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Etesian

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  1. Man, tons of topics in this section lately, business is booming! Now if only I was getting paid for this stuff... There's some stuff to improve here, but this is a nice job! Anywhales, let's get this goin': There's only really 2 variants to run on Infernape; special with Nasty Plot or pure physical, a mixed set is unnecessary as both sets have the coverage they need. So! I agree with Derpy up there, priority is pointless to run in-game on something this fast. Either run the Special set with Heat Wave (IMO better than Flamethrower because it's great in doubles, 90 accuracy is fine), Grass Knot, Nasty Plot (you don't have the bulk for Calm Mind), Uproar/HP Fighting or improve your physical one: swap Mach Punch and Flamethrower for Flare Blitz (yes, the extra power justifies the recoil, especially with this thing's lackluster defenses) and Acrobatics (Black Belt's boost is negligible anyways) or Punishment (check it out, but Acrobatics is (mostly) stronger and has better coverage since Ghosts and Psychic types are so rare now). Also, get those all EVs into one attack stat and all into Speed, or at least 192 into Speed. As is, threats like max-speed Staraptor can outspeed you and rough you up, while 192 lets you outspeed by one point and maybe even OHKO it with Thunderpunch. Still think you should go max on both tho. HMs are TMs now, so you can ditch Surf and Strength. On something this slow, Aqua Jet is a must for some good last-resort damage. And either go for Belly Drum (really worth it, even without a Sitrus Berry or what have you (though you could farm those, there's some in Aventurine iirc)) or Body Slam (Superpower is tempting, but decreasing your defense and attack is something you definitely don't want to do). First, Adamant. Second, Tailwind! The only thing really hindering a sweep by Honchkrow is Speed and Tailwind is the thing to use for that. Set Tailwind, sweep for 4 turns and grab Moxie boosts, rely on Sucker Punch to take it home once Tailwind is done. Aaaaaaand ditch Roost. No need for healing moves when we have healing items. Short answer: Heliolisk. Long answer: Heliolisk there's better. Namely Heliolisk, which has way better coverage and clearly better stats across the board as well as an actually useful Ability in Dry Skin. Grass Knot, Surf, T-bolt, Hidden Power Ice are the best it can do, and it does it great (Dark Pulse is also a good move on it). Instead of Sleep Powder, Hidden Power boosted by Technician is the way to go, HP Rock is always nice on Grass types, though Fire works pretty nicely too. For items, if you wanna switch the Miracle Seed (though it's perfectly fine)....give it a Black Sludge? Deeefinitely go for Justified. Really, what'll make you flinch? Mienshao is the standard Fake Out user in comp, yet Samson didn't have it (because the AI would've derped hard, but hey). All other attacks have a chance to flinch, an unreliable one. Instead, Justified boosts you whenever you take a Dark-type attack, which is neutral so the AI might actually even decide to spam that on you, who knows. Also, Psychic and Ghost types have and will be really rare, while Grass will really be coming in handy and it also gives you about the same SE coverage number. Also also, Scope Lens! Psycho Cut and Leaf Blade will crit 50% of the time with one of those on. Aaaaand that's that! Hope that helps you out some!
  2. Stealing Aya's Assault Vest in E13 only worked because, while Aya was following you, the game considered all battles to be "against wild Pokemon" so giving back items at the end didn't happen. It seems like that's not something that can be fixed ATM, since that is still possible, but her Dragalge now has just Black Sludge. That's the only instance of you keeping items stolen from a trainer because of a bug, it's otherwise impossible.
  3. Because items stolen from trainers are returned at the end of the battle.
  4. Considering you have 2 EQ users, a Boomburst user, a Thick Fatter and that Smack Down for Volcarona (#itssomething), I can see why you had an easy time. But fact is, she is tough. Tougher than previous leaders, that's for sure. The vast majority of the community agrees. So...if I may ask, what's the point of this topic? If it's to recommend a strategy for her, plenty have been posted around the forums. It's also extremely unlikely she'll get buffed either.
  5. Yeah, that's fine. It happens once in a blue moon, but it can also happen in Reborn. Or could happen I had that happen once in E10 and once in E12, over the courses of like 7 playthroughs.
  6. There won't be any more. The Reserves kicked in in-game for those gym leaders that met an unfortunate end both in the old online League. I think we'll be accessing the Dessert way later. Adrienn did say xe'd start fixing the city and since the train station is the main way for people to enter and exit the Reborn Region (iirc), that'd seem like a priority to fix. We'll probably still be messing around in Agate/Labradorra/Calcenon for at least one more episode, then it might be fixed by the time we get back.
  7. A lot of the stuff on his team is very bulky, so he's perfectly fine. There's also absolutely no point in running Speed EVs on stuff like Muk, like that would do anything Yeah, right, it doesn't even get Extreme Speed I've got Belly Drum, Headbutt for flinches, Play Rough and Dig on the thing. You definitely wouldn't be OHKOing a lot of stuff with just one DD, so if you don't want to take damage because you're not OHKOing, you'd need to keep setting up. While 2 DDs might be enough, you'd need at least the same amount of set-up time you'd need with the special set while the special set gives you more power since Sniper makes crits do x2.25 damage. Furthermore, Bounce's accuracy is atrocious on something you don't want to get hit and Outrage's confusion is really detrimental on something you don't want hit, let alone hitting itself. And it's not even that defensively-weak either.
  8. Hey, I hear you. My main team ATM consists of 8 really strong members and a Linoone. I'm intent on making it work, dammit Kingdra is actually pretty bulky and will be even more so if you give it HP EVs. It also has only two weaknesses, both of which are very rarely seen as non-STABs, and we haven't been showered by Dragon- and Fairy-typed foes. Also, you'll be taking a lot more hits than just 2 (for Focus Energy and Agility) if you keep your Speed that low. For good Ice types, Mamoswine is king. The best set would be EQ, Icicle Crash, Body Slam and Ice Shard. If you're looking for something tankier, Avalugg is great as long as you keep it away from special attackers, which it's completely worthless against (it can get one hit off due to Sturdy and it's attack stat is pretty good, but that's it). Something I've found to be rather fun to use is Vanilluxe, Weak Armor and Iron Defense is a great combo, giving you +1 Speed and +1 Defense turn one when hit by a physical move. Iron Defense, Freeze-Dry, Water Pulse (new tutor added in E14.5), Hidden Power Ground/Ice Beam with Weak Armor and HP and Sp.Attack investment. FD>Ice Beam, because Water types, the only type resistant to both Ice and Water, is hit super-effectively by Freeze-Dry. For the last slot, HP Ground gives it great coverage against it's weaknesses it's STAB doesn't hit neutrally while Ice Beam is a little bit extra power, but HP is better. They aren't available tho. Before E13, passing TM moves through breeding was possible. Smeargle deserves it's own guide because it can learn every move in the game, so it can pass any move in the game to something else via the Day-Care. Check the Smeargle guide linked in my guide: you use something that learns a TM move by level-up (such as Geodude with Earthquake) to get that onto Smeargle to then use Smeargle to pass any 4 TM-(or Egg-)moves (to something you can make a chain to, Egg Groups are a thing and all). It really can't, haha. It's great early-game, but it's performance drops quickly. Toxic Orb and Facade do help it a lot, but not enough to justify using it unless you really like it IMO. And yeah, Heliolisk is a beast: T-bolt, Grass Knot, Surf, HP Ice/Dark Pulse are the best moves for it. This can help you out with HP arrangement. Cacturne would be awesome if only it was a little bit faster, but as is...it's awesome enough, keep it Do tell if you have any questions about anything in the guide, just toss me a PM then And what I meant about Sableye is that it's not flat-out bad, but it's a waste of a slot compared to all the other stuff you can get at this point. See, the reason it's so popular in comp is because of it's Prankster Ability making it almost always go first and because of it's expansive support move-pool, both great things to have in the dynamic and unpredictable PvP. In Reborn, not only is it's move-pool limited a lot, the game is immeasurably more predictable than comp. You can go get yourself annihilated the first time to see what the foe has, make a plan, then beat said foe easily the second time around. IMO, in Reborn, Gourgeist does everything it does way better. The standard Sableye set is comp is like Taunt, Will-o-Wisp, Recover and Foul Play. Taunt is unnecessary because- well, how many not-attacking moves have we seen so far in Reborn? Taunt is there to stop set up and full-on stall, the former is really rare in Reborn while the latter is impossible in any game. Gourgeist also gets Will-o-Wisp. Recover is unnecessary since we have potions and what-not and Gourgeist's Leech Seed heals for about the same because of it's much superior bulk and because it heals continuously while also doing damage. And Foul Play is unnecessary since WoW and LS take 25% of the foes health each turn. If you combine that with Protect and Phantom Force, you're invulnerable 2 out of 3 turns while taking 1/4th of the foe's health per turn, and even when it does get hit, it has incredible physical defense and the foe will be burned. Btw, to get Protect and WoW, you need to breed it with a Yamask in pre-E13.
  9. To be honest, I kinda like it. With how grim and serious Reborn is all the time, that way-out-of-place cartoon-ish cloud...it made me laugh way more than a freaking cloud should have.
  10. Yeah, Route 2 really wasn't that bad. If we're talking difficulty, the Chrysolia Forrest puzzle is the only ones I couldn't "autopilot" through.
  11. Good stuff. Definitely give it Agility over Hydro Pump. With Agility, you'd be outspeeding everything anyways, so HP EVs to help with setting up would be better (keep in mind that you wouldn't have to get a new one because of the EVs, the O. Dept. Store has berries for that). Infernape is at a level of Speed that it can afford both to ditch Mach Punch as well as to be Adamant. Also, Thunder Punch via Ampharos/Hitmonchan/Electabuzz/Medicham, Grass Knot is inferior to it. Also, get either Acrobatics (and ditch the Black Belt) or Punishment instead of Mach Punch. BTW, Ability Capsules are a thing, no need to over Blaze ...but yeah, Iron Fist cuz Thunder Punch, yeah. ......well, if it works for you. One of Jynx' main niches is being able to both make the foes fall asleep (Lovely Kiss (give it a Wide Lens from wild Yanma to boost it's accuracy (lead with something with Compound Eyes (even if that something is fainted) so that they have a 20% chance of holding one))) as well as set up on them (via Nasty Plot). Fake Tears and Shadow Ball don't do anything for it anyways. Though if you wanna replace this thing, just tell me whether you want a Psychic or Ice type to take it's place and we can figure something out. This being a game and not competitive battle gives Sylveon access to an EZ-nuke. Pixilate gives Trump Card, one of Eevee's almost-signature moves, 390 BP. Yeah. Just keep Eevee from evolving until level 45 and TC is yours. Other than that, ditch Swift. In double battles, spread moves lose 25% power, giving Moonblast ~150 due to STAB while Swift has ~100, so they're about the same, really. Yawn is a good move on it I guess, this things doesn't really scream "variety", does it? Swords Dance is a waste of time on something that slow. Even in Trick Room, you'd have a very limited amount of time for it. Check my pinned guide in this section, along with a linked Smeargle Guide in it. If you go back to pre-E13, you can get it any TM it could learn if we had said TMs, so EQ, Rock Slide/Stone Edge, Wild Charge and Poison Jab being special mentions (the guides explain exactly how to do this stuff, send me a PM if you still have trouble understanding stuff even then). Short answer: no. Long answer: IF you still want to use it, use an Ability Capsule or 2, make it's Ability Guts and use this to get it a Toxic Orb and get the Facade TM from the Arcade. Otherwise, you might as well not even bother and get another Electric type, like Magnezone or Heliolisk. Spiky Shield's chip damage doesn't really do much for you. Leech Seed stalling isn't an option for it with it's sucky defenses. Give it Destiny Bond and Brick Break. Poison Gas is just bad. Either give it Brick Break to help with coverage or, even better, use Minimize and become invincible. For your rotation, my guide lists how to get T-bolt and Sludge Bomb onto Gengar, Mamoswine is best with EQ/Icicle Crash/Body Slam/Ice Shard, Alakazam is waaaay outclassed by Trick Room Reuniclus (since it's "faster", immeassurably bulkier and has unnoticeable weaker attack), Arcanine is best with Agility/Flare Blitz/Close Combat/Outrage and I'd actually advise not to use Sableye, at all, it's great for comp, but things are much different in-game. PS: Yes
  12. I'm really sorry about that. I had 4 topics yesterday (all by males) and 2-3 today, all of which had Flygon or Noivern and topics just kinda started...blending together. I'm really sorry, it was just an accident I swear.
  13. Etesian

    "The Axe"

    ^^Just to confirm something then: does something breaking a gym leader get balanced by difficulty of acquirement? Let's take Ursaring and Galvantula for examples. Ursaring cleanly 2HKOs (or OHKO) with Quick Feet (or Guts) whatever 4-5 Pokemon Corey sends in first, but Teddiursa is such a huge pain to train that I've only used it against Corey once, just to try it. Similarly, you have to go through the tedium of the Forrest puzzle to get Joltik, which is then gotten at level 30.
  14. Etesian

    "The Axe"

    It's just fine where it is IMO. After Florinia, the following gym types are Poison, Bug, Ghost, Fighting, Poison and then Ice, for which you'll have plenty of otpions for at that point, better ones than Hariyama. I also think that Elektrike and Joltik are fine where they are. Manectric just sucks without it's mega, it'd only see use if it's available at the stage of the game level-wise at which it evolves, so kind of where it is right now. And Galvantula is rather good, held behind only by the level it's evolved at, but that's another topic. There's also not so many spider Pokemon around, not much can replace it. All that work with the webs/logs for an Ariados would hardly be worth it. And Blitzle could actually work. It's very similar to Manectric stat- and coverage-wise. It getting Fire moves shouldn't be a problem. By the time you reach Shelly, you can already get 5 (iirc) Fire types. It might be a little too early, but it could work.
  15. No offense to shofu, but I don't think he's ever even looked at the field effects, despite them being right there in the game's folder. If a game has a new and interesting mechanic in it, it's not the creator's fault if the players "can't be bothered" to take a look, they're simply not your target audience then. They're not Reborn's either, I'm sure 99% of the people to have gotten at least to Corey have looked at the Field Effects page at least once. I definitely don't think you should simplify stuff for them since they won't look at it either way, you're even giving them less of an incentive to. Yes, there's no need to go too far like the Reborn's fields sometimes do (like the Ashen Field boosting Land's Wrath or Psych Up curing stats.), but fleshing them out a bit more couldn't hurt. I know stuff like that can be hard to think of, but you've got plenty of people here that could come up with ideas. No shame in borrowing an idea or two from Reborn's fields either, everything those do is because of what they are (EQ insta-fainting in caves and what-not). ...in my opinion.
  16. Pretty much. To check what's found where and at what levels, the On The Hunt section has the EV Training Guide (though it doesn't include event pokemon) and the Location Guide (though it doesn't include levels).
  17. The point of having a, say, Fire move on something other than just your Fire type is for back-up (and because nothing else good is obtainable). Wouldn't want to have to face a Scizor or Durant while your Charizard is down, eh? Same kinda reasoning as for Flygon's Superpower (though it's the second argument for that one, what else would you run.) Thing is, in-game, you're always asked "_____ is about to switch in ______. Will you switch?" In comp, U-Turn and Volt Switch are used because that doesn't exist, they're used to keep momentum. In-game, there's no need for that, you can switch as soon as you kill something, and Heliolisk has no trouble doing that. Not to mention that whatever comes in will have to take a hit for free, and only really Dragalge and Scrafty on your team wouldn't really mind that much, but even then, it's unnecessary. Oh, and about that Hidden Power, if it's not Ice or at least Dragon, don't bother. Dragon types are pretty much the only types you don't check with Surf/Grass Knot/T-Bolt. Due to STAB, any neutral HP would do the same amount as T-bolt. There are only a few issues with it and I've tinkered around enough with this stuff that I'm pretty sure that I can help you out with that. PM me the details and we'll figure something out -He has no sun-setter and he's gonna take some damage from Flare Blitz, so Blaze is the better option in this instance, especially since he's said he will go for a physical set. Tailwind is also unavailable, sadly. -Heliolisk really doesn't like taking hits and making it as fast as possible really helps with that, Timid>Modest for it. Also, his team sure doesn't seem like it's in need of Speed help, T-Wave or Glare aren't needed, especially since it's not the bulkiest thing in the world.
  18. Definitely agree. The difference between best and worst IVs is just 31 point, don't bother at all unless you're going for a specific Hidden Power. If I may: -Hammer Arm does nothing for you beside letting it hit Normal types super-effectively, but really, how problematic are those, especially with a Scrafty around? Avalanche and Curse are far better. -No need to go Adamant, Moxie and DD will boost that. More investment in defenses would be best to help with setting up as Speed is also boosted by DD. -Alakazam really doesn't have the bulk to set up in-game. Maybe on a special attacker, but even that won't be too easy. -He likely can't breed anything onto his Magmortar considering that only one Magmarizer is available at the moment. -Absol won't be outspeeding anything anyways. Megahorn would be unnecessary with Play Rough around, PR has better coverage and, everything it hits super-effectively already is, except for Grass, but he already has his ways to cover that. And Sucker Punch literally has to stay on it. Again Absol's Speed sucks, STAB priority is a must.
  19. Well, I'll cover the IMO-best for your main team and just point out a move or two for the rest, otherwise I'd be here for 5 days Swampert: Careful, Torrent. Curse, Waterfall, EQ, Rock Slide. Curse is a great thing to have on Swampert with it's high attack and defense and it's non-existent Speed. Run Careful or Sassy to help with special foes as physical ones are no problem, just set Curses up on them. No point in running Brick Break whatsoever. In fact, go Yanma hunting. With a Compound Eyes user up front, wild ones have a 20% chance of carrying a Wide Lens, which sets HJK's accuracy to 99%. get Ice Punch instead (Hitmonchan>Lopunny>Scra). It's nature is also bad, after 2 DDs you'll outspeed everything anyways and Moxie boosts your attack stats, so extra defense to help setting up is best, so run either Impish or Careful. I'd recommend Reuniclus over Alakazam. After Trick Room (which your Magmortar and Absol also benefit from), it's "faster" than Alakazam, has barely weaker Special Attack while being waaaaay bulkier. It also works even outside of Trick Room, but the TR set is it's optimal set Either way, whichever one you go for HP Fighting is almost a must on them, this should help. IMO, the best sets for the 2 are: Alakazam: Magic guard, Modest. Energy Ball/Grass Knot, Psychic, Shadow Ball, HP Fighting. Reuniclus: Magic Guard/Regenerator, Quiet. Trick Room, Psychic, Shadow Ball/Energy Ball/Grass Knot, HP Fighting Definitely give it Moxie and the same I said about Scrafty's nature applies here. Also ditch Bite, you can get it it's only Flying STAB, Bounce, at the Agate Circus. Investing in this thing's Speed is a waste of time. Instead, I say you get Reuniclus with Trick Room and make this thing Quiet or at least Modest. Flame Body is it's best Ability and for moves...well, if you have already used the Magmarizer and gotten this thing, then there's not much I can say. Give it Hidden Power or something, and maybe like Brick Break for Rock types, idk. Change it's Ability to Super Luck and give it a Scope Lens; Night Slash and Psycho Cut will crit 100% of the time and all other moves have a 50% chance to do so too. Ditch Perish Song, your team is nothing but strong attackers, PS is a waste of a slot there. Give it Play Rough or take the risky and most-likely-not-gonna-work-due-to-it's-crappy-defenses route of giving it SD and spamming guaranteed-to-crit +2 Sucker Punches. For your rotation, give Roserade Sludge Bomb and Extrasensory pre-E13, Sylveon Trump Card, Toxicroak Drain Punch and Bulk Up via Mienshao>Machop>Toxicroak pre-E13, Gengar T-Bolt and Sludge Bomb via Stunfisk>Grimer>Gengar pre-E13, Metagross Brick Break instead of Hammer Arm and Agility instead of Bullet Punch in case you have those on yours, give Nidoking Ice Beam and T-Bolt via Smeargle pre-E13, Azumarill Belly Drum and Aqua Jet, Gallade can also get a Scope Lens, Lilligant HP Rock, Crobat Nasty Plot via Honchkrow and Venoshock, Air Slash and HP Ground/Fighting, Krookodile a Metronome and Jolly nature, Ninetales Energy Ball via Lotad>Nuzleaf pre-E13 and Golem Curse.
  20. Back on track, the key is found in the part of the railnet the puzzle is in, you need Strength to get there. You need to use Rock Smash on a darker part of the wall there (there's a couple of spots like that).
  21. I said important battles. We're sure to see it only for Hardy. There may be an important battle in the dessert, but there's no guarantee of that. We also don't know when we'll get there. I guess he could have some Ability Capsules on hand for it, but Dry Skin would be over-all much more beneficial IMO.
  22. I get what you're saying about recoil, but believe us, it's worth it. The DD set is incomparably better than the special set. You can cleanly take an opponent out at the cost of ~1/4 of your health, or you can take a ton more damage due to it's sub-par defense while trying to duke it out without boosts. If that doesn't do it for ya, although it's inferior to Flare Blitz, +1 Fire Fang is stronger than Flamethrower by a good amount still. Oh, and Chary needs it's Speedy nature. Also, Dragon Rage??? At this point??? Even if you want to stay special (though I really don't recommend it), at least go for Hidden Power or Ancient Power, jeez. Super Fang is still fine at the moment, but if higher-leveled foes are a problem, Tailwind would be waaaay better for it, being able to outspeed it with any Pokemon is better than doing 50%, then still getting crushed. If you don't feel like training it up though, just keep Super Fang and replace with the Flamethrower TM when you feel like it. And you may want to stack up on some Normal gems for double-battles. Flygon could use a Jolly nature. It could also use Superpower. Or at least give it a Hasty/Naive nature and Boomburst for double the noise complaints during double battles. Also, Superpower has no recoil, btw. The stat drops blow, but Flygon has no set-up moves, so it's no problem to grab a kill and switch when prompted. I'll disagree with the suggestion above, your team has no need for extra Speed in the form of paralysis (you only have already fast attackers and a DD-er and a bulky Dragalge) and Heliolisk doesn't have the bulk to waste time spreading status. Volt Switch is bad. It's a great move for competitive battles, but it doesn't work so well in-game. Have Surf and Grass Knot, or give it HP Ice. Definitely DD. You don't need double Fighting STAB, so ditch Brick Break. HJK only has recoil if you miss (which has a 1% chance if you give it a Wide Lens (found on wild Yanma on Azurine (20% of one of them holding one if you have something with Compound Eyes in the first party slot (even if it's fainted))). If you go for DD (which I really think you should), make it Impish. DD will boost your speed anyways, Moxie boosts your attacks anyways, so extra defense to have with setting up is the best investment. I'll agree with the above. Hydro Pump is barely stronger than Surf, while the accuracy is definitely better. T-Spikes would be better than Toxic, but I think both can be skipped (especially) in favor of T-Bolt (via pre-E13(my pinned guide in this section explains how to do it(you can also send me a PM))) or at least Hidden Power (Fire would be neat).
  23. Whenever you can change it back, give Delphox Magician and take off it's Light Clay for gym battles, some of the items you can take there are really sweet (too bad you have to give them back at the end of the battle, but it's still much more useful than Blaze). Ditch Hypnosis, you should never rely on a 60% accurate move. I guess you can give it a Zoom Lens from the Obsidia Department Store and a Brave nature so that it has 72% accuracy instead, but it's still really bad. Belly Drum is also bad on something that slow. For move replacements, I don't even know, it doesn't even get anything too useful (I guess there's Dig from pre-E13, but...). If you want to switch it with something, the first thing that comes to mind is Seismitoad: better typing and stats, also has Water and Fighting coverage and its' is superior to Poliwrath's, has a far more expansive movepool and can run a mixed set effectively. If that doesn't do it, I could recommend some other stuff, if you tell me whether you'd prefer a Fighting or Water type? No wonder you're unsatisfied with this thing, it can be way better. If you go back to pre-E13, you can get Sludge Bomb onto it. It also gets Moonblast if you don't evolve Oddish until level 43. I'd really say it's better than Bellossom. The extra bulk doesn't justify the loss in special attack, Sunny Day doesn't work too well with your team, it has a better defensive typing and Vileplume's STAB on Sludge Bomb is also a thing to keep in mind. Oh, and Quick Claws suck on anything. Give it a Black Sludge. Your team doesn't really need Speed support (Vileplume don't care, it's bulky), so ditch T-Wave. Eerie Impulse is also a really bad move. Instead, Grass Knot and Dark Pulse are great moves for it. Also give it Dry Skin, I think we're sure to see Sandstorm in only one important battle until the end of the game, Hardy's gym, so give it Dry Skin instead. You should also consider a Timid nature, this thing really doesn't taking (physical) hits. The one thing that should definitely be Modest is Timid It's got great Speed and a sorta-subpar Special Attack, so give it a little boost there, swap it's nature. Anyways, Shadow Ball does nothing for your coverage since we're past the Ghost- and Psychic-type gyms. Give it Flamethrower, maybe Super Fang, or at least Dark Pulse (same SE coverage as Shadow Ball, but the high flinch chance and high speed are a great combo), give it a King's Rock or Razor Claw when we get one. Moxie already gives this thing a lot of power, make it Jolly. And Torment is a terrible move. You can either go back to pre-E13 and give it Rock Slide/Stone Edge (though RS is better due to the higher accuracy (sorta-frail Sweepers can't afford to miss)) or give it Thrash. Also, Metronome is the best item for it by far (though I don't know if it works properly right now, it will soon).
  24. I think Corey and Kiki should be included as well, even though they don't give badges, they still are gym leaders. Speaking of Corey, he's soloed by any Ursaring, any nature/EVs/IVs, so long as it has either Quick Feet or Guts. Quick Feet lets it outspeed and 2HKO everything while Guts beats all but Crobat in one hit.
  25. Yup. You can buy 'em at the Circus or at 7th Street.
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