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Megancharlotte

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Everything posted by Megancharlotte

  1. Hello! I am creating a solid PvP team on the Silver Server and am currently looking to buy a PvP Garchomp. I am still learning the meta but have read that Garchomp is a great option as an all-around offensive pressure-switcher, and I would love to add one to my collection. I would ideally like the following: Nature: Jolly or Adamant Ability: Rough Skin (preferred) IVs: 28+ in Speed and Attack; solid HP and Defense EV trained (Level 100 is great, but not required) I came across this website:https://pokemonrevolution.net/ best-ai-chatbots/forum/topic/99045-pvp-ready-garchomp/?do=findComment&comment=559696 I will pay a fair price in Pokédollars. Please feel free to post your offers here or message me directly in-game. My IGN is [your in-game name]. Additionally, if you have any tips regarding how to get the most out of Garchomp in the current PvP scene, or further links on good team comps, I would really appreciate that too! Thanks all! I'm looking forward to trading fairly and learning from the community. Megancharlotte
  2. Got it! So every Pokémon in your auction has its own special timer that starts when the first bid is made. This makes the auction more exciting and introduces a new level of strategy since bidders must react fast to get the Pokémon before the timer expires. It's a nice system that could certainly bring a much-needed injection of energy, with every bid creating a sense of urgency. Are you going to have various lengths of timers for various Pokémon, or is it solely dependent upon the specific auction?
  3. There appears to be a problem with the length of the **Tailwind** move effect in your existing configuration. According to the description, the effect now lasts for 3 turns rather than the desired 4 turns. Here's how it should function: 1. Tailwind usage – The effect takes effect. 2. The effect persists before the Pokémon moves on the first turn. 3. The effect persists before the Pokémon moves on the second turn. 4. The effect persists before the Pokémon moves during the third turn. 5. The effect persists before the Pokémon moves during the fourth and last turn, and then the effect ceases. This guarantees that the Tailwind effect lasts for the entire 4 turns, as desired. The present workflow appears to be cutting off one turn too soon, so it would be beneficial to take a look at how the duration of the effect is being tracked and make sure that the final turn of Tailwind is indeed counted as an active turn. This might be done by tweaking the timing or turn order logic within the system to account for the proper number of turns of the Tailwind effect.
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