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  1. Changelog 08.01.2022: Changes: Staffs cannot be inspected anymore, regardless of their online status. Players can inspect each other cross map now. The Battle AI got a few improvements: The AI have now the same movement restrictions as the player and will struggle if there is no other way. This includes Choice, Assault Vest, Taunt, Gravity, Disable, Encore and PP. The AI can now switch out the Pokemon. The battle code now uses an item enum instead of the ItemID. This makes the battle code much more readable. Reworked the Stages Changing Code. Colourized the battle messages. It now way easier to implement new moves. Defiant and Competitive should work in any case now. Contary now decrease a stat if an effect would increase the stat. Added a message when a stats reduction was prevented by the target's ability (Clear Body etc.). Status moves do not employ type effectiveness anymore. Ground Type is still immune to Thunder Wave based on type interactions. This fixes a bunch of type interactions with status moves. Flash is able to hit Ghost type now. Reworked the Accuracy Code. Status moves respect now the user's accuracy and the target's evasion. Reworked Lighting Rod. Lighting Rod absorbs Status Moves now. Electric-type moves used by the opponent will never miss the Pokémon with this Ability now unless it is in the semi-invulnerable turn or uses a protection move. Even if the Pokémon would be immune to the move due to being Ground-type, Lightning Rod activates now and boosts the Pokémon's Special Attack. Reworked Storm Drain. Storm Drain absorbs Status Moves now. Water-type moves used by the opponent will never miss the Pokémon with this Ability now unless it is in the semi-invulnerable turn or uses a protection move. Baton Pass passes Accuracy and Evasion changes now. Fixed: Shed Shell should work properly again. Status moves are able to activate Lighting Rod, Sap Sipper, Storm Drain, Motor Drive, Water Absorb and Volt Absorb now. Focus Punch should work properly now. Weakness Policy and Enigma Berry now work properly with item removal moves like Knock Off or Thief. Defog no longer removes trappings. Synchronize no longer transfers the freeze status. Pokemon under self invulnerable are protected from Self Destructing moves now. The Quick Claw message is displayed only once. Rapid Spin removes Leech Seed again. Shadow Tag makes the Pokémon immune to the effects of other Pokémon's Shadow Tag now. Skull Bash increase the defence stat in the first turn again. Black Sludge and Poison Heal activates only when the holder doesnt have full hp now. Dry Skin and Rain Dish activates only when the Pokemon doesnt have full hp now. Non-ghost curse works even if the opponent is semi invulnerable now. Will-O-Wisp activates Flash Fire now. Self Targeting Fire Type Status Moves doesn't activate Flash Fire now. Encore works properly if the opponent get flinched now. Binding Moves like Whirlpool last now 4-5 turns. Pokemon behind a Substitute are no longer immune to Toxic Spikes. Fixed a bunch of typo issues ("Abillity" etc). Fixed that the move Acupressure is still attempt increasing a stat that has already been maxed out while other stats haven't been yet. Fixed a visual bug with Pursuit and Volt Switch and other switch out moves. Sketch should work properly again. Future Sight will fail now against semi-invulnerable targets. Soak will bounce back by Magic Bounce or Magic Coat now. Solar Beam will skip the charging turn again when the sun is up. Fixed that you didn't lose PP when your enemy used switch-out moves like Volt Switch faster than you. Power Herb won't be used anymore when using Solar Beam while sun is up. If Normalize makes Thunder Wave a Normal-type move, Thunder Wave can affect Ground-type Pokemon but not Ghost-type Pokemon anymore. Newly added: Coded Harvest. Coded Venom Drench. Coded Glaciate. Coded Klutz. Coded Dragon Ascent. Move-sets added: Wooloo, Dubwool, Zacian, Zamazenta, Skwovet, Greedent and Falinks. Client changes: Cancel Button is added and useable now. Z-Move Button is added and useable now. Z-Moves in the move select menu have a breath-effect after selecting the Z-Move Button now. Fixed the Guild right-click menu. There shouldn't be any weird behaviours anymore. Removed the LinkColor code from the client, it's server-sided now. We can fix/change event Pokemon colors in chats without a client update now. We can give out caught event Pokemon statistics now, overall or event specific.
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  2. Hello, I have deleted all the offtopic comments on this thread. Players are allowed to sell their pokemon for the price they choose. There were no invalid bids or issues with this auction. We have no rules against a selling service. Though I would highly recommend all deals made for said selling service have screen shots for evidence of the commission which they are agreeing to pay for the seller hosting the auction. The winner got the pokemon and the owner of the pokemon got their agreed amount profits and the auctioneer got the agreed 10% commission they were promised. I am now locking this thread as this auction is now over. If there are any concerns please use our report button. Happy Holidays, Polteageist
    2 points
  3. To improve the visibility and the reading-quality (and to enjoy the image the most) it is suggested to open the image on a separate tab. Enjoy !
    2 points
  4. PRO PvP Viability Rankings by Jorogumo Welcome to the unofficial PRO PvP Viability Rankings thread, where we as a community can reflect on the current metagame in an attempt to accurately rank every single viable Pokémon. Everyone is encouraged to share their thoughts regardless of their level of expertise. Keep in mind that these rankings can never be entirely objective and that, as such, our opinions on the viability of several Pokémon may differ. Moreover, I am of the view that usage should not dictate viability. If you wish to look at usage stats, please check this thread instead. While we may disagree, what matters is maintaining civility and respect throughout our discussions. As a host, I will do my best to take into account everyone's thoughts. Currently, there is no ranking team responsible for updating the PRO PvP Viability Rankings as frequently as possible, but I deemed it necessary to provide the community with a freshly updated Viability Ranking post. I have submitted this list for review purposes to many players who have expressed a mix of agreements and disagreements over its content and I am thankful to all of them for their contributions. However, as I was understandably unable to satisfy everyone, I decided to keep the reviewers' names anonymous to avoid associating some of them with a list that they may not agree with. The following Pokémon are ranked in alphabetical order within each sub-tier: S Rank: S Rank A Rank: A+ Rank A Rank A- Rank B Rank: B+ Rank B Rank B- Rank C Rank: C+ Rank C Rank C- Rank I am unable to explain the reasoning behind every single placement, but I will try to break down some of the rankings whenever I have time. Please feel free to discuss any of the above rankings. Archived banners
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  5. Start price: 3m Min raise: 500k No insta Duration: 72 hours after first bid Bid here or ingame: Kresx Accept payments: - In game Money - Coin Capsule (400k) - IV Reroll (700k)
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  6. Hello @JustVibingg! for the Ivs and correct nature, I would say that its value if you level him up to level 100 and train him could be "100-300k", because it is an ordinary pokemon, there is no way it can be more valuable than that.
    1 point
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  8. @Dranz Thank you for applying to shield
    1 point
  9. Thanks for the help. It is a johto mon so I have made a request in the region locked megathread.
    1 point
  10. @AltGhosT Thank you for applying to shield
    1 point
  11. Looks nice you should put things in embeds to make it look clean.
    1 point
  12. @Brk009 Thank you for applying to shield
    1 point
  13. The PRO PvP Viability Rankings have been updated to be more representative of the current metagame, although future changes are still highly possible due to its relative recency. Because of last season's short-lived metagame, I was unable to update the Viability Rankings. As such, this is the first time that Wave 3 Megas and Mega Diancie are included in the VR. Explaining some of the rankings: Alakazam (Mega): A+ (New entry) Sporting 438 Speed, Mega Alakazam is the fastest Mega in the current metagame—a distinction only shared with Mega Aerodactyl. Its high Special Attack and its access to coverage moves such as Focus Blast, Shadow Ball, Calm Mind, Substitute, Hidden Power Ice, Recover, Knock Off, Energy Ball, and Encore make it an extremely potent threat to many Pokémon and playstyles. Even though it is very frail on the physical side and falls to many priority moves, its Speed and coverage make it hard to revenge kill with conventional options, such as Pursuit or powerful Dark-type attacks. Some of its (limited) reliable answers include Mega Scizor, Chansey, specially defensive Jirachi, and Assault Vest Alolan Muk on the defensive side and Mega Metagross, Choice Scarf Landorus-T, Bisharp, and some Tyranitar variants on the more offensive end of the spectrum. Mostly held back by the inaccuracy of Focus Blast, which is crucial to OHKO Pokémon that would otherwise KO it, Mega Alakazam is able to threaten offensive, balanced, and defensive teams alike. Trace drastically improves its match-up against weather teams, while allowing it to Trace useful abilities, like Flash Fire and Regenerator, in order to let it switch into certain threats more easily. While Mega Alakazam is a powerful and fast offensive Pokémon that every player must prepare for properly because it has the potential to sweep many teams if it does not miss Focus Blast, it still misses out on many OHKOs and 2HKOs—some of which require it to hit Focus Blast twice against key targets—without proper hazard support. Mega Alakazam also struggles to be a dominant force in a metagame characterized by the prevalence of Megas like Mega Metagross and Mega Scizor. Medicham (Mega): A+ (New entry) Thanks to Pure Power and 100 Base Attack, Mega Medicham is an extremely hard-hitting wallbreaker with just enough Speed to Speed tie many relevant threats sitting at 100 Base Speed. Its powerful—albeit inaccurate—STAB moves complement its offensive toolkit nicely and its access to useful coverage options like Ice Punch and Thunder Punch allows it to wallbreak more efficiently. Fake Out is a useful priority move that guarantees its safe Mega evolution while aiding it in revenge killing certain threats, although its Speed is somewhat lackluster against speedier, more offensive teams against which it can choose to run Bullet Punch to be less of a liability. Its relative frailty means that it can sometimes faint if it fails to KO a specific target (e.g., Clefable's Moonblast has a chance to OHKO it from full). Incredibly difficult to switch into for defensive and balanced teams, its (limited) defensive answers include Psychic-type Pokémon able to withstand both its STABs, such as (regular or Mega) Slowbro, Mew, and Reuniclus, and some Ghost-type Pokémon with limited viability, such as Cofagrigus and Doublade. Due to the nature of its kit, Mega Medicham can prove to be quite prediction-reliant, thus allowing Pokémon that would normally fall to one or two of its moves, like Landorus-T, Latias, Latios, Tornadus-T, and Clefable, to switch into it and force it out. It faces competition from Mega Lopunny, which has a better match-up against more offensive teams, but Mega Medicham's assets against other playstyles make it one of the most potent wallbreakers in the current metagame. As a wallbreaker with middling Speed, it also faces competition from Mega Gardevoir, which has an easier time muscling past its checks and counters on defensive and balanced teams, while Mega Medicham struggles to break something like (regular or Mega) Slowbro if it does not carry the appropriate coverage. Metagross (Mega): A+ (New entry) Despite barely escaping the banhammer, Mega Metagross continuously comes up in PvP discussions as the strongest Mega in the current metagame or even the most likely threat to be banned. It has incredible stats across the board, including a usable 105 Base Special Attack. Its 145 Base Attack, further enhanced by Tough Claws on many of its damaging moves, makes it incredibly difficult to switch into. It also sits at 350 Speed, thus Speed tying or outspeeding many potent threats, such as Gengar, Latias, Latios, Mega Diancie, Keldeo, and Garchomp. Mega Metagross has access to many viable moves that can be tailored to whatever its team needs. It can choose from Meteor Mash, Zen Headbutt, Hammer Arm, Ice Punch, Earthquake, Thunder Punch, Grass Knot, Bullet Punch, Pursuit, Stealth Rock, Rock Polish, Hidden Power Fire, Toxic, and even Shadow Ball. Slightly held back by the loss of coverage if it opts for a luxury or utility move, thus leaving it walled by Pokémon that it would otherwise be able to defeat, Mega Metagross still has some reliable answers—and even a few counters—that prevent it from being outright overpowered: Mega Scizor, Alomomola, Skarmory, Hippowdon, (regular or Mega) Slowbro, Mew, Tangrowth, Suicune, etc. Because it is prediction-reliant, Mega Metagross tends to struggle against certain cores centered around common Pokémon, such as Ferrothorn, Rotom-Wash, Landorus-T, TankChomp, and Heatran. While Mega Metagross has incredible physical bulk, it is relatively prone to chip and hazards, which wears it down throughout the course of a match and somewhat mitigates the fear of needing to OHKO it from full. In the current metagame, Mega Metagross is able to function extremely well as a wallbreaker—and, more rarely, as a set-up sweeper—, although it struggles to get past some extremely common Pokémon (e.g., Mega Scizor) without additional team support (e.g., Magnezone). Diancie (Mega): A (New entry) Last season, Mega Diancie was arguably worthy of A+ for its coveted ability to get Stealth Rock up against Mega Sableye teams. The current metagame is, unfortunately, less friendly towards it, perhaps because it is better prepared to face it. On paper, Mega Diancie seems to be a devastating mixed wallbreaker, sporting 160 Base Attack and Special Attack, as well as a crucial 110 Base Speed and powerful STABs in Diamond Storm and Moonblast. So, why does it no longer belong in A+? In practice, Mega Diancie runs more often than not into Pokémon that halt it in its tracks. Defensive teams usually carry at least one Mega Diancie counter: Chansey is the most common one, but Mega Venusaur, mixed Alomomola, Hippowdon, and specially defensive Gliscor are all decent countermeasures. Offensive teams typically pressure it enough to prevent it from switching into much, thus exacerbating the disadvantages of Mega Diancie's Fairy/Rock dual typing, its extremely low base HP, and the impracticality of abusing its ability against those teams. Moreover, they commonly run faster Pokémon, such as Choice Scarf Landorus-T, Serperior, and Mega Lopunny, that force it out, while sometimes opting for the likes of Mega Scizor and Mega Metagross, which can switch into most of its moves and proceed to threaten to OHKO it. Balanced and bulky teams now run sufficient (defensive and/or offensive) counterplay to Mega Diancie, including the common Ferrothorn and more uncommon—but available—answers, like Assault Vest Tangrowth, Hippowdon, Jirachi, Gliscor, Amoonguss, mixed Clefable, and Mew. In reality, Mega Diancie rarely runs Hidden Power Fire—mostly for practical reasons—, which worsens its overall match-up against Ferrothorn and Mega Scizor and makes it less self-sufficient than some of the offensive threats in A+, which require less team support. Protect is also a double-edged sword that lets Mega Diancie Mega evolve and scout for Choice-locked moves for free, although it can be taken advantage of in the same way that it tries to take advantage of opposing Pokémon, since Protect is relatively easy to punish. Because it heavily benefits from running such a move to circumvent its relative frailty and common weaknesses to Grass, Ground, Water, and Steel attacks, Mega Diancie struggles to vary its moves and choose other options, like Rock Polish, Calm Mind, and Stealth Rock, which are all nice on paper but nigh impossible to fit on Mega Diancie's tight-knit moveset. I will continue later...
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  14. Hello everyone and welcome to the Beginners Guide for PvP. This guide will include the main playstyles of the PvP scene as well as checks for them. You will also find more information about how to create viable teams yourself and common Pokemon that you could use for your first PvP team. - PvP Terms and Definitions - Different Playstyles - Building your own Balanced Team - Most Used Pokemon - Common PvP Pokemon Basic Terms: - Meta/Metagame: A term used in multiplayer games meaning the Most Effective Tactic Available. It's basically what works in a game regardless of what you wish would work. - STAB: Same Type Attack Bonus - moves that have the same type as the Pokemon that is using the move gets a 50% base power boost on the attacking move - Hazards: short for Entry Hazards - moves that effect a Pokemon that is switching in - List of Entry Hazards Item Terms: - Life Orb: boosts the power of moves by ~30% in exchange of 10% of the maximum Health Points of the holder - Choice Band: boosts the Physical Attack by 50% in exchange for the picked move to be soft-locked. The effect resets once withdrawn - Choice Specs: boosts the Special Attack by 50% in exchange for the picked move to be soft-locked. The effect resets once withdrawn - Choice Scarf: boosts the Speed by 50% in exchange for the picked move to be soft-locked. The effect resets once withdrawn - Assault Vest: boosts the holders' Special Defense by 50% in exchange for the holder not being able to use status moves - Rocky Helmet: damages the attacker for 1/6 of its total Health Points - Leftovers: restores 1/16 of the holders total Health Points every round - Focus Sash: holder guarenteed lives on 1 Health Point if it had all of its Health Points at the start of the turn, regardless of how powerful the attack of the opponent was IV and EV Terms: - ATK: short for Physical Attack stat - DEF: short for Physical Defense stat - SPD: short for Speed stat - SPAtk: short for Special Attack stat - SPDef: short for Special Defense stat - HP: short for Health Point stat Disclaimer Hyper Offense is one of the hardest playstyles and therefore not the best choice for players who just entered the PvP scene. Main Description Hyper Offense is a playstyle that usually has no tanky Pokemon at all. The main Pokemon of the team is a Stealth Rock or Sticky Web setter that is only used for this purpose. It does not really matter if this Pokemon only does this job. The item Focus Sash allows the Pokemon to get up the hazards in most of the games. This lead usually also carries Taunt in most of the games to prevent the opponent from using Defog. It can also carry a self-harming move such as Memento, Explosion or Double-Edge to prevent the user from using Rapid Spin aswell. An example for a Hyper Offense lead Pokemon would be Azelf, Aerodactyl or Smeargle. Losing a Pokemon does not have to be a disadvantage for the team if you keep up the momentum and your opponent has to react to your moves constantly. Once you lose this momentum you will have a hard time getting back into the game. The rest of the team consists of up to five sweeping Pokemon like Lucario, Gyarados or Dragonite. Your main goal is to get rid of threats to your sweeping Pokemon and to essentially find an opportunity to set up with one of your Pokemon and sweep the rest of your opponents team. You also want to have a variety of physical and special attackers, which gives you less issues against Stall teams. Threats and Weaknesses Hyper Offense is pretty weak against common stall teams featuring defensive Pokemon, especially if they have the Unaware ability. Sweepers may have issues breaking through these types of team combinations, therefore it is a really good counter to Hyper Offense. Main Description Balance is a playstyle that has offensive as well as defensive Pokemon in its team. You want your Pokemon to cover each others weaknesses in order to have a well built team. A Grass/Water/Fire core is really important for these types of teams, especially when it comes to the defensive part of your team. You also want to have some solid Pokemon with set up moves or all out attackers. Balance is the most consistent playstyle. Most Balanced Teams have checks and counters against most of the Pokemon in the metagame and therefore the best odds for winning the game. Threats and Weaknesses Balance is relatively weak against Stall teams, especially if your defensive Pokemon get worn down by hazards or Toxic. If you are playing a Balanced Team you will have to predict your opponent a lot if you want to win the game. Main Description Weather teams always have a way to set up weather, either Rain, Sand, Sun or the less common Hail. I will go in depth for all those types below. You want to limit the switch ins of your Weather sweeper on your opponent's team to win the game as a weather user. You want your team to consist of one Weather setter, at least one Weather sweeper and a bunch of other attackers and tanks that allow you to check the rest of the meta. Rain Teams Main Description Rain Teams are the most common weather teams in the current meta. Their sheer offensive and defensive powers makes them one of the most threatening playstyles overall. The reason for Rain Teams working so good in most of the meta is the fact that Water-type attacks get a damage boost while Rain is on the field. Another notable effect when the rain is up is the fact that Fire-type moves get weaker. Every rain team carries a rain setter, which most of the times is Pelipper. There is a really big variety of rain sweepers you can pick from, the best special one being Kingdra. Make sure to check out the list here for more details. The reason for Swift Swim being so good is the fact that the users speed gets doubled when rain is up. Grass- or Steel-types are really good on rain teams, notably Ferrothorn, Scizor and sometimes even Tangrowth, as their weakness to Fire-type moves gets halfed if the rain is up. Therefore, they are a really powerful defensive option for a Rain Team. Threats and Weaknesses Rain Teams have a really hard time with dealing with bulky Grass-type Pokemon, such as Assault Vest Tangrowth or Leftovers Ferrothorn. In order to break through them, you cannot give them the opportunity to heal and you might need to sacrifice a Pokemon of yours in the process of doing that. Water Absorb or Storm Drain Pokemon give Rain Teams a hard time aswell, especially Mantine or Gastrodon. Sand Teams Main Description Sand Teams work similar to Rain Teams. You want to preserve your Sand Sweeper, the main one being Excadrill, in order to win the game. Rock-type Pokemon gain a Special Defense boost by 1.5 if a Sandstorm is on the field. As Rain Teams, Sand Teams have one Sand Setter on their team, mainly Tyranitar or Hippowdown. You also want to have a Sand Sweeper and some defensive and offensive Pokemon that deal with the weaknesses that the Sand Setter and Sweeper has (mainly Water-, Grass- and Fighting-type attacks). Regenerator Pokemon pair up really well with Sand Teams, because it does not really matter if they take 1/16 per turn if Sand Storm is active. Another postive factor for them is that they can switch in consistently due to their ability. Pokemon like Magnezone or Magic Guard Clefable also go extremely well with Sand Teams. Threats and Weaknesses As said above, Sand Teams have huge problems against Water-, Grass- and Fighting-type attacks. Therefore, its counterpart, Rain Teams, are extremely strong against Sand Teams. Pokemon like Rotom-Wash or Physical Defensive Tangrowth wall and revenge kill most Sand Sweepers with ease. Most of the Sand Sweepers use a Life Orb, which wears them down a lot. Sun Teams Main Description Sun Teams are also built around Sun Setters and abusers, called Sun Sweepers. Examples for Setters would be Torkoal and Ninetales, both with the Drought ability. Sun Abusers can be different types of Pokemon. They can either use the ability Chlorophyll, which doubles the speed of the using Pokemon when Sun is up, or Pokemon that have a powerful Fire-type attack that gets boosted by sun. The latter usually carries a Choice Band or Choice Specs, which gives it an even stronger boost. Examples for a Chlorophyll abuser can be found here and examples for different Fire-types can be found here. Good Tank Pokemon that go well with Sun Teams are Pokemon that are not really weak to Fire-type attacks and Pokemon that can switch in against attacks that threaten Sun Team Pokemon. Threats and Weaknesses Sun Teams have problems against Ground-, Rock- and even Water-type attacks, despite the latter one being halved when sun is up. It also has a hard time against Heatran, which is immune to Fire-type attacks and other weather setters, which get rid of the sun on the field and replace it with the new one, depending on their ability. Sun teams have a hard time against both other dominant weather teams, being Sand- and Rain Teams. Hail Teams Main Description Like all the other Weather Teams, Hail has their own weather setters and abusers. However, as a disclaimer, Hail Teams are the weakest weather teams, but definitely usable. There are a bunch of Hail setters you can pick from, which can be found here. On the other side, Slush Rush, which doubles the speed of the user when in hail, is the ability of only a few Pokemon, which can be found here. Similar to the Sand Storm, Hail damages every Pokemon that is not an Ice-type for 1/16 of their total Health Points. Pokemon that go well with Hail teams are these who don't get damaged by the constant Hail damage, such as Magic Guard Clefable, and these who deal with Pokemon that threaten Hail abusers. Hail Teams is one of the least used play styles but one of the most fun ones for sure. Threats and Weaknesses Ice-types have a large variety of defensive weaknesses and are therefore the worst typing. They don't deal with any of the other three types of weathers too good but they give opposing teams a hard time switching in against the powerful Blizzard. Stealth Rock deal 25% of the total Health Points to Ice-types, which makes it even harder for them to do work. Unless they carry Freeze-Dry, they will also have a hard time breaking through bulky Water-type Pokemon. Disclaimer Stall is among the most difficult archetypes to accurately play in competitive Pokemon. This is not recommended for beginners. Main Description Stall is a playstyle with a team based around outlasting your opponent. Traditionally, this means surviving until chip damage from hazards, status effects, and weak uninvested attacks take out your opponent's threats. Stall teambuilding centers around being able to absorb damage consistently, turn after turn. This means that Pokemon who lack reliable recovery, no matter how bulky, are not a good choice for stall. Furthermore, opposing hazards can easily leave a stall team's defensive Pokemon within 2HKO range of strong attackers, so consistent hazard removal is paramount. However, because the aggressor controls momentum in Pokemon and therefore has the ability to make proactive threats, stall can quickly falter with even one small mistake. It is important to determine which Pokemon on your opponent's team threaten to sweep if your primary check falls, and to take all precautions to prevent that from occurring. Threats and Weaknesses Stallbreakers can single-handedly 6-0 a poorly built stall team, thanks to their resilience to status, reasonable speed, and access to recovery of their own, meaning Stall's weak attacks will not be able to take them down. To mitigate this, it is absolutely imperative that you either build in some aggression, or play a stallbreaker of your own. Examples of Pokemon that you must have a plan to handle include Gliscor (due to Poison Heal and Roost), Nasty Plot Togekiss (due to Heal Bell and Roost), and Mew (due to Taunt, Knock Off, and Roost). These Pokemon don't do much in one turn, but will inevitably defeat a poorly constructed stall team, and still have plenty of utility if checked. Furthermore, wallbreakers with their immediate access to powerful attacks such as Conkeldurr and Specs Latios can run through stall's defensive cores and facilitate a quick end to the game. Setup sweepers such as Dragonite and Tail Glow Manaphy can take advantage of the lack of offensive presence on a stall team to threaten a sweep, but this can be somewhat mitigated by running either Unaware Clefable or Unaware Quagsire. Lastly, continued entry hazard pressure can wear down stall Pokemon and leave them unable to withstand attacks they normally could. As you can see above, there are a bunch of different types of playstyles you can choose from. Every single playstyle has a different difficulty and not every playstyle is suitable for everyone. Therefore, I'll go more in depth on how to build a specific team, being Balance. There are a few important points that you have to keep in mind when building a balanced team. You want to have switch ins for the majority of the meta but also Pokemon that deal with the Pokemon of your opponent offensively. Keeping this in mind you will have great success when building your first team. Fire/Water/Grass Cores Fire/Water/Grass cores gives you a really good defensive as well as offensive type combination. You should pick a Fire-, Water- as well as Grass-type Pokemon for this core. This gives you numerous options to switch in against threats. These types can also threaten your opponent offensively. Keep in mind that these Pokemon can be defensive as well as offensive. Offensive Pokemon such as Azumarill have a fair bulk and can also be used as switch ins. Example for a Fire/Water/Grass core: Volcarona, Gyarados, Tangrowth Dragon/Fairy/Steel Cores Similar to the previous core, Dragon/Fairy/Steel cores gives you another solid core that allows you to switch in against powerful threats in the metagame. You should pick a Dragon-, Fairy-, and Steel-type Pokemon for this core. Once again, this core can also be used offensively. Another positive fact is, that you can mix your Fire/Water/Grass cores with your Dragon/Fairy/Steel cores. Therefore, for example Ferrothorn, which has a Grass- and Steel-typing, can be used for both cores. Example for a Dragon/Fairy/Steel core: Dragonite, Clefable, Excadrill Important Moves One of the most important moves that every balanced team should have, are: Stealth Rock, Defog or Rapid Spin. You should be able to control hazards on a balanced team. Stealth Rock are really important to chip down the opponent's team. The damage is depending on how weak they are against Rock-type attacks. Foes lose 1/32, 1/16, 1/8, 1/4, or 1/2 of their maximum HP, rounded down, based on their weakness to the Rock type; 0.25x, 0.5x, neutral, 2x, or 4x, respectively. For example, Volcarona, which is 4x weak to Rock-type attacks, loses 50% of its total Health Points upon switching in. Furthermore, they are also really useful to break Sturdy or Focus Sashes on Pokemon, which would otherwise live on one Health Point. Defog or Rapid Spin is a way of getting rid of hazards, such as Stealth Rock, Spikes, Toxic Spikes or Sticky Web. Additionally, Defog can also get rid of Light Screen, Reflect or Aurora Veil. Most Used Pokemon in PvP: (Last Updated 2019-03-01) Pokemon %Usage Conkeldurr 28.658 Azumarill 26.574 Ferrothorn 25.532 Dragonite 25.532 Gengar 24.75 Rotom-Wash 23.969 Bisharp 15.892 Clefable 15.111 Garchomp 14.329 Scizor 13.287 Togekiss 13.026 Pelipper 12.766 Weavile 12.505 Excadrill 11.984 Tangrowth 11.724 Chansey 10.682 Greninja 10.421 Tyranitar 9.64 Kingdra 9.379 Lucario 9.119 Mandibuzz 8.858 Volcarona 8.858 Staraptor 7.816 Torkoal 6.513 Heatran 6.513 Gliscor 6.513 Slowbro 6.253 Tentacruel 5.732 Gyarados 5.471 Mamoswine 5.471 Manaphy 5.211 Blissey 5.211 Goodra 4.95 Magnezone 4.95 Breloom 4.69 Umbreon 4.69 Entei 4.429 Skarmory 4.429 Hydreigon 4.168 Donphan 4.168 Gardevoir 4.168 Mew 3.908 Infernape 3.908 Medicham 3.908 Venusaur 3.647 Serperior 3.647 Ludicolo 3.647 Azumarill is a really nice physical attacker that gets a set up move in Belly Drum. Azumarill can also carry the item Choice Band, which gives it a really good boost without setting up. Aqua Jet gives it a powerful priority attack that allows it to threaten faster opponents despite being relatively slow. It also is a common Pokemon and therefore makes a really good Pokemon for people who just started getting into the PvP scene. If you are interested in where Azurill and its evolutions spawn, please join the Official PRO Discord and type ^s Azurill, ^s Marill or ^s Azumarill in #bot-commands. - - Nature: Adamant | Ability: Huge Power | Belly Drum EVs: 252 ATK, mixture of SPD and HP | Choice Band EVs: 252 ATK, 252 SPD, 6 HP Gengar is a really solid special attacker that has a lot of different niche options. Taunt makes it able to beat Stall, especially if Blissey or Chansey does not carry a secondary attacking move outside of Seismic Toss. The combination of Sludge Wave and Shadow Ball paired up with Focus Blast makes it really hard to switch in. If you are interested in where Gastly and its evolutions spawn, please join the Official PRO Discord and type ^s Gastly, ^s Haunter or ^s Gengar in #bot-commands. - - Nature: Timid | Ability: Levitate or Cursed Body | EVs: 252 SPAtk, 252 SPD, 6 HP Clefable is a really good defensive Pokemon that has a lot of options. The ability Magic Guard makes it immune to status and hazards upon switching in as well as Life Orb recoil damage, the ability Unaware allows it to deal with scary set up Pokemon. It also has the option to set up with Calm Mind and it is able to heal with Softboiled or Moonlight. Keep in mind that the Unaware ability in combination with the move Softboiled is banned. Clefable also gets access to Stealth Rock, which was explained above. If you are interested in where Cleffa and its evolutions spawn, please join the Official PRO Discord and type ^s Cleffa, ^s Clefairy or ^s Clefable in #bot-commands. - - Nature: Bold | Ability: Magic Guard, Friend Guard or Unaware | EVs: 252 DEF, 252 HP and 6 SPDef Gyarados is a solid set up Pokemon with the move Dragon Dance. The ability Intimidate gives it the option to set up on physical Pokemon more easily, it also has the option of running Taunt which allows it to beat several threats in the current metagame. Waterfall gives it a really good STAB move, for the last move you can pick between Bounce, another solid STAB move, Earthquake or Ice Fang. The ability Intimidate is suggested, Moxie can definitely be used aswell. If you are interested in where Magikarp and its evolution spawn, please join the Official PRO Discord and type ^s Magikarp, or ^s Gyarados in #bot-commands. - Nature: Jolly | Ability: Swift Swim or Intimidate, Rattled or Moxie | EVs: 252 ATK, 252 SPD, 6 HP Slowbro is a solid physical defensive Pokemon that has a really good ability in Regenerator, which gives it 1/3 of its total HP upon switching in on the field. It has a really good move to regain Health Points in Recover. Calm Mind gives it an option to set up and Thunder Wave gives Slowbro some type of speed control. It also has good attacking moves in Psyshock, Scald or Flamethrower. If you are interested in where Slowpoke and its evolution spawn, please join the Official PRO Discord and type ^s Slowpoke, or ^s Slowbro in #bot-commands. - Nature: Bold | Ability: Regenerator | EVs: 252 DEF, 252 HP, 6 SPDef Tangrowth is another really good physical defensive Pokemon that also has the option to be a special defensive wall thanks to the item Assault Vest. The physical defensive Tangrowth usually carries Leftovers or Rocky Helmet with a few status moves such as Leech Seed or Sleep Powder. The Assault Vest set can only carry attacking moves, the main ones being Knock Off, Giga Drain, Earthquake, Sludge Bomb or Hidden Power Ice/Fire. If you are interested in where Tangela and its evolution spawn, please join the Official PRO Discord and type ^s Tangela, or ^s Tangrowth in #bot-commands. - Physically Defensive Nature: Relaxed | Ability: Regenerator | Physical Defensive EVs: 252 DEF, 252 HP, 6 SPDef Specially Defensive Nature: Sassy | Ability: Regenerator | Special Defensive EVs: 252 SPDef, 252 HP, 6 DEF Contribution Equilibrium, for helping me with some typos and giving me ideas idkup, for giving this thread a look and suggesting changes GlogS, for giving this thread a look and suggesting changes
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  15. MEMBER CATEGORY Smartest: mohtep12 Friendliest:randel00 Funniest:ceetiger Coolest: anykillador Comeback Player of the Year: hannibalph Most Talkative: ceetiger Most Trustworthy: randel00 Most Helpful: shinumaru Most Missed: no vote< Most Influential: shinumaru Most Intriguing: no vote STAFF CATEGORY Best GM: Neroli Best CC: No Vote Best MOD: Mutantspide Best CS: Artoriel Best Artist: Sirmeowington Best Mapper: Tiggus Most Professional Staff: Neroli Most Friendly Staff: Mutantspider Most Dedicated Staff: Saphirr Most Honorable Former Staff (who is NO LONGER staff): No Vote
    1 point
  16. Hey.. i want to sell all These pokemon, all prices Basis for negotiation. only Gold Server / Silver server Players need to get the pokemon on the Gold server or for +1cc and a buy of min. 15m i will switch and deliver. Items not included ! Accepting : CC = 330K RR = 620k MB = 30k And Pokedollar Trained Pokemon -->Lv. 100 Untrained Pokemon Sold Pokemon
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  17. Hello there big nerds! I ended up having 9 PvP Metagross and there's some I don't really need. To make it special, I've decided to put two of them on sale. All the benefits will go towards paying the Christmas Events for both my guild (which you can find in my signature and join if you want) and towards gifting newbies some stuff in Gold Server. These two are in a package TOGETHER. If you win the auction, you get both! Start: 1.5m Minimum bid: 100k No insta Auction will last 24 hours from the first bid being posted here. The only payment method is Pokedollars. Any off-topic comments will be immediately reported. Thank you! This is a Gold Server auction. If someone from Silver bids and wins, they must transfer. I ain't moving anywhere lmao
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  18. you can't bump it very hour BTW I BID to 1.4 m
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  19. The current best offer is 2.5m by LegitSD. The auction will end in 1 hour and 46 minutes from this message (ends at 21:44 GMT+1 Spain time). I would like to remind any future bidders that you cannot withdraw your offers nor offer anything aside from pokedollars or your bids will be invalid and reported. Bid quick!
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  20. hi !<3 first post i know, but i found this wee fella early on Rattata @ Rattata Hair Level: 5 Adamant Nature Ability: Guts EVs: 0 HP / 0 Atk / 0 Def / 0 Spe / 0 SpA / 0 SpD IVs: 31 HP / 29 Atk / 2 Def / 28 Spe / 30 SpA / 9 SpD - Quick Attack - Tail Whip - Tackle - Scary Face left EV's blank so is trainable, can do level service but not while keeping EV's blank thank u !!
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  21. I want to bid 2.4M, covering the previous bid. @Bhimoso
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  22. I want to bid 2.2M, covering the previous bid. @Bhimoso
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  23. Ive done all the requirements for legendary beasts quest, but scientist wont give me any bells. I can fight beast guardians, but I dont have a bell and I cant get it. I have attached pictures showing that I have done everything that is required (For some reason picture with Ho-oh and Suicune wont upload, but I have their seen data too. Please fix this.
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  24. I want to bid 2M, covering the previous bid. @Bhimoso
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  25. ign: draycex discord : lifenotdattebayo#1761 payment : cc=400k , money ign , reroll ivs 750k , nat rr 350k all prices are negotiable feel free to dm me 350k mega beedrill 600k mega metagross 200k rotom 250k char x 450k char x CLONE decent nature 700k H.A unaware clefable HP fire mega venu for stall teams decent nature MORE MONS COMING SOON
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