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Aggs

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Everything posted by Aggs

  1. Hello, I do not have Tutor Heaven on the right account. Currently, it is on my Silver account, which happened to be on Gold during the ladder reset, and I missed my opportunity to switch back beforehand. I would like it to be on my Gold, if possible. Thank you!
  2. Player name: Aggs Showdown name: Aggs Server: Gold Timezone: GMT -7 Rank on ladder: 8th(by Winrate)
  3. Player Name: Aggs SD: Wallero Stallero Timezone: GMT-7 Rank on Ladder: Gold 14th
  4. Player Name: Aggs SD: Wallero Stallero Gold Server GMT -8 Rank: 3rd
  5. Username: Aggs Server: Gold Country/Timezone: USA / GMT -8 Good luck to everyone!
  6. Neither Ash Gren nor Protean Gren are banned in Gen7OU, however, in Gen6OU, Greninja was banned in a similar fashion that Lando-I was in Gen6OU. Yeah, Blissey/Chansey get trapped by Dugtrio. But you know what's worse? Your Wallbreaker getting trapped, and you are against stall. A Dugtrio Stall is absolutely choking the metagame it exists in. A response to the old Dugtrio Unban thread: I don't think we can compare Manaphy's ban in BW to PRO, as weather from Abilities was Permanent unless changed otherwise are not exactly available to us in PRO. Pokemon deemed too unhealthy are banned, and ones that are not either stay, or fall off. It's the same with legendaries that are not box-arts. A Pokemon's Legendary or Mythical status hasn't affected its viability, and would have the same impact overall if it were a regular Pokemon. Lando-I, in my eyes, promotes a faster metagame. The shift may be difficult at first, but I assure you that it being difficult in the beginning is normal. I don't believe that Lando-I is going to put a chokehold on the meta, but more of a presence that just can't be forgotten. This faster meta, I assume, wants to revolve around somewhere between 309(Jolly Lando-T) and 328(Base 100, such as Manaphy). Of course, there are going to be the faster mons, and the slower ones, but this is just to give a general idea. Currently, I would say we are fluttering around 259(Ada Dragonite) and 284(Probably Toge's fault entirely), or 302(Jolly Excadrill), but its nothing objective. I just hope that the accessibility of the Kami Trio will shift us enough to the point of balance between as many team archetypes as possible.
  7. Woops, pressed enter while writing this. This text will be deleted when my post is finished c: TL;DR Baton Pass is not overpowered for the meta currently. Free Turns, Free Turns, Free Turns. ASSUME SCOLIPEDE IS THE BATON PASSER UNLESS OTHERWISE MENTIONED Baton Pass as an archetype thrives on attempting to force the opponent into giving you free turns, and turning those free turns into advantage, such as a Speed Boosted Togekiss or Manaphy. The receiver is determined based on both teams, and which is more likely to actually end the game. Togekiss and Manaphy pair well, as they accomplish similar things while also covering for each other. Both are fairly bulky SPATK setup mons that can beat Chansey and Blissey 1v1 due to the nature of their resilience to status, through Heal Bell and Hydration respectively. Manaphy is better for taking on teams that have more Flying resists and good Steel Priority, namely Heatran, Magnezone, and Scizor, whereas Togekiss is better at taking down the bulky Grasses and Water Immunities for Manaphy. Along with a Rocks Setter and good breakers, you get an Offensive team meant to capitalize on passive play, and meant to steamroll through slower games. However, there are quite a few flaws to a Baton Pass team built this way. For starters, if Baton Pass is against a faster-paced team, such as Volt-Turn offense or H.O., then Baton Pass realistically has no opportunity to start the train going, because there are almost never free turns. In PRO, there is no Substitute, which is the beholder of taking advantage of free turns, which forces the Baton Pass user to actually play the game, rather than twiddling their thumbs and pressing buttons in an un-interactive way. Protect is also not coded correctly, in the sense that you cannot Protect again after failing to Protect due to a switch, which gives away the free Speed that Baton Passers just love, although this is more than compensated by the Volt-Turn +1 Speed. Also in PRO, ANY NON-SPEED STAT LOWERING EFFECT WILL EFFECTIVELY SHUT DOWN SPEED PASSING. This is easily accessible, ranging from Intimidate, to Defog, or any drop from moves such as Shadow Ball, Moonblast, Play Rough, Earth Power, the rarer Energy Ball, and so on(These moves were listed first as they were the moves that came to mind if the Baton Passer was forced into a position to be swapped in). These moves, alongside the option of Haze, Roar, Whirlwind, and Dragon Tail, make any time spent getting Speed and Attack/Spatk boosts utterly wasted. Lastly, due to the common weaknesses of Rock and Electric between the main 3-centric baton core of Scoli/Mana/Toge, forcing another member of their team to take unfavorable damage on the Pass will severely hinder their ability to dissemble your own team. Just a little tidbit for other Passers: Espeon tl;dr Just hit it lol Espeon is so frail that attacking it before it can Calm Mind is just imperative. Doing anything else is essentially throwing, there isn't an easier way to put it. Bold Espeon is too slow to the point that slower threats such as Dragonite, Chandelure, and other Pokemon around that speed or faster, never allow it to get free turns. Timid is nearly the embodiment of paper, so if you sneeze on it, it'll surely faint. A Focus Sash cannot save Espeon from the Pursuit Trappers, as it fails to OHKO any of them with realistic moves (HP Fighting for Weavile and Bisharp), and will always be 2HKO regardless (OHKO in Tyranitar Case thanks to Sand). Rotom-Wash using Volt Switch into any Pursuit Trapper is the doom of Espeon. Rotom is almost always top 10 usage at worst, and with the rise of Muk-Alolan or the existing Weavile, this scenario is more than likely to turn the game to 5v6. Potential Offense before a Baton Pass or Calm Mind: [spoiler=Timid SPATK/SPEED Espeon]252 SpA Espeon Dazzling Gleam vs. 0 HP / 4 SpD Weavile: 200-236 (71.1 - 83.9%) -- guaranteed 2HKO 252 SpA Espeon Dazzling Gleam vs. 0 HP / 0- SpD Greninja: 258-304 (90.5 - 106.6%) -- 37.5% chance to OHKO 252 SpA Espeon Dazzling Gleam vs. 0 HP / 4 SpD Garchomp: 200-236 (56 - 66.1%) -- guaranteed 2HKO 252 SpA Espeon Hidden Power Fire vs. 252 HP / 252+ SpD Ferrothorn: 172-204 (48.8 - 57.9%) -- 45.3% chance to 2HKO after Leftovers recovery (Running HP Fire means you will always lose to Gengar if you are not running Focus Sash) 252 SpA Espeon Hidden Power Fire vs. 252 HP / 0 SpD Ferrothorn: 232-276 (65.9 - 78.4%) -- guaranteed 2HKO after Leftovers recovery [spoiler=Bold HP/DEF Espeon]0 SpA Espeon Dazzling Gleam vs. 0 HP / 4 SpD Weavile: 166-196 (59 - 69.7%) -- guaranteed 2HKO 0 SpA Espeon Dazzling Gleam vs. 0 HP / 0- SpD Greninja: 214-252 (75 - 88.4%) -- guaranteed 2HKO 0 SpA Espeon Dazzling Gleam vs. 0 HP / 4 SpD Garchomp: 166-196 (46.4 - 54.9%) -- 64.5% chance to 2HKO Potential Defense before a Baton Pass or Calm Mind: [spoiler=Timid SPATK/SPEED Espeon]252 Atk Life Orb Protean Greninja U-turn vs. 0 HP / 0 Def Espeon: 361-429 (133.2 - 158.3%) -- guaranteed OHKO 252 SpA Life Orb Greninja Hydro Pump vs. 0 HP / 4 SpD Espeon: 208-246 (76.7 - 90.7%) -- guaranteed 2HKO after Leftovers recovery 252 SpA Life Orb Greninja Dark Pulse vs. 0 HP / 4 SpD Espeon: 304-359 (112.1 - 132.4%) -- guaranteed OHKO 0 Atk Ferrothorn Knock Off (97.5 BP) vs. 0 HP / 0 Def Espeon: 200-236 (73.8 - 87%) -- guaranteed 2HKO 0 Atk Ferrothorn Gyro Ball (143 BP) vs. 0 HP / 0 Def Espeon: 220-261 (81.1 - 96.3%) -- guaranteed 2HKO after Leftovers recovery 252 Atk Garchomp Earthquake vs. 0 HP / 0 Def Espeon: 247-292 (91.1 - 107.7%) -- 50% chance to OHKO after Leftovers recovery 252 Atk Choice Band Weavile Pursuit vs. 0 HP / 4 Def Espeon: 278-330 (102.5 - 121.7%) -- guaranteed OHKO 252 SpA Gengar Shadow Ball vs. 0 HP / 4 SpD Espeon: 272-324 (100.3 - 119.5%) -- guaranteed OHKO [spoiler=Bold HP/DEF Espeon]252 Atk Life Orb Protean Greninja U-turn vs. 252 HP / 252+ Def Espeon: 237-281 (70.9 - 84.1%) -- guaranteed 2HKO after Leftovers recovery 252 SpA Life Orb Greninja Dark Pulse vs. 252 HP / 4 SpD Espeon: 304-359 (91 - 107.4%) -- 43.8% chance to OHKO after Leftovers recovery 252 Atk Choice Band Weavile Pursuit vs. 252 HP / 252+ Def Espeon: 186-218 (55.6 - 65.2%) -- guaranteed 2HKO after Leftovers recovery 252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 252+ Def Espeon: 208-247 (62.2 - 73.9%) -- guaranteed 2HKO after Leftovers recovery 252 SpA Heatran Magma Storm vs. 252 HP / 4 SpD Espeon: 169-201 (50.5 - 60.1%) -- guaranteed 2HKO after Leftovers recovery and trapping damage It just gets eaten alive, without enough offensive pressure to always get the kill, without Focus Sash as Timid. I kind of find it depressing that Espeon doesn't even OHKO a Greninja with a -SpDef Nature as Bold, but that's not the point here. What's the counterplay to an Espeon in a match up of the likes of Chansey or MG Clefable, where they are not able to put out that kind of pressure immediately? In the case of Chansey, there's almost nothing you can do, to be honest. Chansey is a Pokemon that gives heaps of free turns more often than not, and setup Pokemon always take advantage of Chansey, Espeon is no different. It's similar to the MG Clef case, due to Magic Bounce blocking status moves targeting the Opponent. MG Clef's best option is to go into a teammate that can pressure the Espeon. This is, however, considering ALL of Espeon's options. An Espeon with Stored Power will beat an Unaware Clef with enough boosts, but early on Espeon will not threaten Chansey or Blissey enough. With a low base HP, Timid Espeon just doesn't have the time to pummel over the SpDef giants: +2 252 SpA Espeon Stored Power (100 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 208-246 (29.5 - 34.9%) -- 13.6% chance to 3HKO (Alongside +2 Spdef that comes with calm mind) Espeon has to be used towards the end of mid-game to warrant any real threat, if any at all. It's just not good. Literally any other Current Baton Passer: It's pretty much the same as Espeon, whereas if you don't give free turns, they will not get the momentum they need to snowball. Aside from Togekiss and Mew, all of the other passers lack any offense whatsoever on their own. Just hit them with decent moves or taunt them. Please. Don't give them free turns, and you will be in a much better spot. I've pretty much repeated the same thing quite a bit by now: Do not give free turns. What does this exactly mean? Giving away a free turn is doing something that does not apply pressure on the opponent that turn, such as healing, switching, or using a status move, and it going unpunished. Depending on the situation, these moves may go punished. However, these options may allow your opponent to do the same thing. The severity of the punishment is what truly decides whether a turn is free or not. A couple of example situations: [spoiler=Examples]Player 1 - Player 2 Gliscor vs Rotom-Wash - Gliscor is Swapped Out for Ferrothorn, and Rotom-Wash Defogs away Stealth Rocks and Spikes. This situation is essentially a free turn for both players, however, this creates an extra free turn for Player 1, as Rotom-Wash(without HP Fire or Wisp) cannot punish Ferrothorn directly. I would say that Player 1 won out of that exchange. Player 1 - Player 2 Scolipede vs Rotom-Wash(Specs) - Scolipede uses Baton Pass, and switches in Garchomp, and Rotom-Wash Hydro Pumped, landing the hit. This situation just turned sour for Player 1, as they were expecting a Volt Switch from Rotom-Wash. They attempted to make the most of their turn, by trying to get in Garchomp without taking damage. This also wastes the turn or turns spent adding Speed Boosts, as now Garchomp is susceptible to a Priority Attack, if it didn't die to Hydro Pump already. Player 2 won the exchange. And, to top it all off, I will add 3 replays, 2 from the most recent Ladder Tournament, and one from the 24th Ladder Tournament(Started in Sept. 2019), which showcases exactly what happens when Baton Pass is given free turns, with a short analysis of the turns given away for free, and what could've been done to prevent it. Replay 1: Volbeat Baton Pass. https://replay.pokemonshowdown.com/gen7anythinggoes-1095421229 [spoiler=Analysis] Stall vs Baton Pass is a terrible match up for stall no matter how you look at it. Baton needs to run stallbreakers such as Heal Bell Plot Roost Togekiss, or Rain Dance Manaphy, to have a shot at getting through an evenly-skilled player, and these stallbreakers do their jobs well. This game shows why giving away free turns so easily is a loss for stall. Turn 1: Chansey vs Dugtrio - Chansey is Switched to Amoonguss, Dugtrio gets up Rocks. It's Stall vs Baton Pass, and the suicide lead is gonna get up rocks. There isn't much you can do to stop the rocks here. Swapping out was the most poor decision here in my opinion, as at least trading Stealth Rocks means the Stall Player can start racking up damage as the Baton Player switches. Giving any type of offensive team free SR with no contesting is a huge problem already. Baton 1 - 0 Stall Turn 2: Amoonguss vs Dugtrio - Dugtrio uses Earthquake, Amoonguss uses Spore. The Dugtrio has absolutely 0 reason to switch out, as it getting spored is best case scenario, meaning Amoonguss cannot spore anything else. Giga Drain(assuming it has it) would've been the best decision by far, as it would mitigate the Earthquake impact immediately. The turn doesn't have immediate impact, but is crucial for the long-term. Baton 2 - 0 Stall Turn 3: Amoonguss vs Dugtrio - Dugtrio is Switched to Volbeat, Amoonguss uses HP Ice. If the Stall Player had used Giga Drain the previous turn, I would not think that the HP Ice play would not have been as bad, as it does more to the potential Volbeat than Giga Drain would. Unfortunately, this is not the case. Based on the damage, we can assume the Volbeat is some +Spdef nature. Damage on Volbeat is crucial, so if the Baton Pass is thwarted, then Volbeat cannot attempt a huge push again. Baton 3 - 0 Stall Turn 4: Amoonguss vs Volbeat - Amoonguss is Switched to Zapdos, Volbeat uses Tail Glow. NO! No no no no no! You cannot ever do this. This is the most free turn that Volbeat could have gotten. Based on this play, and this play alone, I know the Stall Player is inexperienced with stall. That switch-out means this Amoonguss does not have Clear Smog, which is essential on a team that is weak to MG Clefable with Toxic. The score for the Baton - Stall does not matter, as no amount of points can measure how much momentum is gained here. Turn 5: Zapdos vs Volbeat - Volbeat uses Tail Glow, Zapdos uses Heat Wave. Finally, the Volbeat gets hit for real, but at this point it's too little too late. It's at +6 now, and is ready to Baton Pass. Turn 6: Zapdos vs Volbeat - Zapdos is switched to Chansey, Volbeat Baton Passes to Nidoking. Once again, even at this position, YOU CANNOT SWITCH LIKE THIS, YOU GIVE A FREE TURN AND LOSE HARDER. Going for any damage at all is necessary, or otherwise you will get swept. In 6 turns, the Stall Player has attacked twice. That's 4 turns of freedom within 6 turns, and a team given 4 turns of freedom in that short amount of time should essentially win the game on the spot. And that is what happened. Turn 7: Chansey vs Nidoking - Nidoking uses Focus Blast and misses, Chansey uses Stealth Rocks. Look, I cannot believe that games similar to this are deemed as Baton Pass being broken. Of course a +6 Nidoking is broken, it took 3 turns to setup. But when players, who are suppose to be at the higher end of skill in PRO, cannot deal with a Baton Team in a meaningful way, there really is no one to blame besides the player base's willingness to improve. You can say that at this point, it wouldn't matter what the Chansey goes for, and it may be because of a tilt factor. But this game is just one example of a free win for Baton Pass, because the opponent does not challenge it. Replay 2: Togekiss Baton Pass. https://replay.pokemonshowdown.com/gen7anythinggoes-979595157 To Be Continued
  8. Player name: Aggs Showdown name: Wallero Stallero Server: Gold Timezone: GMT -8 Rank on ladder: 1
  9. I'm guessing how this happened was queueing right after letting a Match get Wasted, and getting a game before the other preview has time to disappear. I didn't catch it in time, but it is gone throughout the entire duration of Team Preview. Just looking to get my points refunded, I don't really care about their points or my W/L, as this was out of my control.
  10. Aggs Gold Rank 13 SD Name: Wallero Stallero GMT -8
  11. IGNS | SHOWDOWN AGGS - WALLERO STALLERO KBOWW - KBOWW NAKOFUM - NAKOFUM @Kboww @Nakofum Aggs#5274 Kboww#5487 Nakofum#1891 Agg: GMT -8 Kboww: GMT -5 Nakofum: GMT +1
  12. Player: Aggs SD Name: WalleroStallero Server: Gold GMT -8 Place: 4th
  13. Player name: Aggs Showdown name: Wallero Stallero Server: Gold Rank on ladder: 12th Already in the discord, just need a role <3
  14. I absolutely LOVE YOUR WORK, KEEP IT UP MAN! Definitely a recommended service
  15. +1, I would really love to be able to use some of the dead pokes in my pc
  16. Sorry, I'm looking for a better one.
  17. Looking for 20+ Regenerator Tangelas or Tangrowths, needs HP Fire/Ice. Budget : 2M, will be negotiated. My Discord : Aggs#5274
  18. PLAYER CATEGORY Smartest: Idkup Friendliest: IceFlake Funniest: ShadyShiftry Coolest: Xmonts Comeback Player of the Year: Exclusivez Most Talkative: Exclusivez Most Trustworthy: Kboww Most Helpful: Allsmell Most Missed: Gwapogi30 Most Influential: Idkup Most Intriguing: DrDoctor Most Experienced Player: Deidaraa Best/Funniest Username: W4lr055k45t4n13 Most Professional Guide Maker: Bhimoso Most Professional Discord Moderator: Aggravatings (No, Not Me :^) ) STAFF CATEGORY Best Mapper: Aspheric Best Artist: Sirmeowington Best Content Scripter: SuckerPunch Best Community Coordinator: Shinohara Best Moderator: Novus Best Trade Moderator: Incarnate Best Tester: Tangrowth Best Game Master: Logan Best Admin: Shaolan Best Developer: Walross Best Staff Username: SuckerPunch Most Professional Staff: Shinohara Most Dedicated Staff: Shinohara Funniest Staff: Aspheric Friendliest Staff: Novus Most Honorable Former Staff: Shane Most Missed Former Staff: Fluffles
  19. Just a note that Drought is not the Hidden Ability of Torkoal, Shell Armor is the H.A. Just a note for the seller/buyers.
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