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  1. Changelog 20.04.2026: Previously announced battle changes are now released after an intense testing phase: Moves that are disabled due to items like Choice Scarf, moves like Encore, or abilities like Gorilla Tactic can no longer be selected in the move selection and show the reason in the tooltip now. Coded Shields Down. Coded Infernal Parade. Coded Ivy Cudgel. Coded Wellspring Mask. Coded Hearthflame Mask. Coded Cornerstone Mask. Coded Dancer. Coded Shed Tail. Coded Psychic Noise. Coded Photon Geyser. Coded Toxic Chain. Coded Booster Energy. Coded Jungle Healing. Coded Quark Drive. Coded Protosynthesis. Coded Anger Shell. Coded As One. Coded Baneful Bunker. Coded Beads of Ruin. Coded Berserk. Coded Bitter Malice. Coded Bolt Beak. Coded Collision Course. Coded Court Change. Coded Double Shock. Coded Dragon's Maw. Coded Earth Eater. Coded Electromorphosis. Coded Emergency Exit. Coded Fillet Away. Coded Fishious Rend. Coded Glaive Rush. Coded Good as Gold. Coded Gorilla Tactics. Coded Grassy Glide. Coded Hadron Engine. Coded Hydro Steam. Coded Ice Scales. Coded Mimicry. Coded Mycelium Might. Coded Neuroforce. Coded Population Bomb. Coded Punk Rock. Coded Purifying Salt. Coded Queenly Majesty. Coded Raging Bull. Coded Revival Blessing. Coded Rocky Payload. Coded Ruination. Coded Toxic Debris. Coded Vessel of Ruin. Coded Zen Mode. Coded Fickle Beam. Coded Shell Side Arm. Coded Minimize. Flinging Light Ball and Mental Herb to the opponent now will respectively Paralyze and cure Taunt/Disable/Encore... Rocky Helmet's hurt message will stop unnecessarily displaying if the opponent would faint 1st from either Rough Skin or Iron Barbs. U-turn/similar KOing the opponent that had used Destiny Bond the turn before and moved again 1st will no longer deny the pivoting from the U-turn. Poltergeist's item message now only displays when it will deal damage to the target holding an item. Supercell Slam now will make its user crash against Volt Absorb/Motor Drive/Lightning Rod opponents. Electric-type moves will no longer be able to miss VS Volt Absorb and Motor Drive opponents. User's Download will no longer activate on a fainted target, typically when it was brought onto the field via U-turn/similar and the target fainted from the U-turn. The Terrain removal effect from Ice Spinner will no longer be denied by the opposing Red Card. Focus Sash now will trigger on holder's self confusion damage to leave it with 1 HP if the damage would have fainted it from 100% to 0% HP. Mirror Armor will no longer trigger on Sticky Web's SPD drop. The misleading "Substitute taking the hit" message when Future Sight was used by an Infiltrator user and that user was on the field the turn it hits the opponent will no longer display. Dire Claw and Relic Song will stop triggering the opposing Vital Spirit and Insomnia when they rolled for Sleep. Aqua Ring's extra "HP recovered" message has been removed. Perish Song now will fail to affect the opponent having an Ability making it immune to Perish Song's current type (Liquid Voice/Galvanize VS Water Absorb.../Volt Absorb...) Sketch now will successfully copy the move that can call other moves such as Sleep Talk, instead of copying the called move from Sleep Talk/similar. Sketch now will only copy the move instead of also copying its extra effect like switching, raising/decreasing stats... Disable now will disable the move that can call other moves such as Sleep Talk, instead of disabling the called move from Sleep Talk/similar. Encore now fails by default VS all moves that can call other moves such as Sleep Talk. A Pokémon still asleep from a previous battle that concluded will stop always waking up on turn 1 in the next battle. Gems' "strengthened" message now comes right before damages will be dealt instead of after. Unnerve's message now will mention the opposing team instead of the current opposing Pokémon facing the Unnerve user. Additional changes added to this update: Coded "Guard Spec.". Coded Core Enforcer Coded Heal Block. Coded Flail. Coded Spectral Thief. Coded Rage. Coded Round. Coded Dazzling. Coded Armor Tail. Fixed a bug that could be abused to increase your battle timer. Fixed moves wrongly redisplaying in the move selection from the battle window after pressing the Cancel button when you were in condition to only use Struggle. Double Iron Bash and Plasma Fists now will receive Iron Fist's 20% Power boost. Defog now can remove any of the 4 Terrains. Imprison's lock effect will stop preventing moves from being executed by being called by moves such as Sleep Talk. Throat Spray will stop activating when its holder selects a sound move and faints before having the chance to use it. Moxie, Beast Boost, Battle Bond, Chilling Neigh and Grim Neigh will stop triggering when their user would KO the last alive opponent with a damaging move. Soul-Heart won't activate anymore when the last alive opponent faints regardless of the method. Bulletproof, Soundproof and Sturdy now won't trigger when their user used Protect on a move that would allow these Abilities to trigger. Toxic Orb now triggers for Poison and Steel types if they have Corrosion. Toxic Orb won't trigger anymore if its holder is grounded while Misty Terrain is still active. Only 1 "weakened" message will be printed when the Delta Stream user is hit by a multi-hit Ice/Rock/Electric move. Secret Power now will have the 30% chance to lower the opponent's Spatk by 1 stage under Misty Terrain. Burn Up will no longer thaw out its user if it failed because the user wasn't Fire type anymore. Burning Jealousy now will ignore the opponent's stat raises from its Weakness Policy to determine if it has to burn that opponent or not. Sleep Talk now will have its PP depleted when it failed because it couldn't call another move when used by an asleep user while it was the only move in the moveset. The Choice-lock effect now resets after using Transform, no longer making you Struggle the next turn if you only had Transform with Ditto before. Future Sight now correctly triggers the opposing Red Card only after it dealt its damage. An active Magic Room no longer prevents Pickpocket from triggering. Kyogre and Groudon holding their respective Orb will now transform into their Primal Form upon entering the field for the first time, rather than already being in their Primal Form. Unnerve now triggers before Entry Hazards. Color Change will stop turning its user's type into "None" and give Fire or Flying type instead, when it lost its current typing due to Burn Up or Roost and got hit either by a Fire-type or Flying-type attack respectively. Metronome will no longer be able to call the "Hidden Power Type" we sometimes use. Wishiwashi's Schooling now will correctly trigger after being switched in for the 1st time. Z-Memento and Z-Parting Shot now correctly heal the switched in/dragged out ally only within the same turn they were used. Z-Memento and Z-Parting Shot now can heal a dragged out ally when their respective fainting and switching effect was denied within the same turn. Secret Power now will have the 30% chance to lower the opponent's Speed by 1 stage under Psychic Terrain. Z-Copycat will no longer print "Pokéname unleashes its full-force Z-Move!" when the copied move was an offensive one. Using Z-Transform will no longer remove the trapping effect you applied on the opponent such as Block. Blood Moon and Gigaton Hammer that were called by Sleep Talk will no longer count as the 1st use. Mirror Coat now works with the damage from Shadow Half. Hyperspace Fury now will only be selectable and usable by Hoopa-Unbound and by a user transformed into Hoopa-Unbound. User's held Eject Button will no longer activate when the opponent faints before having the chance to use the offensive move it selected. There will no longer be an unnecessary "can't use" message when the user's consecutively executed move like Outrage was disabled and it faints the next turn before having the chance to use it again. There will be an Intimidate message now before Hyper Cutter, Oblivious, Own Tempo, Scrappy and Inner Focus deny the Attack drop to make it less confusing. Glaciate's Speed drop chance now is 100% instead of 50%. A Magic Guard user now will be immune to the damage from Bad Dreams and Aftermath. Rage Fist now gets its +50 Power boost when its user gets hit by Future Sight. Switching out an Unnerve user now allows the opposing held Berry to trigger if it meets the conditions to do so, just after the new user gets on the field and before its Ability triggers, instead of at the end of the turn. User's Unnerve will now always activate before other Abilities that trigger when entering the field, with the exception of Neutralizing Gas that always triggers before Unnerve. Curse not used by a Ghost type won't be affected by Pressure anymore. Magic Guard will stop printing a preventive message for its user at the end of the turn when the residual damage from Black Sludge, Leech Seed, Ghost-type Curse, and Binding moves such as Magma Storm are denied. All sources of indirect damage that are coded are now covered. A Magic Bounced Entrainment will print a "But it failed!" message if the new target has an Ability that makes the Bounced Entrainement fail such as Truant, Multitype, Disguise... Receiving Truant from an opposing Entrainment now will always make the Truant receiver loaf around the next turn, regardless of if the receiver moved before or after having received Truant.
    8 points
  2. WELCOME TO MY POKEMON SHOP HERE I'M SELLING POKEMONS PAYMENT METHODS POKEDOLLARS CC: 500k IV ROLL: 700k NATURE ROLL : 350K ALL PRICES ARE NEGOTIABLE YOU CAN PM ME ! IN GAME : KHONTKARRK DISCORD : vaxildan8 600k 400k 350K 200k 100k
    2 points
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  4. I get why it’s frustrating. Terms like “epic” or “godly” are very subjective and mean different things to different players. For serious PvP players, those labels usually imply good or great stats...20+ or 25+ in key areas with proper stat distribution, with 31 Speed usually. Others tend to focus only on the headline numbers, so something that is a full 20+ might get called “epic” even if the overall spread isn’t great. Personally, I don’t really agree with that (every 20+ being epic...nah). At the end of the day, these words are more like marketing terms than anything else. I try to use them carefully. Only when something is genuinely strong rather than just average. If it’s average or below average, I won’t label it as "epic". The problem is that without any official guideline defining what these terms actually mean, everyone ends up using their own standards. I’ve written my own guideline(s) in the “Listings” section of my signature, but that’s just my perspective (it’s not necessarily the correct one). It also gets tricky in borderline cases. For example, if something meets most expectations but falls just short having 19 DEF/18 DEF instead of 20+ with 31 Speed, and the rest of it is really good on "X" Pokémon to bring it to that epic standard, does that disqualify it? These would fall into borderline cases that are likely to frustrate people and create extra work for moderators, especially when the difference comes down to just one or two IV points missing the guideline. At that level of detail, it can start to feel really petty and not really worth the added complexity. Situations like that can quickly become messy, and trying to strictly define everything probably isn’t worth the hassle overall. Still, I completely understand why it bothers people.
    2 points
  5. Details: Start Price : 1m Min Bid: 200k Insta: n/a End point: 48 hours after initial bid Accepted Payment: Pokedollars, Coin Capsules (x1 Coin Capsule = 500k) This is a silver Server auction. You may bid from any server but you must transfer to silver Server upon winning the auction. You may place bids here or in game. The 15 Minute rule will go into effect if a bid is placed in the last 15 minutes
    1 point
  6. lemme know when ur gonne be online
    1 point
  7. Did Z Ring and Groundium X.Fully legit
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  9. would buy tyrogue(600k) + gligar jolly immu (400k) + bulba(250k)+ ada dragonite ha(400k) can we do 1,5m for all? 150k discount
    1 point
  10. Hello @M1dnight01 I have moved the thread to a more fitting sub forum. Kindly, K-Mew
    1 point
  11. Hello everyone! This is my first time creating a topic in the Player Introduction section. My name is M1dnight, and this is the story of my Rate My Team (RMT) PvP website, designed primarily for the Pokémon Revolution Online (PRO) new PvP players. ↳ M1dnight - National Dex OU ↲ Picture 1: A first look at M1dnight - National Dex OU Homepage Picture 2: Pokémon Listing Who is "M1dnight"? So, who am I? I’m just a kid who fell in love with Pokémon at a very young age. At 10 years old, I already had a passion for the world of Pokémon. By 17, I discovered Pokémon Revolution Online (PRO), which opened up my whole new way to play Pokémon. Now, at 23, that passion hasn't faded, it's only grown. I still carry that same excitement for the Pokémon franchise and the strong bond I’ve built with the game as well as the community. That bond is exactly what inspired me to build a website for new players looking into the PvP arena: M1dnight - National Dex OU. Why did you decide to work on this project? I still remember the first time I tried PvP, that thrill was just "different" compared to battling NPCs or wild Pokémon. It pushed me to research more about competitive play, which led me to the Smogon Forums. Smogon is where the pros go, and it’s an incredible resource but I’ll never forget how it felt the first time I visited. I was completely overwhelmed. There were so many categories, redirects, links and breadcrumbs,... on a single page that it took me nearly two months just to get used to the layout. Later, when I introduced my new friends to Smogon so they could learn more and improve their PvP skills as well as teambuilding, I saw the same thing happen to them. They were eager to learn, but the "wall of information" made them lose interest. Most of them just got bored or frustrated. I started wondering: What if I could build a website that offers the same depth as Smogon RMT, but with a simpler, more attractive interface for younger players and beginners? That’s the reason why I started this project. What is the website all about? The target users are players who are new to PvP and don't know where to start or how to build a team. The website not only just a list of teams, it’s a place to understand how they work. Why are these specific Pokémon chosen? What are their specialized roles and capabilities? How does the team handle threats in the meta? The site includes detailed analysis sections for each Pokémon, a breakdown of the team-building process, a list of major threats to watch out for, and proof of peak (showing that the team actually works). It’s all the professional depth you’d expect from Smogon, but delivered in a way that is much easier to digest. Picture 3: Team building process of a post Picture 4: Usage tip/Description of each Pokémon Picture 5: Major Threats and Team Details Summary But We Already Got Smogon RMT. Why Just Not Use It? You Wasted Your Time Making This! I know what some of you might be thinking: "Why waste time building this when Smogon RMT already exists?" It’s a fair question. If my goal were to replace Smogon, it would be a waste of time. But that’s not the point. Think of Smogon as a university-level encyclopedia, it’s deep, legendary, and the ultimate source of truth. My site is more like a "Quick-Start Guide." I built this specifically to bridge the gap for players who find the encyclopedia intimidating. If this site helps even five new players feel confident enough to eventually use Smogon and join the competitive scene, then every hour I spent coding was worth it. This isn't a replacement, it’s a stepping stone. The Technical Side To make the site as fast and smooth as possible, I built it using a modern stack: Framework: Next.js 16 and React 19 for a seamless, "app-like" feel. Database & Auth: Supabase, which handles our team data and user sessions. Styling: Tailwind CSS 4 and Framer Motion for those smooth animations that make the site feel "alive" and attractive to younger players. Pros & Cons Pros: Beginner-Friendly Strategy: Instead of just data-dumping stats, the site focuses on "strategic storytelling"—explaining the why behind every team choice. Pro-Level Visuals: Full integration with Showdown sprites and PokeAPI ensures every Poké-card looks clean, professional, and familiar. Built for Speed: Using Next.js 16 means the site is incredibly fast and responsive, whether you're researching teams on your PC or checking a matchup on your phone. Community-First & Verified: Every team includes a "Proof of Peak" section, so you know the strategies have actually been tested and proven on the ladder. Dedicated to our Meta: Unlike broad platforms, this is built specifically with the PRO community in mind, focusing on the National Dex OU format we love. Cons: Unseen Bugs: As a solo developer, I’ve tested as much as I can, but there may be bugs I haven't encountered yet. I’ve included a Report and Feedback section in the footer. If you find any erros, glitches or even simple grammar mistakes, please don't hesitate to let me know. I'll be looking into every report to give you the best experience possible! Performance Scaling: The site currently pulls API data from Gen 1 all the way to Legends Z-A. While I’ve optimized it for now, I’m still monitoring how it will handle performance as the project scales up. Movepool Inaccuracies: Because our current API is based on Gen 9 SV movesets, some Pokémon might be missing moves that are legal in National Dex OU (like Alomomola's Toxic). If you notice a missing move that should be there, send me a ticket, and I will add it to the database! The Road Ahead This is just the beginning! I also have plans for improvements, including: Data Optimization: I plan to remove Uber-tier Pokémon from the main data pool to make the website's performance even smoother and more focused on the OU meta. Real-time Usage Data: If it is possible to connect with the PRO Development Team, I would like to work with them to pull real-time usage data. This would allow the site to automatically track which Pokémon are trending in the meta every month. Manual Tiering: If a direct connection isn't possible, I will manually configure a "Tier" section, sorting Pokémon so you can easily see who is currently at the top of the meta. User Profiles: I’m working on a function that lets you view your own profile (and others). You’ll be able to see post statistics, avatars, likes, comments, and joined dates to help build our community further. A Quick Tour of the Site Before I wrap this up, I want to show you more what to expect. Here are another overview screenshots of the website in action, so you can see the results of my progress! Picture 6: Login page Picture 7: Register page Picture 8,9 & 10: Team Building and Analysis section Picture 11: Profile page Picture 12: Save Posted page Picture 13: Help & Feedback page Conclusion I want to be very clear: I have nothing but respect for the Smogon community. Smogon has been my guide for years, and without it, I wouldn’t be the player I am today. My project isn't about competing with or "downgrading" what Smogon has built, that would be impossible! Instead, I want to take the high-level strategies they’ve perfected and make them more accessible for new PRO players. Finally, I hope this website helps you find the same excitement in PvP that I found years ago and thank you for reading! Have a great day everyone.
    1 point
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  17. Hello Everyone, To clarify, the winner is @Zi00 with 12.7m as @Zeroeevee's bid invalid due to being after the auction had already ended. @Henry001, I would advise reviewing the auction and trade rules. Sincerely, Tandemaus
    1 point
  18. Lemmie know when you're online @Themarvelx or message me on discord!
    1 point
  19. We asked someting similar in the past iirc and it was rejected. But I understand. it is very annoying.
    1 point
  20. 300k ttar , 350k peli
    1 point
  21. Pelipper 300k
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  22. 250k peli and 250k tyra
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  25. start Pelipper
    1 point
  26. OMG! thx for this I am so newbie and this will be amazing for me
    1 point
  27. Important. This guide assumes you already understand the Auction Rules. If you’re not fully familiar with them, please read the Auction Rules first and learn them in their entirety. Once you’ve done that, come back to this guide. The Auction Rules can be found here. This guide is still a work in progress. I plan to add more over time, so please bear with me. It’s written with both new and experienced players in mind. Some sections may feel obvious or not especially advanced to certain readers, but I’ve included my own thought processes throughout. It also may not look as polished or structured as I ultimately want it to be just yet (for now). I’ve outlined and created some of the sections below I want to comment on, and I’ll be gradually working through them and sharing my thoughts as they develop. If even small parts of it prove useful, then it’s done its job. Take what resonates, leave what doesn’t, and enjoy. 1. Foundations of Auctioneering. What auctions are (and aren’t), when to auction and when not to, balancing short term profit with long term value, and the principles of quality auctioneering. What an Auction Is (and Isn’t) An auction is a way to discover market value through competition. It works best when there is demand and enough interested buyers to create momentum. An auction is: A process where buyers compete in the forum (or in-game), a way to let the market, not the seller, set the price (in a sense) and best suited for Pokémon or items with desirable traits or appeal. An auction isn’t: A guaranteed way to get a high price, a replacement for private sales or direct offers, or a place for unrealistic expectations. If a Pokémon or item has weak demand, poor timing, unclear value, an auction may expose that. When You Should Auction Auctioning makes the most sense when: The Pokémon has strong PvP relevance or rarity, demand exists with multiple players, you’re unsure of the value and want the market to decide, timing is favourable (events, meta shifts, player activity etc). Auctions shine when competition is likely. Ideally, two or three serious bidders can push a Pokémon or item beyond what a private sale might achieve. This is especially true for quality PvP Pokémon, very rare or limited cosmetics or mounts with high appeal. When You Shouldn’t Auction Not everything benefits from an auction. You may want to avoid an auction when: Demand is low or highly niche, the Pokémon or item is easily found (Standard Pokémon from a hunt with below average stats and no exceptional traits), you need quick liquidity (if you’re unable to wait the standard 24 to 48 hours of an auction, it may be better not to auction at all...unless you intentionally run a short auction of 10 hours or less and are comfortable accepting the risks that come with a reduced timeframe), you already have a fair private offer on the table. In these cases, auctions can stall, underperform or damage perceived value. Knowing when NOT to auction is just as important as knowing when to run one. This won’t apply to most players, but on rare occasions a PvP shiny or form of truly exceptional value, may actually be better sold privately to one or two specific buyers. If you’re dealing with something in a higher tier, you’ll usually know it. In such situations, a public auction can sometimes underserve you, especially when there’s already strong interest from a very small pool of serious collectors or PvP players. If you find yourself holding a genuinely rare gem, take your time. Gather multiple opinions, do your own research, and be cautious...particularly if you’re inexperienced and suddenly receiving a flood of offers that feel unusual. Protect yourself, trust your instincts, and don’t sell yourself short when you’re in one of these unique situations. Short Term Profit vs Long Term Value Some Pokémon are quick flips. Others are long term holds. Short term profit focuses on immediate demand, meta relevance and fast turnover. This approach prioritises liquidity and quick results (for most players, this tends to be the default...playing and making decisions with shorter term profit in mind). Long term value, on the other hand, is about recognising what is unlikely to be easily replaced. This may justify waiting for the right buyer, especially if the Pokémon has timeless PvP utility, an exceptional stat spread (nature, ability and IVs) compared to what’s available, collector appeal or other future relevance. Future meta changes can also play a role. For example, a Pokémon that is moderately valued today may become more desirable if a new Mega Evolution or game update is introduced later. In these cases, holding can mean sacrificing some short term value in exchange for stronger long term upside. Selling a high potential Pokémon or item too early could cost you more in the long run than waiting for the right moment or buyer. Quality Auctioneering Quality auctioneering isn’t just about posting it. It’s about presentation, trust and judgement. A well run auction includes: Clear, complete and honest details, sensible starting prices, good timing, good treatment to your bidders, with chill and consistent communication. Create confidence. When bidders trust an auctioneer, they engage with your posts more freely. This can be as simple as just starting your auction or placing some early bids. A likability factor (for one reason or another), having supportive guildmates, or others that wish to support you or because you’ve supported them in the past. Over time, this creates a positive and beneficial environment built around reputation and trust, and that can benefit everyone involved. Reputation compounds with time. A clean and fair auction today can make the next one easier and hopefully more competitive. 2. Buyer Preferences. Evolution decisions, how training may affect value, and some considerations relating to PvP players, collectors, and those buying for utility. Evolution Decisions Whether to evolve a Pokémon before auctioning sometimes isn't a simple yes or no. Keeping a Pokémon unevolved preserves flexibility for the buyer. Some buyers may simply prefer a Pokémon in its lower evolutionary stage...particularly collectors, or in the case of shinies and special forms. Preserving this flexibility gives buyers a freedom of choice and can help retain or increase value, especially for baby Pokémon and starters. In other cases, evolving a Pokémon (and training it and showing off its Mega Evolution) can make its role and idea's to the buyer much clearer, relating to PvP ideas or builds. As a general rule, evolution should be done if it clearly adds value or removes uncertainty...not just because it’s available. Think before making this choice. In many cases it won’t matter, but in others it can have a real impact (this is entirely situational). Training: When It Adds Value (and When It Doesn’t) Training can increase value. For PvP Pokémon etc, completed EVs, level, and moveset can make an auction more attractive by reducing effort for the buyer. Essentially, it removes a cost the buyer would otherwise have to pay. This can matter when the price of levelling or EV training is close to the Pokémon’s overall value. In those cases, the difference can be significant. For higher value Pokémon, however, training costs tend to be minor in comparison and have far less impact. Once again, the importance of this depends on the situation. For collectors (for any number of reasons), untrained Pokémon can just be their preference. Overall, training should be a deliberate choice, than an automatic thing. Consider what you’ve got and whether training really adds value. In many cases maybe not, but it’s still worth being mindful. If you’re unsure, get advice from people you trust. PvP Players, Collectors, and Utility Not all buyers are looking for the same thing. PvP players value readiness and obvious competitive relevance. Collectors may care more about rarity, form...even the fact that it's old or untouched in a long time. Collectors may value a wide range of unique traits, such as older Pokémon with very low ID numbers, Pokémon with all IVs under 10 in each category, Original Trainer (OT) names can also have some value...belonging to well known players, long standing community members, former staff, or other "thing" that collectors recognise and appreciate, legacy quirks or historical bugs that may have existed on certain Pokémon, unusual or "fun" IV patterns or simply favourite Pokémon collected across multiple event forms. When building a collection, preferences can vary widely. The collector market is broad and highly individual. What may seem unremarkable or illogical to one player, can quite easily hold strong meaning and value to another. Utility buyers prioritise function over perfection (such as a Breloom or a Smeargle etc built for hunting). When IVs are average or bad, but the Pokémon’s role is clear, utility is often the defining factor, in this respect. Pokémon for hunting is just one example (there are more examples). One advantage is that the player base is often a blend of "all" of these things mentioned. Many players are part PvP player, part collector, part hunter...meaning multiple interests are frequently covered at once. As a result, the PRO community will offer a healthy pool of potential buyers. If something is genuinely desirable, there’s rarely a shortage of players willing to compete for it. To be continued. The sections below are just notes and outlines, and will be expanded on further. 3. Pricing. Setting the Right Starting Price/Details (good listings build trust...how poor starting details such as too vague, too high, too low can damage credibility, suppress bids, hurt outcomes in ways that aren’t always obvious), Finding the Insta Buy Sweet Spot, Understanding Market Demand, Price Decay (why waiting too long can cost you), Being First to Auction Something New (or one of the first) vs Being Late…and More 4. Payment Methods and Their Value. Pokedollars and Mixed Payments, Why Some Payment Methods Should Be Valued Differently (relating to timing, events, demand and seller preference affecting the value...how adjusting valuation can subtly guide bidder behaviour) 5. Timing. Best Times to Start an Auction, Duration: Too Short vs Too Long, The Ending, Bid Momentum 6. Promotion and Visibility. Where to Promote (and where not to), Different Promotion Methods Explained, Cross Server vs Single Server, Avoiding Spam, Maximising Reach 7. Finding. Identifying "The Right" Buyers, Using Discord Effectively, Tagging Without Being Annoying, Making the Right People Aware (subtly), Why Relationships Outperform Mass Pings 8. Presentation. Formatting That Gets Attention...Clear, Clean, Professional Listings, How to Improve Presentation Over Time, Learning From High Performing Auctions, Misleading and “Half Misleading” Auction Titles: Why clear, accurate titles outperform exaggerated or those that are carefully framed…how the appearance of being misleading can damage trust, credibility and outcomes. Understanding “Epic”, “Godly” and Other Hype Terms…an honest look at popular buzzwords used to attract attention…what they should mean, how PvP players perceive them, where exaggeration starts to undermine credibility (in my opinion…since I use them often). Understanding “20+” and “25+”…and other similar labels. Why phrases like “25+ Bulk” or “25+ Except Attack” (and similar workarounds that aren’t a full and true 25+ because another stat may be a fail) can weaken your auction…even when the wording is technically honest and well intentioned. Deeper reasoning behind that, from my perspective. 9. Reputation. Why Reputation Matters, How to Avoid Being Ignored, Engagement (hearts, ticks and acknowledgement to bidders posts so they feel seen and valued), Consistency, Fairness, Follow Through 10. Service. When Offering an Auction Service Makes Sense, What Value You’re Actually Providing, Fair Percentages, Protecting Yourself, Why Trust Beats Fees 11. Organisation. Tracking Auctions with Discord Notes, Managing Multiple Listings, Follow Ups and Closing Loops, Staying Organised Without Burning Out (or getting into trouble with trade moderators) 12. Guilds, Servers (and the Effects). Why Guild Servers Matter, How to Join Without Being "That Guy", Building Presence Over Time, Effects in Auctioning 13. Price Checks. Sharing Price Checks Responsibly, Avoiding Bias, When to Give A Price Check and When Not To, Protect Your Credibility 14. Judgement. Should You Auction This at All?, Private Sale vs Public (explained in detail to support your own decision making) 15. Final Thoughts. Providing Real Value to the Community, Why Long Term Thinking (relating to your actions in the game) Pays More, Earn Lasting Trust
    1 point
  28. Sadly I have no idea of the prize pool, with it beeing a daily quest it will take quite some time before figuring it out, all I know is regular treasure room tends to give me TM-earthquake/dubious disc/gen1 fossile, while secret area gives me either earthquake or earthpower and 5 to 9 pkm encounter between scyther, teddiursa, huisian voltorb, hisuian growlith. every teddiursa and scyther held the item to evolve into ursaluna and kleavor respectively. regular treasure room also offers the possibility to revive a fossile from your inventory for free. The 'puzzle' part with the crystal is quite simple to understand: they're 7 spots that can hold any kind of crystal there's two columns of blue stones the left one tells you if the crystal you put is part of the solution the right one tells you if it's in the right position Exemples below In this situation I know the solution has 2 red crystal (left column got 2 rocks on) and none of the red crystal are in the right position (right column got none) Here I've swaped out a red crystal for a blue and I know that the blue crystal is in the good position because the right column got a new stone In this situation I know the ground crystal (dark brown) is not even present in the solution (since I need one more stone in the left column) and that I should replace it with a red crystal since I got in the 1st step the confirmation that the solution has 2 red crystals. Overall the fastest way to complete the puzzle while minimizing the steps is to take 2 crystals for the most common solution, and put them where it makes the right column grow, then take one of every other crystal, plant them in the spot where they can fit. if one of the crystal type is absent from the solution take a 3rd crystal of the most common color, else you'll have to try to add one more for the other variety. if that dosen't work at all you'll have to fetch the most common crystal type again, but hey at least you wont softlock the treasure room, just take a long time to find it.
    1 point
  29. thank you for the guide,i guess we need a solution to the "puzzle" and it's prize pool so we can decide which one we should get
    1 point
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