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C0mp

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Everything posted by C0mp

  1. Thanks a lot.
  2. Yes, the Deoxys switched into entry hazards, 3 layers of spikes and stealth rock. It was supposed to die but didn't.
  3. I was battling Nikola and just when I was about to win, the battle froze and gave me this message: I couldn't switch or do anything, then disconnected and now I have a cooldown.
  4. Player name: c0mp Showdown name: c0mp Server: Silver Timezone: Gmt -4 Rank on ladder: 15
  5. Player name: c0mp Showdown name: c0mp Server: Silver Timezone: GMT -4 Rank on ladder: 7
  6. According to you, the auction is over.
  7. 3.5m
  8. 3.2m
  9. 2.8m
  10. 2.4m
  11. According to you, the auction has 1 hour left.
  12. 1.7m
  13. Player name: c0mp Showdown name: c0mp Server: Silver Timezone: GMT -4 Rank on ladder: 11
  14. Player name: c0mp Showdown name: c0mp Server: Silver Timezone: GMT -4 Rank on ladder: 21
  15. C0mp

    Ladder Reset June 2020

    End it as usual. You can implement all of the new changes at the beginning of next month. New month, brand new start.
  16. That is simply untrue. Calculations aren't "excuses". In many matches, you sometimes need the time to calc to decide on whether or not an attack kills; this is very simple. If you think that your opponent is trying to "break your nerves" because they take 30 seconds each move (which they usually don't), then you are the one grasping at straws to limit the timer. I think that, regardless of the team archetype, players should be able to take the time to evaluate their decisions. Not every turn is a simple 5-second click, especially not against stall teams.
  17. Yeah, sorry, I don't agree with this. As a consistent PVP player, 15 seconds sounds way too short for most games. What people don't understand is that it can take a minimum of 30-40 seconds to do damage calcs and calcing a move can easily be a deciding factor in games. You also have to factor in people weighing out their options, which can also take up to 30-40 seconds per turn. So many people complain about the timer being too long, yet the 100 seconds we have on PRO are nothing compared to the 270-second timer on Pokemon Showdown. You have to understand-- just because a person is taking time with their moves, they are not necessarily time-stalling you. I've also seen many people complain about how if someone is using a stall team, they are automatically time-stalling, which is flat-out ridiculous. That is the entire point of a stall team: to stall the opponent. Personally, I like the current timer, it isn't too long or short in my opinion. I understand people want faster games, but the harsh reality is that this will not always be the case, especially in intense matches versus good opponents. -1
  18. I dont think it's fair to compare Pursuit Weavile to Magic Guard Clefable because they are not really all that similar. Sure, if your opponent has a Life Orb Magic Guard Clefable you can take advantage of that rather niche set easily, but adjusting to Pursuit Weavile is a much more difficult task. There really is no problem at all if your opponent knows you have Pursuit on Weavile, it's still going to be a viable asset to the team. It's not like using Pursuit Weavile is a generally unviable gimmick akin to Counter Chansey. When it comes to the moveset, I stand by what I said about Pursuit, Icicle Crash, Knock, Ice Shard being the best. I think Poison Jab is a niche move only used for Pokemon like Azumarill and perhaps Clefable. Even then, It doesn't do that much to the most commonly used Clefable spread: 252 Atk Life Orb Weavile Poison Jab vs. 252 HP / 252+ Def Clefable: 190-224 (48.2 - 56.8%) -- 34.4% chance to 2HKO after Leftovers recovery The fact of the matter is Pursuit is just too good not to use. You can trap the likes of Gengar, Chandelure, Excadrill, Serperior, and the list goes on. Low Kick on Weavile has use for mirror matches, sure, but otherwise I see no reason to use it. Sure, you can OHKO Tyranitar, Heatran and of course Bisharp, but Weavile generally has partners that can deal with those adequately enough anyway. I can agree that Weavile is practically deadweight against stall teams because of Alomomola — a hard counter to it — but against the most common weather teams (rain and sun), Weavile can hold its own. It can deal massive damage with Ice Shard to the sun sweepers because they are all grass types and Knock Off Torkoal's Heat Rock to minimize sun turns. Same deal with Pelipper. Keep in mind that rocks will be up in most of these scenarios, so if you click Ice Shard, it isn't always just a free switch if your opponent predicts it. 252 Atk Choice Band Weavile Ice Shard vs. 0 HP / 0 Def Venusaur: 218-258 (72.4 - 85.7%) -- guaranteed 2HKO 252 Atk Choice Band Weavile Ice Shard vs. 0 HP / 4 Def Victreebel: 264-312 (87.7 - 103.6%) -- 18.8% chance to OHKO 252 Atk Choice Band Weavile Ice Shard vs. 0 HP / 0- Def Shiftry: 312-368 (97.1 - 114.6%) -- 81.3% chance to OHKO Weavile can also threaten rains sweepers with Ice Shard chip damage and by Pursuiting the rain sweepers once the rain expires. Against offense, as I said before, there are drawbacks from just clicking the priority move. If you're looking at the typical offensive team, you have priority in the form of Dragonite Extreme-Speed, Bisharp Sucker Punch, or Lucario Bullet Punch/E-Speed. If they go for the priority move, and you go into something that can take the hit — they lose massive momentum. I understand that it is a double-edged sword if they instead predict and go for something like Swords Dance, or Dragon Dance, however. I have seen a common core of Weavile and Rotom-W which allows for immediate momentum into Weavile and an easy Pursuit. I'd say this is one of the most powerful cores in the metagame right now. I'd say it plays a huge role in the metagame as of now. I'm also trying to get behind the reasoning of putting something like Tornadus-Therian — a Pokemon that has barely even seen use yet — on S rank. It isn't that powerful and you could argue it sucks against offense because of priority users. While it has a nice speed tier and good defensive and offensive stats, Rotom-Wash also dominates the metagame and you have to rely on flimsy Hurricane/Focus Blast's 70% accuracy to do damage. Weavile is also on almost every team. I'm just not to sure about this final decision.
  19. The metagame is not dominated by Conkeldurr or Scizor. They just simply don't dominate in a metagame where Rocky Helmet Garchomp and Rotom-W are on every single team. They are also slow, so they have obvious flaws unlike Weavile. As I said, you can definitely Mach and Bullet Punch Weavile to kill it, but of course It's not always that simple. When it comes to Clefable, all you need is a bit of prior damage to 2hko it. Please elaborate more on the restrictions it has because personally I can't see how it's moveset is restricted at all. Conkeldurr is a good Pokemon. I think it is fair to keep it at A rank. It has it's drawbacks. It can easily pressure teams, but the biggest issue with it is prediction. It can be easily worn down if you predict incorrectly. It is also checked relatively easily because of low speed. When it comes to Rotom-W, I think the S rank is fair for it and won't argue much there.
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