew 100 Positive 252 31 +0 328 Salamence 100 Positive 252 31 +0 328 Staraptor 100 Positive 252 31 +0 328 Volcarona 100 Positive 252 31 +0 328 Zapdos 100 Positive 252 31 +0 328 Hydreigon 98 Positive 252 31 +0 324 Scolipede 112 Neutral 252 31 +0 323 Haxorus 97 Positive 252 31 +0 322 Mimikyu 96 Positive 252 31 +0 320 Mega Diancie 110 Neutral 252 31 +0 319 Mega Metagross 110 Neutral 252 31 +0 319 Gliscor 95 Positive 252 31 +0 317 Kyurem 95 Positive 252 31 +0 317 Mega Garchomp 92 Positive 252 31 +0 311 Alolan Golem 45 Positive 252 31 +1 310 Landorus-T 91 Positive 252 31 +0 309 Mega Pinsir 105 Neutral 252 31 +0 309 Mega Sharpedo 105 Neutral 252 31 +0 309 Lucario 90 Positive 252 31 +0 306 Mega Altaria 80 Neutral 28 31 +1 304 Excadrill 88 Positive 252 31 +0 302 Thundurus-T 101 Neutral 252 31 +0 301 200-299 Pokémon Base Nature EVs IVs Stage Total Manaphy 100 Neutral 252 31 +0 299 Mega Charizard X 100 Neutral 252 31 +0 299 Mega Charizard Y 100 Neutral 252 31 +0 299 Mega Gardevoir 100 Neutral 252 31 +0 299 Mega Medicham 100 Neutral 252 31 +0 299 Staraptor 100 Neutral 252 31 +0 299 Volcarona 100 Neutral 252 31 +0 299 Rotom-W 86 Positive 252 31 +0 298 Gliscor 95 Positive 176 31 +0 297 Heracross 85 Positive 252 31 +0 295 Hydreigon 98 Neutral 252 31 +0 295 Kommo-o 85 Positive 252 31 +0 295 Nidoking 85 Positive 252 31 +0 295 Suicune 85 Positive 252 31 +0 295 Toxicroak 85 Positive 252 31 +0 295 Mimikyu 96 Neutral 252 31 +0 291 Kyurem 95 Neutral 252 31 +0 289 Gyarados 81 Positive 252 31 +0 287 Mega Gyarados 81 Positive 252 31 +0 287 Suicune 85 Positive 216 31 +0 286 Chandelure 80 Positive 252 31 +0 284 Dragonite 80 Positive 252 31 +0 284 Mamoswine 80 Positive 252 31 +0 284 Mega Altaria 80 Positive 252 31 +0 284 Togekiss 80 Positive 252 31 +0 284 Mega Garchomp 92 Neutral 252 31 +0 283 Landorus-T 91 Neutral 252 31 +0 281 Diggersby 78 Positive 252 31 +0 280 Gliscor 95 Positive 112 31 +0 279 Lucario 90 Neutral 252 31 +0 279 Heatran 77 Positive 252 31 +0 278 Excadrill 88 Neutral 252 31 +0 275 Mega Heracross 75 Positive 252 31 +0 273 Mega Scizor 75 Positive 252 31 +0 273 Heracross 85 Neutral 252 31 +0 269 Kingdra 85 Neutral 252 31 +0 269 Mega Tyranitar 71 Positive 252 31 +0 265 Tentacruel 100 Positive 16 31 +0 264 Togekiss 80 Positive 176 31 +0 264 Celebi 100 Neutral 108 31 +0 263 Garchomp 102 Neutral 92 31 +0 263 Bisharp 70 Positive 252 31 +0 262 Breloom 70 Positive 252 31 +0 262 Cloyster 70 Positive 252 31 +0 262 Mega Swampert 70 Positive 252 31 +0 262 Volcanion 70 Positive 252 31 +0 262 Chandelure 80 Neutral 252 31 +0 259 Dragonite 80 Neutral 252 31 +0 259 Mamoswine 80 Neutral 252 31 +0 259 Mega Altaria 80 Neutral 252 31 +0 259 Venusaur (HP Fire) 80 Neutral 252 30 +0 258 Diggersby 78 Neutral 252 31 +0 255 Pelipper 65 Positive 252 31 +0 251 Scizor 65 Positive 252 31 +0 251 Mega Heracross 75 Neutral 252 31 +0 249 Mega Scizor 75 Neutral 252 31 +0 249 Celebi 100 Neutral 32 31 +0 244 Gliscor 95 Neutral 72 31 +0 244 Jirachi 100 Neutral 32 31 +0 244 Mew 100 Neutral 32 31 +0 244 Zapdos 100 Neutral 32 31 +0 244 Tyranitar 61 Positive 252 31 +0 243 Manaphy 100 Neutral 20 31 +0 241 Tentacruel 100 Neutral 20 31 +0 241 Clefable 60 Positive 252 31 +0 240 Gliscor 95 Neutral 56 31 +0 240 Kommo-o 85 Neutral 136 31 +0 240 Zapdos 100 Neutral 16 31 +0 240 Bisharp 70 Neutral 252 31 +0 239 Breloom 70 Neutral 252 31 +0 239 Closyter 70 Neutral 252 31 +0 239 Magnezone (HP Fire) 60 Positive 252 30 +0 239 Mega Swampert 70 Neutral 252 31 +0 239 Volcanion 70 Neutral 252 31 +0 239 Crawdaunt 55 Positive 252 31 +0 229 Pelipper 65 Neutral 252 31 +0 229 Scizor 65 Neutral 252 31 +0 229 Excadrill 88 Neutral 40 31 +0 222 Landorus-T 91 Neutral 16 31 +0 222 Mega Heracross 75 Neutral 144 31 +0 222 Mega Scizor 75 Neutral 144 31 +0 222 Rotom-W 86 Neutral 56 31 +0 222 Tyranitar 61 Neutral 252 31 +0 221 Clefable 60 Neutral 252 31 +0 219 Azumarill 50 Positive 252 31 +0 218 Magnezone (HP Fire) 60 Neutral 252 30 +0 218 Diancie 50 Positive 252 31 +0 218 Landorus-T 91 Neutral 0 31 +0 218 Heatran 77 Neutral 80 31 +0 210 Crawdaunt 55 Neutral 252 31 +0 209 Rotom-W 86 Neutral 0 31 +0 208 Kommo-o 85 Neutral 0 31 +0 206 Suicune 85 Neutral 0 31 +0 206 Mega Altaria 80 Neutral 28 31 +0 203 Clefable 60 Neutral 176 31 +0 200 Mandibuzz 80 Neutral 16 31 +0 200 Mega Altaria 80 Neutral 16 31 +0 200 Mega Scizor 75 Neutral 56 31 +0 200 Mega Tyranitar 71 Neutral 88 31 +0 200 Mega Venusaur (HP Fire) 80 Neutral 20 30 +0 200 Tyranitar 61 Neutral 168 31 +0 200 100-199 Pokémon Base Nature EVs IVs Stage Total Azumarill 50 Neutral 252 31 +0 199 Togekiss 80 Neutral 0 31 +0 196 Clefable 60 Neutral 136 31 +0 190 Heatran 77 Neutral 0 31 +0 190 Conkeldurr 45 Neutral 252 31 +0 189 Klefki 75 Neutral 0 31 +0 186 Mega Scizor 75 Neutral 0 31 +0 186 Azumarill 50 Neutral 164 31 +0 177 Mantine 70 Neutral 0 31 +0 176 Skarmory 70 Neutral 0 31 +0 176 Uxie 95 Negative 0 01 +0 176 Jellicent 60 Neutral 44 31 +0 167 Alomomola 65 Neutral 0 31 +0 166 Pelipper 65 Neutral 0 31 +0 166 Scizor 65 Neutral 0 31 +0 166 Chesnaught 64 Neutral 0 31 +0 164 Clefable 60 Neutral 16 31 +0 160 Conkeldurr 45 Neutral 136 31 +0 160 Cresselia 85 Negative 0 01 +0 158 Tyranitar 61 Neutral 0 31 +0 158 Clefable 60 Neutral 0 31 +0 156 Blissey 55 Neutral 0 31 +0 146 Tyranitar 61 Negative 0 31 +0 142 Mega Heracross 75 Negative 0 01 +0 140 Alolan Muk 50 Neutral 0 31 +0 136 Azumarill 50 Neutral 0 31 +0 136 Chansey 50 Neutral 0 31 +0 136 Mega Aggron 50 Neutral 0 31 +0 136 Hippowdon 47 Neutral 0 31 +0 130 Tangrowth 50 Negative 0 31 +0 122 Gastrodon 39 Neutral 0 31 +0 114 Crawdaunt 55 Negative 0 01 +0 104 Gastrodon 39 Negative 0 31 +0 102 99 and below Pokémon Base Nature EVs IVs Stage Total Mega Slowbro 30 Neutral 0 31 +0 96 Reuniclus 30 Neutral 0 31 +0 96 Slowbro 30 Neutral 0 31 +0 96 Slowking 30 Neutral 0 31 +0 96 Amoonguss (HP Fire) 30 Neutral 0 30 +0 95 Quagsire 35 Negative 0 31 +0 95 Avalugg 28 Neutral 0 31 +0 92 Alolan Marowak 45 Negative 0 01 +0 86 Amoonguss (HP Fire) 30 Negative 0 30 +0 85 Ferrothorn 20 Neutral 0 31 +0 76 Torkoal 20 Neutral 0 31 +0 76 Reuniclus 30 Negative 0 01 +0 59 Shuckle 5 Neutral 0 31 +0 46 Ferrothorn 20 Negative 0 01 +0 41
    4 points
  3. Selling from Gold server Selling it for a friend of mine S.o - 2m Min raise - 100k No insta Ends after 48hrs after the first bid Payment accpted: Pokedollar$ Cc- 350k Rr- 750k Good luck
    2 points
  4. Changelog 09.06.2021: Bumped Unity to newest version. Various minor adjustments and cleanups not worth mentioning. Many TBA client changes that will follow before client-server release. Added around 80 new cosmetics that contain of accessories, mounts and headgears. Coded Knockout Drops to knockout one of your Pokemon outside of battles. You do not earn or lose happiness in pvp battles anymore. Coded Thousand Arrows. Coded Power Construct (Zygarde form changes). Reworked PvE switching moves such as U-Turn/Volt Switch/Roar. Fixed that 2 stage moves can bypass semi-invulnerable. High Jump Kick recoil doesn't occur on flinch anymore. Fixed Protect. Protect will protect you against Status moves now. Hyper Cutter only prevents atk lowering now. Clear Smog respects the type immunity now. Coded Random Battles: Coded Random Battles ladder. Users with MS have guaranteed shiny pokemon and a 20% chance for every other pokemon. All pokemon in random battles team have max PP. You can queue for random battle from everywhere. Fixed critical hit. Negative defensive boost won't be ignored anymore. Head Smash recoil is always 50% of the damage dealt now. You can no longer thaw or wake up when you use item in battle. Reworked Fake Out. It should fix all edge cases. Fixed Technician in combination with weather effects/boosts. Changed Avalanche and Pursuit code order to make their effect unaffected by Technician. Sticky Web lowers the speed of Magic Guard pokemon now. Trick is blocked by Protect now. Flinch should only be activated on the attacking turn of 2 turns moves now. Magic Coat bounces back when Soundproof is active now. Gravity is coded now. Red Card is coded now. Added a missing text when status moves fail due to semi-invulnerable moves. Added Battle Turn counter after every round. PvP battles automatically end in a draw after 1000 battle turns now. Fixed a bug where status effects weren't applied after the enemy died due to some edge cases. This includes poison, burn, leftovers, magma storm and similar that were skipped in these cases before. Coded Noble Roar. Coded Zoom Lens. Fixed a raise condition for invalid natures in python. Fixed that breaking Subsitute removed the Ditto Transform. If a Pokemon faints after using Knock Off due to the target's ability (Rough Skin or Iron Barbs) or held Rocky Helmet it doesn't remove the target's held item anymore. Two-stage moves such as Solar Beam can no longer hit Pokemon that are in a semi-invulnerable move. Working on a test framework that should massively reduce the chance of an issue like that to make it into a server release for some time now. Removed redundant assignment for many string.append calls. Renamed a few global vars to have the g_ prefix. Changed user bg_task to not pass the user as argument because it turned out to be more clutter in the end. Changed user mtx type to std::recursive_mutex and renamed it from csTL to user_mtx. Replaced a few calls to is_ptr_alive with nullptr checks. Don't call Faint on npc user objects on battle end. Only send after-battle packet to real players. Renamed class member variables to lower snake case and added "_" prefix to private variables. Reworked cChannels class: Now uses MariaCpp and prepare. Added internal mutex to remove dependency on global g_dba_crit_sec. Removed MariaCpp error wrapper and return MariaCpp connection from get_new_con directly. Moved generic cDB error wrapper from h to cpp file. Reworked cCoinShop to use MariaCpp and removed unused RemoveShopItem method. Changed type of cUser last_saved from int to chrono::time_stamp. Changed type of cConfig autoUserSaveInterval and minUserSaveInterval to chrono::seconds. Made various cpp globals static because they always were supposed to. Being in team-preview will be treated as being in battle now. Use sendEnvironment in thunder method instead of redundant code. Reworked cFriends to use MariaCpp and removed redundant RemoveFriendship method. Reworked cGuild to use MariaCpp and removed part of the motd and logo escape code that was purely db related. Removed redundant guild reload code. Reworked cIgnore to use MariaCpp. Reworked cItem to accept MariaCpp result sets. Reworked cItems to use MariaCpp and more clearly separate global items and user inventories. Added an npc getter that returns a shared_ptr& (npc instances are bound to their respective map objects which are bound to users which in turn are only ever deleted in the main thread. this means that npcs will never get deleted while in use in the main thread.). Reworked cNPCBattles to use MariaCpp and some of the methods now take shared_ptr& instead of shared_ptr. Reworked login code: Moved all initial connection and login code into a coroutine that co_awaits blocking socket reads. Moved threaded part of the login code into load_user method. Added static simple_send method to user class that is supposed to be used before the user object is logged in far enough. The login code now loads the user object in isolation and connects it to the object structure after than in the main thread. Removed connect method as everything related to the process now either happens in the connect coroutine or in the load_user method. Split up msgbox generation and sending to allow the login code to send msg boxes vis simple_send. Split up q packet generation and sending so the login code can send it without a call to teleport. cUsers add_user function now returns a success bool in case a user with the same name is already logged in. Reworked logout code: Don't disconnect user in the ProcessPacketQ method. The only place where users are now being disconnected is in the main socket select and process data code. User objects are now stored as shared_ptr whith a custom deallocation method that ensures the actual destructor is always called from the main thread. The disconnect process now involves one switch into the user save thread to save the user and then back to the main thread to remove global associations with chats and guild. Renamed StartRareBattle to StartWildBattle because thats what all the overloads actually do. Changed is_ip_banned and is_mac_banned to be static and take the ip/mac via parameter because it needs to be usable before the user object has even been instantiated. cUser SetShop now takes an r-value reference to avoid an unnecessary copy. Removed the $ToSoon message right after a normal friendly battle. Added error system message if a person that you accepted a pvp request from has already challenged someone else. Update both player's visible battle state when a teampreview or a battle has been started. Various client->server packets no longer update LastAction or only do so if appropriate. Removed SafeChannelChange logic as this can now easily be scheduled with schedule_func. Fixed a potential uint underflow in the gain money function. cUser set_connected setter now updates the global ip_counter. Removed isMoving as it is not being used anywhere. Various places now allocate a local shared_ptr<cUser> to make sure the user doesn't get deleted unexpectedly. Changed various function argument types from cUser* to shared_ptr<cUser>&. Only try to access users current map if not nullptr (to set region and caught map). cUserPkmns cleanup: Fixed cUserPkmn GetCount. Added get_array_size again and return it instead of GetCount in python to make index access work as expected. Reworked pokemon slot allocation and always resize pkmns array down to only the necessary number of elements. Added constructor for npc battle or random team cUserPkmns instance. Don't use the new ranges stuff anymore in update_arr_positions because in the end it complicated stuff instead of simplifying it. Improved string concatination in user senddetails method. Important fix! call CoInitialize in all threads that potentially use networking. Added special lock_python function that takes a mutex and locks it like the python mode of cs_guard did. Removed user_login_guard for now. Changed user_poke_guard to work with std::recursive mutex and use it to conditionally lock user mutex. Reworked globals: Made globals value types. Moved each global object to its corresponding .h file instead of having one globals.hpp. Implemented proper destructors for them. Moved various global objects out of the g_Users adn g_Environment objects and into their own respective .h files. This necessetated a lot of additional include juggling but in the end its fewer total includes in each file. Moved global object initialization from constructors into load functions as necessary. Changed a few class enums into unscoped enums to get implicit to int conversion but contain them in a namespace with the same name. Removed GetDexId from cPkmns and cUserPkmns and use GetDexMon instead. Changed hidden power logic to exclusively rely on the Type enum which now is unscoped. For xanascript type string we now cast type enum to string and uppercase the result because its not needed anywhere else. Removed redundant user UpdatePokedex and call pokedex.Update directly via the user.GetPokedex() getter. Replaced a few int ids with their corresponding enums. Renamed a few from and to enum conversion functions. Moved phase switch into cUser method. /goto now switches to the targets phase as well. Limit g_Environment update calls to slower interval. Added use after free intentional crash command option but it doesn't work for some reason. Implemented proper handing of potential winsock2 send WOULDBLOCK errors. Merged individual battle stats related methods to one that takes the match type enum as its only argument (this cleaned up a few code smells from the addition of random battles). Changed a few function arguments from const string& to string_view where appropriate. Made a few static data holding objects constexpr. Use discard method in static random function. Fixed potential issue with user_iter helper in case of more than one recursive iteration call (locked_shared needs to count recursions instead of just being a bool). Made IsNumeric function accept negative numbers (strings starting with "-" in particular). Added nodiscard arrtibute to a few functions in helpers. Removed the ToNum helper function that takes an explicit search length and changed the other overload to take a string_view which can be used to achieve the same result. Removed unecessary layer of indirection for exec_every and randomize the initial delay to prevent stacked load on individual server ticks. Fixed log_msg std::format calls in match_maper.cpp because msvc c++20 is now feature complete. Actually use del function on ServerVarsWrapper for delattr and delitem python magic methods. Differentiate between len and count for user.pokes so len - 1 can be used as container index for the last element. Improved server tickrate regulation by using win api timeBeginPeriod to reduce the lag variation of sleeps (and make sleeps viable at all). Improved login speed by accepting up to 25 connections each server tick instead of just one. Fixed python pokemon iterator by storing a shallow copy of the poke pointers and interating that instead (as the object is also used for slices this makes more sense anyway). Removed unnecessary schedule_func wrapping for python pokemon free (the used cUserPkmns methods are entirely thread safe). revert this if pokemon pos overlap issues pop up again.
    2 points
  5. 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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  6. Like the title, this is not a click bait, in this guide, i’ll show you how to do bosses fast and effectively without using megas (easier for alt accounts to do bosses, yay). Our main strategy is abusing the move disable against NPCs, so let me explain about it’s mechanism first. This strategy has been used by a lot of players, i think almost all players that know how to do it will know Mega-Banette this the ‘best’ disable user ( prankster disable, high attack, has destiny bond, basically disable then attack them 3 times or destiny bond). But in my opinion, that’s not the effective way of doing bosses. Using disable on every mon is really risky, you'll need to hope they don't go for a non-attacking move (protect,disable everymon will consume a lot of times, too). IMO, the best way of using disable is use it on a safe mon (a mon that you know for sure what it’s next move) then use those free turns to set up and sweep the rest (or at least take 3+ kills and let other mon finish the rest). That’s enough for the explanation, this is the team This team can take down easy bosses in less than 2 minutes and tricky bosses for less than 3 minutes. Now i’ll explain the role of each mon in the team Team explanation Requirements Some tips Video uploaded on the second post, scroll down.
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  7. welcome! contact: ingame: Joaquimgrelo discord: Mirks#6592 Coin Capsule: 360k Reroll Ticket: 800k Nature Ticket: 400k Rare Candy: 7k Gold Server Prices are negociable UNTRAINED
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  8. Starting price 5m minimum increment 100k ends in 48hrs after first bid
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  9. Hi, I made a game in Silver server. Damage i made are anormal. Normally I have to do more damage than the damage I did. Normally diggerbsy band earthquake ohko torkoal and it made only 70%. With hydreigon life orb with sun against venusaur I should make 150% minimum and i made 90%. Same for darmanitan with earth power. Pvp is fully bugged. Don't Pvp ! I send you like of my record : https://www.youtube.com/watch?v=xIh112v04TQ
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  10. Im really sorry shud be from this account. Start pls
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  11. i would like to buy Barbaracle if it is available
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  12. my suggestion would be by percentage in the pokemon's hp bar, because I believe this would improve the pvp experience, because using some available tools you can know how much movement will damage your opponent's pokemon, like the showdown damage calculator, so the percentage decrease pvp losses by not dealing the damage you would believe it would.
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  14. I think this is fast enough. ya kinda tedious, but better than delete one by one https://i.gyazo.com/d6202b40f103e482b7e8b13162f174bc.mp4
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  15. Trade With Yerk's Friend Done
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