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Idkup

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Everything posted by Idkup

  1. Idkup

    Legends

    tfw people think manaphy is more balanced than regigigas... seeing as it's probably the most likely one to be released next: Manaphy @ Leftovers Modest Nature Ability: Hydration EVs: 248 HP 252 SpA 8 Spe -Tail Glow -Scald -Rest -Rain Dance / Energy Ball / Hidden Power Fire totally not going to kill stall entirely
  2. Re: Ingame BOSS [updated Boss Cooldown Checker 13/11/16] <t>just got a Straw Hat 2 from Bugsy, should be added to loot table</t>
  3. first off there is no baton pass tm second off passing +1/+1/+1/+1/+1/+1 is broken as hell
  4. The very act of spinning is a free turn for your opponent to switch in. In fact, the lack of Unaware hampers defensive teams more than the lack of items hampers HO/BO/Balance, mostly due to a single Pokemon: Azumarill, which dismantles stall teams extremely easily after a few forced switches rack up Stealth Rock damage, and Tentacruel/Skarmory are removed or significantly weakened. Furthermore, Breloom just laughs at common stall cores... such as Slowbro + Blissey, Blissey + Skarmory, etc... dunno why this mon isn't more popular lol Also, Taunt ruins stall. Period. No Magic Bounce.
  5. mfw this entire thread doesnt understand economics
  6. how about instead of spamming forums you buy some MS and sell them for 500k? :) Control the means of supply.
  7. You don't always need a tank, however chances are a tank might be the best option for you to check certain threats.
  8. well @ which rating are you?? most of the teams at top carry skarm/ferro+srock setter.. even if ur mons are all srock resistant, you will get massacred by skarm phazing ur whole team around hazards (spikes+srock)... if you pretend to go serious, hazard removal is necessary.. you just need to know when to get it in and u won't lose momentum im between 450 and 500. i run triple taunt + magnezone. screw losing momentum with spin/defog, if your opponent is smart it's damn obvious you're about to use them, and spinblocking is ez af while defog is a free switch for literally anything. How about you learn what Hyper Offense is about. :) Skarmory and Ferrothorn are a welcome sight for my team, 5/6 of my mons shred them.
  9. hazard removal is by no means necessary, in fact it can be a drain on momentum. as logn as you aren't running a bunch of sr-weak mons you'll be fine
  10. Re: PRO Viability Rankings (PVP) v0.95.7 <r><QUOTE author="shewas15"><s> </e></QUOTE> I'll make this brief. It's not that Dnite should rise. It's that Garchomp should drop. Dnite can at least deal with faster stuff and random priority like Tflame's Brave Bird and Mamoswine's Ice Shard which rk Garchomp easily. If Dnite, which has a much easier time with Stealth Rock (it isn't insta killed by two switch ins) isn't as useful as Tflame because SR breaks Multiscale, that's exactly why Tflame should drop lol. Exca by no means relies on sand because it's defensive typing allows it to clean up slower teams without Sand Rush, as well as provide Rapid Spin support. Breloom, Azumarill, and Crawdaunt also pick off weakened Garchomp easily, and unlike against Excadrill, Azumarill can switch in for free against a predicted Dragon Claw / locked Outrage. It does nothing to Skarm but Skarm also does nothing to it because any hazards it tries to set get spun away, and Rock Slide chip damage will get to it because it can't Roost on Excadrill for fear of Earthquake. Excadrill also just outspeeds the mess of Pokemon lingering around 80 speed with a Jolly nature, which is to say, everything relevant Garchomp outspeeds except Garchomp itself, Salamence, Manectric, and um... 0 investment Talonflame?<br/> <br/> With regard to tflame: How the hell are you gonna set up Swords Dance on one of the frailest Pokemon in the game against offense no less?<e> </e></QUOTE> Lol .<e> </e></QUOTE> Glad you liked my post, even if you didn't read it.</r>
  11. Re: PRO Viability Rankings (PVP) v0.95.7 <r><QUOTE author="TR3Y"><s> </e></QUOTE> First of all you calculated the damage on a Talonflame with no HP or Defensive investment so allow to me provide the correct calculations:<br/> <br/> 252+ Atk Huge Power Azumarill Play Rough vs. 248 HP / 252+ Def Talonflame: 80-94 (22.2 - 26.1%) -- 9.5% chance to 4HKO<br/> <br/> 252+ Atk Huge Power Azumarill Aqua Jet vs. 248 HP / 252+ Def Talonflame: 144-170 (40.1 - 47.3%) -- guaranteed 3HKO<br/> <br/> 252+ Atk Mamoswine Icicle Spear (2 hits) vs. 248 HP / 252+ Def Talonflame: 84-98 (23.3 - 27.2%) -- approx. 59% chance to 4HKO (Not to mention most Mamoswine in the game are Jolly)<br/> <br/> 252+ Atk Scizor Bullet Punch vs. 248 HP / 252+ Def Talonflame: 32-38 (8.9 - 10.5%) -- possibly the worst move ever<br/> <br/> 0 Atk burned Hippowdon Rock Slide vs. 248 HP / 252+ Def Talonflame: 106-126 (29.5 - 35%) -- guaranteed 3HKO after sandstorm damage<br/> <br/> And like you said for Talonflame, Dragonite is greatly hindered by stealth rock due to it's heavy reliance on its ability, Multiscale. Without Multiscale intact, Dragonite struggles to set up on many mons in the metagame. Its speed is an average base 80 and given the amount of Tyranitar / Hippowdon + Excadrill running around I don't see Dragonite deserving its place as an S rank pokemon. Sure you can pair a Defogger or Rapid spinner with Dragonite but that doesn't solve the problem of loosing its multicale to sand. And out of all of the pokemon in the entire game you only mentioned 4 pokemon that can easily revenge kill Garchomp (2 of which can only do half). And I try not to compare PRO to other metagames because they are entirely different. Just because a pokemon's capabilities on another game are not present in the current game doesn't make it bad. When coming up with viability rankings you have to ignore all other games and/or rankings and focus only on the game the pokemon is being ranked in. No pokemon defines the metagame in PRO but some do stand out and prove to be more influential than others. <br/> <br/> I understand what you are saying about Excadrill but I feel as though it is not an S rank pokemon. It relies heavily on the Sand and is EASILY revenge killed without it. Even in the sand pokemon such as Breloom, Azumarill, Crawdaunt, and Conkeldurr can pick Excadrill off with their respective priority moves. Its bulk is below par unlike Garchomp and relies on Earthquake as its strongest STAB move unlike Garchomp's Outrage and ability to carry Iron Head and Rock Slide just like Excadrill. Excadrill is walled by Hippowdon and is denied the ability to set up a Swords Dance on it due to its crippling weakness to the omnipresent Earthquake. Its Defensive and Choice Scarf sets shouldn't even be mentioned because its ability Mold Breaker is not working and there is no Choice Scarf. It is heavily walled by Skarmory and doesn't have any options of dealing with it unlike Garchomp's Fire Fang, Flamethrower, and Fire Blast.<e> </e></QUOTE> I'll make this brief. It's not that Dnite should rise. It's that Garchomp should drop. Dnite can at least deal with faster stuff and random priority like Tflame's Brave Bird and Mamoswine's Ice Shard which rk Garchomp easily. If Dnite, which has a much easier time with Stealth Rock (it isn't insta killed by two switch ins) isn't as useful as Tflame because SR breaks Multiscale, that's exactly why Tflame should drop lol. Exca by no means relies on sand because it's defensive typing allows it to clean up slower teams without Sand Rush, as well as provide Rapid Spin support. Breloom, Azumarill, and Crawdaunt also pick off weakened Garchomp easily, and unlike against Excadrill, Azumarill can switch in for free against a predicted Dragon Claw / locked Outrage. It does nothing to Skarm but Skarm also does nothing to it because any hazards it tries to set get spun away, and Rock Slide chip damage will get to it because it can't Roost on Excadrill for fear of Earthquake. Excadrill also just outspeeds the mess of Pokemon lingering around 80 speed with a Jolly nature, which is to say, everything relevant Garchomp outspeeds except Garchomp itself, Salamence, Manectric, and um... 0 investment Talonflame?<br/> <br/> With regard to tflame: How the hell are you gonna set up Swords Dance on one of the frailest Pokemon in the game against offense no less?</r>
  12. Nearly half of all teams I've seen carry some variant of Azumarill. Fail to keep it in check at your own peril.
  13. Re: PRO Viability Rankings (PVP) v0.95.7 <t>Stuff Garchomp's speed tier lets it revenge or sweep past in OU that don't exist here, when compared to other Dragon options such as Salamence or Dragonite: Charizard-Mega X, Charizard-Mega Y, Diancie (pre-Mega), Gardevoir-Mega, Kyurem-Black, Landorus-Therian, Medicham-Mega, Zapdos.<br/> <br/> (I haven't taken into account any of the vast array of UU and below threats which are viable in OU.)<br/> <br/> Here, base 102 is less important, as evidenced by the lack of the threats above. I am not arguing that Garchomp is not an excellent Pokemon in this metagame. I am arguing that it does not define the metagame, and is not above other offensive titans such as Gengar, Dragonite, and Excadrill. No one doubts Garchomp's damage output with Swords Dance. The problem lies in the fact that he is easily revenge-killed due to his lack of priority.<br/> <br/> Gengar's Shadow Ball hits 0/0 Garchomp for around half. Starmie's Ice Beam is a clean OHKO. Weavile's Ice Punch is a clean OHKO. Talonflame's Sharp Beak Brave Bird hits for about half. Combined with the near-impossibility of setting up Swords Dance safely against Balance/Bulky Offense/Hyper Offense, this essentially restricts Garchomp to one kill a game at best, and dead weight at worst. Furthermore, as you yourself mentioned, stall has Skarmory.<br/> <br/> I believe the main difference between our points of view is that you consider the Swords Dance boost a given, whereas I do not. Due to its predictability, Garchomp's Swords Dance is relatively easy to stop. For example, if you switch in on something normally safe such as Magnezone's Thunderbolt and attempt to set up on the switch, you could easily lose half your health to Flash Cannon instead, making you an easy revenge kill. Simply put, Garchomp has issues setting up without taking major damage, which due to its lack of a recovery option is a major issue.<br/> (As for the Ice and Fairy types, I was more referring to them preventing you from setting up)<br/> <br/> As for Talonflame, it requires quite a bit of team support to work effectively, which IMO is what keeps it out of S. However, Stealth Rock is quite difficult to remove against a good team, between HM-Defog not existing, Rapid Spin being blockable by Ghost-types, as well as the loss of momentum incurred by spending a turn to Defog/Spin, which is especially dangerous against those offensive teams that a full-health Talonflame can devastate.<br/> <br/> 252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 4 Def Talonflame: 118-139 (39.7 - 46.8%) -- guaranteed 3HKO<br/> <br/> 252+ Atk Mamoswine Icicle Spear (2 hits) vs. 0 HP / 4 Def Talonflame: 120-144 (40.4 - 48.4%) -- guaranteed 3HKO<br/> <br/> 252+ Atk Technician Scizor Bullet Punch vs. 0 HP / 4 Def Talonflame: 71-84 (23.9 - 28.2%) -- 93% chance to 4HKO<br/> <br/> These make it difficult for Talonflame to switch in on any of the Pokemon you mentioned - even Scizor 2HKO's Talonflame after Stealth Rock.<br/> <br/> I agree, the Taunt/Acrobatics/Roost/Will-o-Wisp set with defensive investment is a potent threat. But is it really S-Rank?<br/> <br/> Point taken on Hydreigon. I'm not very experienced with it and assumed that much of its viability came from a powerful Draco Meteor.</t>
  14. Please learn to stallbreak. It's easy without megas, and the meta is in no way stall lmao, with stuff like BD Azumarill and Swords Dance Dragonite running around and no Unaware walls for stall to defend itself against these ridiculously powerful mons. E: Megas would actually make stall worse. Just look at how cancerous OU is right now, filled to the brim with Mega Sableye stall...
  15. Nope lol Like half the megas are just straight-up broken... M-Sala, M-Kang, M-Gar, M-Blaze, M-Luke... How about fix all remaining broken moves such as Encore, broken abilities such as Sheer Force, and then start on megas?
  16. You have yet to explain one relevant reason to run Flash Fire over Drought on this or any set. If there were a Pokemon with Huge Power and Defeatist, would you bother making a set with Defeatist?
  17. Do you know what situational means? Situational means that it is the best option available at least some of the time. Here is an example of a situational set: Magnezone @ Leftovers Ability: Magnet Pull Nature: Modest EVs: 128 HP 252 SpA 128 Spe -Thunderbolt -Flash Cannon -Magnet Rise -Hidden Power [iCE] Hidden Power Ice Magnezone is situational as it is usually worse than Hidden Power Fire, however it is effective at luring opposing Gliscor, Garchomp, Salamence, and Dragonite. That gives it a small amount of utility if your team needs these Pokemon dead. Your set is absolutely horrendous and has no business competing with Gothitelle or Drought Ninetales in any matchup ever, bar perhaps a noob's Typhlosion running only Fire moves, which is a stupid and hilarious prospect at best. Not all Pokemon are meant to work competitively. Certainly not all abilities of Pokemon are meant to work competitively. Light Metal Scizor sends its regards. I am trying to make a new idea . I know Flash Fire Ninetales is weak and this strategy is weak . I just trying to make Flash Fire Ninetales not completely eliminated from PvP world . Flash Fire Ninetales is and will always be irrelevant in competitive play, unless Drought is banned. The boost that Flash Fire provides is lower than the boost Sun would provide on an offensive set, and Ninetales resists Fire anyways. E: eliminated reference to Shadow Tag, it was irrelevant
  18. Thanx but i said this strategy is situational strategy, and i made this topic just to give the people who have Flash Fire Ninetales a little hope. :Shy: Do you know what situational means? Situational means that it is the best option available at least some of the time. Here is an example of a situational set: Magnezone @ Leftovers Ability: Magnet Pull Nature: Modest EVs: 128 HP 252 SpA 128 Spe -Thunderbolt -Flash Cannon -Magnet Rise -Hidden Power [iCE] Hidden Power Ice Magnezone is situational as it is usually worse than Hidden Power Fire, however it is effective at luring opposing Gliscor, Garchomp, Salamence, and Dragonite. That gives it a small amount of utility if your team needs these Pokemon dead. Your set is absolutely horrendous and has no business competing with Gothitelle or Drought Ninetales in any matchup ever, bar perhaps a noob's Typhlosion running only Fire moves, which is a stupid and hilarious prospect at best. Not all Pokemon are meant to work competitively. Certainly not all abilities of Pokemon are meant to work competitively. Light Metal Scizor sends its regards.
  19. this will do pitiful damage to literally everything Gothitelle @ Leftovers Ability: Shadow Tag Nature: Bold 252 HP 252 Def 4 SpD -Calm Mind -Rest -Psyshock -Thunder Wave/Tickle how to trap everything better than whatever the hell that set is... 0 Atk Ninetales Dig vs. 0 HP / 4 Def Arcanine: 112-132 (34.8 - 41.1%) -- guaranteed 3HKO 252 Atk Arcanine Extreme Speed vs. 0 HP / 0+ Def Ninetales: 90-107 (31.3 - 37.2%) -- 0% chance to 3HKO after Leftovers recovery oh and guess what Arcanine can Morning Sun off any damage you do this is even more pitiful against stuff like Volcarona: 0 Atk Ninetales Dig vs. 72 HP / 0 Def Volcarona: 66-78 (20 - 23.7%) -- guaranteed 5HKO (lol) btw... 252 SpA Ninetales Fire Blast vs. 72 HP / 0 SpD Volcarona: 127-150 (38.6 - 45.5%) -- guaranteed 3HKO As always, Volcarona appreciates Quiver Dance bait. 0 Atk Ninetales Dig vs. 128 HP / 0 Def Magnezone: 164-196 (52.3 - 62.6%) -- guaranteed 2HKO 252 SpA Ninetales Fire Blast vs. 128 HP / 0 SpD Magnezone: 288-338 (92 - 107.9%) -- 50% chance to OHKO very funny. seriously this is worse than sap sipper whirlpool azumarill
  20. Re: ✱ Wings Of Destiny ✱ Blue Server · 18+ · International Guild <r><QUOTE author="Unequalrose"><s> </e></QUOTE> Darn :( well if you ever migrate to Blue let us know x3 we would be glad to have ya!!<e> </e></QUOTE> Of course I will :3</r>
  21. Or if you're like me get a team up and running in the first place xD still kinda new
  22. Any rating accumulated after the season ended does not count. ah well, at least it's good practice + lots of pvp coins xd
  23. Re: Ingame BOSS [updated Boss Cooldown Checker 06/11/16] <t>chuck seems to not require 301 hours, just beat him with 188 hours.</t>
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