Jump to content

Sheep

Veterans
  • Posts

    3530
  • Joined

  • Last visited

  • Days Won

    9

 Content Type 

Profiles

Forums

Events

Reborn Development Blog

Rejuvenation Development Blog

Starlight Divide Devblog

Desolation Dev Blog

Everything posted by Sheep

  1. Help me out here for a second, is this a thread detailing your plan for a game that you're going to make, or a story about a game that you're not actually going to make?
  2. Hey Hunter, I haven't seen you around much recently. Come say hi sometime, oh and happy birthday.
  3. Shroomish was removed from there a long time ago, but yes you will get to keep it.
  4. Sheep @ Fur Coat Type: Normal/Psychic Nature: Relaxed - Judgement - Sing - Rest - Helping Hand
  5. I'm grateful that you're remaining calm, let's keep it that way. I wasn't talking about Fate/Grand Order. It's quite clear that Gilgamesh isn't the strongest servant in that game, heavens Arjuna has a better attack and HP stat in the same class (though overall Gilgamesh is probably better than Arjuna). I was talking about the Fate/ universe on a whole, and in that universe Gilgamesh is the strongest servant. Imperial Privilege is essentially a more limited version of Scathach's Wisdom of the Haunted Ground. Also Nero can only borrow the skills temporarily while Scathach maintains ownership over almost all skills constantly. If you want to argue Nero's candidacy for the title of strongest servant based on this skill, she's going to have to get in line. Her NP is a pseudo reality marble with a B rank and the somewhat vague ability of "allowing the owner to achieve their aspirations." It also puts her sword on fire and stops people leaving. However, Gilgamesh broke an EX ranked reality marble using Ea with no perceived difficulty at all. I can't see how this would tip the scales in Nero's direction. Not many servants have the ability to revive themselves true. However, Heracles not only can revive himself around 4 times as many times as Nero, he is also much stronger and faster, and only able to be damaged by A rank or higher attacks. Gilgamesh still displayed very little difficulty in killing him. As for the last stuff about her personality, I agree with you. I love her personality, and I don't particularly like Gilgamesh. However, saying that Nero is even anywhere near Gilgamesh's level in the Fate/ universe is just inaccurate.
  6. Perhaps, but even if there are specific servants that can possibly defeat him (for various reasons Scathach is another one that would have a shot) this still does not change his status as the strongest servant overall. He will retain that title until another statement is made announcing the contrary.
  7. I don't really want to start a fight with you, so if this drags on then I'm not continuing it but the bottom line is Gilgamesh has been canonically stated as the most powerful servant. Full stop. End of discussion. There is no arguing that point. Source: Fate/Side Material - Encyclopedia: Gilgamesh (Servant), p.59
  8. Yeah Chinchou's a good 'mon, I've played against it plenty and it's a real pain. You'd lose damage but you'd gain more synergy with the team by covering a few more weaknesses as you say, and still keep the pivot value. Because of the drop in power it probably isn't going to force as many switches but I think it's an improvement overall. Thanks for the suggestion.
  9. Fate/Troll Order. I've now got two event craft essence drops for a craft essence that I'm not interested in. I also just got a golden Caster gem and have picked up around five or six demon hearts by now as well though so I'm not gonna complain.
  10. 252 Atk Rapidash Drill Run vs. 248 HP / 0 Def Solid Rock Camerupt: 147-174 (42.8 - 50.7%) -- guaranteed 3HKO after Leftovers recovery 252 Atk Charcoal Rapidash Flare Blitz vs. 0 HP / 0 Def Stoutland: 214-253 (68.8 - 81.3%) -- guaranteed 2HKO 252 Atk Charcoal Rapidash Flare Blitz vs. 0 HP / 0 Def Ampharos: 225-265 (70 - 82.5%) -- guaranteed 2HKO 252 Atk Charcoal Rapidash Flare Blitz vs. 252 HP / 252+ Def Gourgeist-Super: 246-290 (65.7 - 77.5%) -- guaranteed 2HKO Firstly, you're right, Rapidash isn't seen commonly enough to worry about countering in PU. Secondly I don't think it's as big a threat as you make it out to be. I've come across it occasionally when laddering in PU and I've never had a great deal of difficulty getting past it. The only way it beats the team is if things are weakened (and Camerupt is very weakened), unlike Ninetales which only requires Camerupt to be weakened. Otherwise Rapidash isn't getting past a lot of stuff in one go, plus most of them run leftovers rather than Charcoal, so those calcs are giving it the benefit of the doubt. I never actually considered bullet seed. Taking a look at it though, I'm not convinced it would be better. 0 Atk Gourgeist-Super Bullet Seed (2 hits) vs. 0 HP / 4 Def Golem: 176-216 (58.4 - 71.7%) -- guaranteed 2HKO 0 Atk Gourgeist-Super Bullet Seed (3 hits) vs. 0 HP / 4 Def Golem: 264-324 (87.7 - 107.6%) -- approx. 6.3% chance to OHKO 0 Atk Gourgeist-Super Bullet Seed (4 hits) vs. 0 HP / 4 Def Golem: 352-432 (116.9 - 143.5%) -- guaranteed OHKO A three hit does around about the same damage as seed bomb (a little less) but when there's not much point to OHKOing Golem anyway I'd take the ability to consistently deal extremely heavy damage to things like Floatzel, Rampardos, and Relicanth. It's a guaranteed OHKO on Floatzel after rocks. The reason I say there's not much point to OHKOing Golem is that neither the weakness policy set or the custap set can do a damn thing to Gourgeist on the second turn, and if they switch out I'm just going to kill them with rocks later. It does apply a bit more pressure to set up hazards, but honestly the pressure to do that should be there from the start of the game anyway. Bullet seed is definitely worth investigating though so thanks for that. I'd probably be a lot more enthusiastic about it if I could keep the guaranteed ability to OHKO Floatzel after rocks. I'll address the calc first. I reckon eons ago when I did that calc I took rocks into consideration, as in a usual state of play they will be there. As for what you're saying, that's not really what I'm trying to do. The fact that it resists electric, and puts offensive pressure on water doesn't mean those types are what I was trying to counter when putting it on the team. Hell Camerupt does a better job than Ampharos at dealing with electric types any day of the week so I'm definitely not trying to use Ampharos as my main counter to those. The reason I put it on the team is that I needed more special bulk, that could also provide a strong special attacker and a pivot into my wall breakers. When you take all of this into consideration none of the other options you have given match up. Grumpig and Politoed lack volt switch/u-turn while Lumineon isn't a powerful special attacker and Audino is a complete momentum killer, the complete opposite of what Ampharos is trying to achieve. If I were to look at this team after someone else presented it to me I would probably say something very similar to what you have written, that being it needs a proper special wall, but having actually used this team very successfully for the past six months or so I can tell you it (surprisingly) actually doesn't. While neither Camerupt nor Ampharos is a dedicated special wall, working together they achieve enough special bulk to make sure you can take the hits you need to take throughout the match. For example, by far the most common hits that Ampharos has had to take throughout its lifetime are hydro pumps and ice beams from a Life Orb Floatzel. 252 SpA Life Orb Floatzel Hydro Pump vs. 0 HP / 248 SpD Assault Vest Ampharos: 99-118 (30.8 - 36.7%) -- 69.8% chance to 3HKO 252 SpA Life Orb Floatzel Ice Beam vs. 0 HP / 248 SpD Assault Vest Ampharos: 55-65 (17.1 - 20.2%) -- possible 5HKO When it takes hits like that it can potentially hard switch into the face of a Floatzel twice across the course of a match and threaten it out both times (as long as you come in from Gourgeist and catch an ice beam one time). As long as they don't have a ground type then common things they will go to are Audino, Roselia, that sort of thing. All you need to do then is go to Stoutland/Mawile and something is dead. The next time Floatzel comes out you do it again. Once you no longer have the bulk to take two hits you're still free to sack something, and then bring in Ampharos to force it out, netting you a revenge kill. Sooner or later everyone breaks and they end up sacking their Floatzel to Ampharos, and by that point you probably don't need it anymore. These are the sorts of things that Ampharos does, and that none of the pokemon you offered me can do. It also happens to do them very well. Bonus points for mentioning Stunfisk, Ampharos is absolutely hard stopped by Stunfisk and I groan every time I see it, but I already know it's hard stopped by Stunfisk so that's when I start doubling. You were wrong about one thing though, Camerupt beats Stunfisk, not the other way around, I've done it plenty of times and it always ends the same way. Just about every Stunfisk in the tier runs physically defensive leftovers and rocks with no scald. Even if it had scald it's still doing less to Camerupt than Camerupt's earth power does to Stunfisk, and Camerupt is also faster. Altaria's a great, and massively underused wall in PU, I know that as well as the next man. However I run into problems fitting it onto the team because I have difficulty finding a pokemon that I can take off. You suggest Swanna or Ampharos but the instant I take Swanna off the team it becomes too slow to be viable, while when Ampharos leaves I lose a lot of offensive presence as I can no longer pivot into my wallbreakers without pulling doubles. The thing with this team is that it works very well because the pokemon work together and build off of each other's strengths. Ordinarily for instance you would be right, AV Ampharos isn't a good pokemon, but it is a good pokemon on this team because it gives the team what it needs. Swanna's a similar case. So when the team already has basically everything it needs (reliable special recovery would be nice at first glance, but it doesn't need it, and may even become a momentum sink) I find it really hard to swap pokemon out. If you could give me something that works better than Ampharos at everything that Ampharos does then that'd be one thing, but I don't think there are any other good slow volt switchers in the tier. Or maybe I'm just stuck in the fact that I've found great success with the team and thus refuse to believe that it can be improved.
  11. Bronzong can relearn trick room if you don't have the TM anyway so it's no biggy. As for the team Swampert/Lucario/Gengar/Gardevoir/Arcanine/Noivern?
  12. Firstly a huge shoutout to Ody for helping me with the formatting. I don't make things look this great, he does. So this is a RMT of my vastly successful main PU team. I've been asked a few times to make this and I'm finally getting around to it. Here's a screenshot of where I peaked out on Showdown's PU ladder while using it: At a Glance: Teambuilding Process: You'll have to bear with me on this one because I made the team quite a while ago now. The reason I made the team in the first place was to celebrate the fact that Mawile had dropped to PU by trying it out in it's new home and seeing just how good it would be. In particular I was interested in Sheer Force Life Orb Mawile so that was the first 'mon I put on the team. From there I added a physically defensive Gourgeist-S because it's a staple wall in PU that can be tacked onto almost any team and do well. Almost any team because there are certainly pokemon that will beat it and if the rest of your core is also weak to those same pokemon you're gonna have a bad time. It's a good place to start building a defensive core though because you know it will work well, and you can then support it with pokemon that check its counters. It was for that reason that I added Camerupt next. As the only ground type in the tier that isn't weak to ice a specially defensive Camerupt makes a remarkably good check to Rotom-F, which at the time was the primary pokemon that would be threatening Gourgeist (and is still one of its main worries). Camerupt also gave my team hazards, blocks volt switch from the myriad of other electric types in the tier, and has its only two weaknesses covered by Gourgeist. At this point I decided I needed more wallbreaking power (because my preferred play style is plenty of walls and wall breakers) so I added a banded Stoutland. Banded Stoutland is one of the best, if not the single best wallbreaker in PU, it's bulky, it's reasonably fast, it's incredibly powerful, and it has excellent coverage. I've used it plenty of times in the past and I didn't need any additional reason to use it again, though if you want one I guess the ghost immunity helps Gourgeist. My lack of a specially defensive pokemon with access to reliable recovery sent me on the search for a proper special wall, but I couldn't find one that fit into the team particularly well. As this was the case I wound up settling for an Assault Vest Ampharos with a weird EV spread, and while it was originally just an experiment it has well and truly outperformed my expectations. A solid defensive typing (weak only to ground, a very uncommon special type in PU, and resists electric, a very common special type in PU), along with very high special bulk lets it switch in on the water types that also carry ice beam at least twice in the match. I've found that in combination with Camerupt while there is no reliable recovery there is enough bulk to last you throughout the match. With five pokemon on the team it came time to assess which roles I still needed filling, and whether there are any threats that are still left unchecked at present. I found that I didn't have a dedicated revenge killer (as the fastest pokemon on the team was Stoutland), Monferno would tear the entire team apart, I didn't have any hazard removal, and my only priority was sucker punch on Mawile. I then tried to fix as many of these holes as possible by adding a Swanna. At 98 base speed it functions as a reliable revenge killer of almost anything that isn't scarfed, it provides me with a good offensive defog user, and it has the typing, and the speed to not just check, but soft counter Monferno. Swanna is like the ribbon that ties the present together, just making sure all loose ends are tied up. Team Analysis: @ Mawile (F) @ Life Orb | Ability: Sheer Force EVs: 252 Atk / 4 Def / 252 Spe | Jolly Nature - Play Rough - Iron Head - Swords Dance - Sucker Punch This is a pretty typical offensive Mawile, or at least what a pretty typical offensive Mawile should look like. In a tier almost devoid of steel types it doesn't need anything like fire blast to help it with coverage, and is then able to simply run dual STAB, and sucker punch along with SD. Play rough and iron head are good neutral coverage in PU, with fire being the common resist. However with rocks up many of PU's fire types are too fragile to switch into Mawile's attacks well, leaving them vulnerable to a sucker punch the turn after. Jolly makes a large difference over adamant, as when Jolly it hits a speed tier that is guaranteed to outspeed Golem, Marowak, Crustle, Armaldo, and Dusknoir, along with defensive variants of Articuno, Gabite, Misdreavus, and Rotom, all of which would outspeed you if you were adamant. Mawile is quite a fragile pokemon when used offensively, so you want to avoid switching it in, but it can punish powerful threats such as Stoutland or Cacturne after they get a kill and force a kill one way or the other in return. Its good defensive typing also gives it many opportunities to set up a SD against walls and defensive pokemon, and in some cases this can lead to a sweep, though because of its below average speed it's more likely to end up with a couple of kills and another pokemon dented. @ Gourgeist-Super (F) @ Leftovers | Ability: Frisk EVs: 248 HP / 252 Def / 8 Spe | Impish Nature - Seed Bomb - Will-O-Wisp - Synthesis - Foul Play There's not that much to say about Gourgeist honestly, switch it into anything physical and watch your opponent cry. Will-o's good for spreading residual damage around the team with the number of switches Gourgeist forces, and foul play stops you being set up fodder for things like sub SD Bouffalant, and SD Quick Feet Ursaring. Seed bomb is a solid option for pokemon that resist foul play and works off of Gourgeist's surprisingly solid base 100 attack stat, it also makes Gourgeist a fantastic answer for the plentiful lead Golems, and it is for the latter reason that I run it over leech seed. With leech seed it can reliably check Stoutland, but my team was much too weak to sturdy custap lead Golem so in this case seed bomb is preferable. @ Camerupt (M) @ Leftovers | Ability: Solid Rock EVs: 248 HP / 252 SpD / 8 Spe | Calm Nature | IVs: 0 Atk - Lava Plume - Earth Power - Stealth Rock - Toxic SpDef Camerupt is a surprisingly good stealth rocks setter in this tier, but when you wall every volt switcher (they all run HP Ice for Gabite over HP Water for Camerupt) and beat many common spinners (Avalugg, Cryogonal, and Torkoal) it probably shouldn't be so surprising. As stated above it makes an excellent core with Gourgeist and while it's natural bulk isn't fantastic (70/70/75) full investment and leftovers goes a long way to changing that. It doesn't hurt that it also has a natural base 105 SpAtk stat, and you can run fire blast over lava plume to better utilize it, though I prefer the accuracy and burn chance of lava plume. Earth power gives you a last ditch attempt at stopping Monferno and also stops sub nasty plot Ninetales from sweeping. While it matches up well against spinners it's also not too bad against defoggers like Vullaby and Pelipper, at the least inflicting them with a toxic as they defog, making it harder for them to remove the rocks the next time around. Swanna is a bit too powerful for it though, and can confidently scald, and then defog the next turn. @ Stoutland (M) @ Choice Band | Ability: Scrappy | Happiness: 0 EVs: 252 Atk / 4 SpD / 252 Spe | Adamant Nature - Frustration - Facade - Crunch - Superpower Adamant banded Stoutland is raw power in pokemon form. It has the strength to 2HKO almost anything in the meta that doesn't resist the hit (Avalugg and Tangela are the only things I can think of that reliably wall it on neutral). Crunch is there for Metang, you don't need it for ghosts thanks to scrappy, and Superpower is for other steel types, along with the plentiful rock types. With those three moves it has almost perfect coverage, with the sole pokemon that beats this combination being defensive Mawile (offensive Mawile is 2HKO'd by Frustration). Watch out for Arbok, Grumpig, and other Stoutlands, as by going adamant they no longer speed tie with you, though most Stoutlands are adamant these days and some Arboks and Grumpigs run bulky spreads. All things considered you really don't lose much by going adamant and you gain a lot. Facade stops you getting walled by Gourgeist (just click frustration until it runs out of synthesis PP or burns you, at which point you are free to switch out and come back in even stronger at a later point) and allows you to benefit from predicting toxic. @ Ampharos (M) @ Assault Vest | Ability: Static EVs: 252 SpA / 248 SpD / 8 Spe | Modest Nature | IVs: 0 Atk - Thunderbolt - Focus Blast - Signal Beam - Volt Switch This Ampharos is interesting. I've invested in SpDef over HP purposefully because I need it to be a special pivot rather than a bulky attacker. Assault Vest also means I get more out of my investment if I invest in SpDef. The SpDef investment combined with the Assault Vest means it can switch in very well on many special attackers (often water types that scare Camerupt), and volt switch then lets you grab momentum. This often leads to a free switch to either Mawile or Stoutland, and a kill shortly after. I rarely use T-bolt but it's nice to have for times at which I do want Ampharos to take on the role of a bulky attacker instead, while the coverage moves are very deliberately chosen. I've seen plenty of weird things like dragon pulse and power gem come out of offensive Ampharos before but I don't see much point in these. HP Ice is very common but when focus blast hits everything for as much damage as a super effective hidden power I'll take that instead. This leaves me with good coverage and still one move slot to go, which signal beam is a good fit for as it hits common grass types such as Tangela for more damage than focus blast and is 100% accurate. Notably it provides a 100% chance of OHKO on offensive Leafeon. Finally don't be afraid to sacrifice Ampharos to a physical attacker in the face of a loss, hoping to activate static. It's unlikely but when the alternative is losing I'd take it. @ Swanna (F) @ Life Orb | Ability: Hydration EVs: 252 SpA / 4 SpD / 252 Spe | Timid Nature | IVs: 0 Atk - Scald - Hurricane - Roost - Defog Finally Swanna. Swanna provides me with defog support, and a reliable switch in to Monferno. Even with rocks on the field it can switch in to a flare blitz/close combat and threaten it out while roosting to heal back up again and be ready for Monferno the next time. It outspeeds the vast majority of the metagame, while luring in electric types that allow Camerupt to set up your rocks after a successful defog. On the offensive side of the spectrum it packs a real punch with a Life Orb and STAB hurricane. It's a bit unreliable but to be in PU you have to have some drawback so we'll forgive it for that. Scald's there as a 100% accurate option anyway. Significant Threats: Monferno. If you let Swanna get weakened then you're going to start losing 'mons to Monferno left, right, and center. This isn't a terrible thing however, as show me the PU team that isn't at least a little scared of Monferno. Gorebyss/Huntail. One shell smash and these two are ready to tear through your whole team. A healthy Ampharos can stop Gorbyss in its tracks, but unless you've put a toxic on Huntail a set up mixed variant will sweep you with virtually no way around it. Fortunately they will often try to set up on Camerupt so when you see it, toxic it immediately. Then you need to play dodge the ice beam with Gourgeist, Camerupt, and Ampharos until it dies. Ninetales. Sub nasty plot variants of Ninetales have both the speed and the power to sweep your team once Camerupt is weakened. Most of the stuff on the team can take a hit from an unboosted one and thus prevent it the opportunity of a sub though, so the main way it sweeps you is by subbing on a Mawile sucker punch. Don't let it do that, even if it costs you Mawile. Jumpluff. SD, acrobatics, sleep powder Jumpluff can be this team's worst nightmare if played right. Every time I see it I go straight to Gourgeist because at worst it can still take a +2 acro and burn it afterwards (assuming they SD rather than sleep powder on the switch). They're never fun to fight though. I think the reason so many of the main threats for this team are sweepers is due to the lack of reliable priority/scarfers on the team. However, short of giving Gourgeist shadow sneak (which you shouldn't do) there's no good way to remedy this without upsetting the balance of the team. Overall it performs very well, and if you get swept by teams that are super sweep focused along the way then that's not the worst thing in the world. Exportable: I hope you enjoyed the read, it was an interesting experience writing this.
  13. Only 2? I thought all of the bugs this gen were amazing. Which other one are you a fan of?
  14. So in light of what we now know, what are you guys thinking with regards to your Alola teams? The first time through I generally like to try out my favourites from the new gen so I'm looking at:
  15. Thanks Nick, I'll update the OP with the new video and then edit this with my thoughts on it. Edit:
  16. I would say just in case someone misses the spoiler tag on the title by accident. It's unlikely, but the spoilers are also not a big inconvenience either so there's little point to not doing it.
  17. I'm just gonna ask that any discussion about information that comes through the leaks rather than official channels takes place here instead. Feel free to keep using this space as a place for discussion of official reveals. That way people who don't want to be spoiled about the datamined content don't need to worry about clicking on the spoilers in this thread. Thanks.
  18. In light of the new spoiler lock surrounding Sun and Moon I'm creating this thread to house all discussion about the leaked information through the datamine of the demo. Feel free to keep discussing information that comes from official sources in the Sun and Moon discussion thread, this one's just for the datamine leaks. To get you up to speed in case you haven't seen them yet, here are the five videos that have been released by the dataminers: As for my thoughts: So discuss away.
  19. Fixed that for you. As for the topic of whether 7th gen pokemon will be implemented in reborn, I think the current standpoint is that all 7th gen pokemon will be implemented after the story is complete. Like many things though that decision isn't final, and we may see them earlier than that.
  20. Yep, back when the reborn league was still a thing Arclight was the season 3 electric type leader.
  21. Aaah I'm late to the party but I'd like to think I made a decent contribution to this victory. Having someone on your side who can push past the deadlocks and keep the number moving in the right direction helps. Well done all you champions of the dog.
  22. Goodra's no exception though I can understand why you would say that based on what I said. Tough isn't really what I was going for, more meaty. Dragonite, Tyranitar, Metagross, Salamence, Hydreigon, and Goodra all have a lot of substance to them, they're all very thick pokemon if you like. Though having made this list I realized that Garchomp exists, which has a comparable level of visual bulk to Jararanga so I guess it's possible. I don't think it's likely though.
×
×
  • Create New...