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Reborn Development Blog
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Everything posted by NickCrash
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Welcome to the forum, person I've never spoken to! It's like those "magician shows" where the magician asks the person if they've met before. Despite the entropy jokes, here we have order! Stay put or something is going to bite you. Come on, tell the truth. You just wanted Ark to give you a song, that's all. You know where to go if you need anything, come play in the wasteland/onyx arcade, pay Hukuna a visit (or knock at Murdoc's) if you'd like to roleplay, and try to find that Weavile in Reborn (that Vinny didn't get the chance to) No, you can't use your sock as a fashionable tie
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Archeops is not your best guy to stop Grass attacks aimed at Seismitoad or generally stop things. Why not add to the core a specially defensive Muk? (given you use the non-bulky Archeops) Muk could stop, take a hit from Liligant (now that Serperior is getting a promotion) and Ludicolo, retaliate with STAB, and you won't have to worry about getting to defeatist range. Otherwise you can enter a (what else) Vileplume, or a Magmortar for instant attacking power.
- 13 replies
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- waifu ristu watching u
- showcase
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My question is why does this problem not occur to all the servers but only ours and some others?
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In that case, the next wish will bring you more work to do. I wish Zim draws a Fire/Grass, a Normal/Dragon and a Bug/Ice pokemon.
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Throw away Staraptor. Use the rest in Rotation. For people looking forward to the PvP section, having many mons is really nice.
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I got mine when I went for the Bulbasaur event (now chicorita). I went to the ice cream shop in obsidia and it just dropped to my hands.
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The point is that 1 slot will be essentially empty in that battle. Anyway, happy that more people are going to use that dinosaur with a flower in its neck now.
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Whichever suits you best. All pokemon are later available. I don't think you only have those in your party. When in doubt, choose a physical attacker
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Fragos: Kh, Kd, Kc, Jh, 8c --- Three of a Kind --- 50TP Yash: Qh, Qs, Qd, Ah, Ad --- Full House --- 150TP Damian: As, Ac, Js, Jd, 6s --- Two Pairs --- 25TP Patrick: Ks, Qc, Jc, 10c, 9c --- Straight --- 75TP Nick: 7s, 7c, 7h, 7d, 10c --- Four of a Kind --- 200TP
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I doubt Fern would throw away his shoes to wear the rings. I can expect it from someone like Terra though
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You know... we have 10 fingers... not 6. Just sayin'... if we're to break the rules, we should do it properly.
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Amber Alert! Rose?
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Banned for reviving the thread
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Whoa, Notus is back! Did they make you shave every single morning there? In other news Rose joined a street gang, as evidenced by her hand gestures.
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Welcome Marshall!! About Ame, she sees you when you're sleeping. She knows when you're awake. She knows if you've been bad or good. You have nowhere to run.
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We are also on the way to make a guide for old players to get used to the new mechanics (Hilda began it, but it's going to pick up soon), so you need not worry. I see they've covered you on EVs, IVs, and Natures. You can search the web to see which pokemon give which EVs and which natures increase/decrease which stats, usually these are shown in tables. Breeding is putting two pokemon together to produce an offspring. Usually they have to be a male and a female. The pokemon that comes as a baby is going to be the same species as the mother. The main three reasons you do this are: better IVs, better nature, egg moves. IVs, as already mentioned, are the "identity" and "genes" of each pokemon, varying from 0 to 31 for each stat (HP, Atk, Def, SpA, SpD, Spe). They can be inherited from the parents, but some will always be different (no don't expect chromosomes, telomerase, and down syndrome). What you aim for, is that if you have a pokemon which you'd like to use, but has bad IVs, you'd want to breed it, so that the baby has better IVs and is more useful during combat. Some people also do it for shiny pokemon (euphemism for pokemon that sparkle, usually they just lack melanin). I'll come back to that later. Nature is the "character" of the pokemon. They improve certain stats and hinder others by 10%, so you'll have to play around with this in order to find what you like more about your pokemon. For example, a physical attacker likes high attack, so a nature that boosts attack, but could decrease another stat, usually special attack. You can use it in many different combinations, as it can cover weaknesses or create them. Depends on the nature. Some natures increase and decrease the same stat, so the net product is 0. These are the ones called "neutral" natures (the ones mentioned by Ame above). Egg moves are moves that are usually not seen in certain pokemon, except for when they are inherited from their parents. Examples include Brave Bird for Honchkrow and Belly Drum Azumarill. Moves can be passed down from both parents and they don't necessarily need to be exclusive. Usually you can give a move to a pokemon by TM or learn it via level up. The two examples above show that breeding can expand the movepools of certain pokemon. These pokemon cannot have those moves in any other way, even TMs. Now that all this is understood, I'll present some extra pointers to help you around breeding. In most cases, a male and a female produce a baby. They don't need to be of the same species, however the baby will be of the species of the mother. The stats the baby gets are almost random (IVs that is). They inherit some of them from the parents, via a complicated way, but you don't need to know that. There are items, known as Power Items, that make sure certain stats are passed down from the parents to the baby. Also the Everstone, that does the same with the nature (with some percentage of that working). Even though most births need a two-sex relationship, there are exceptions. First of all, all pokemon can reproduce with Ditto, no matter their sex. Ditto is whatever you want it to be. The offspring is never Ditto. Gender-neutral pokemon can only reproduce with Ditto, bar the legendaries, and few others that cannot reproduce at all (nidorina, nidoqueen) Search more online (rate and subscribe)
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That's some irony. The ice cream would do all the job. Did you reduce the massage price at least?
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Nice guide there Huk! Balance is quite tricky to play at times, as you really have to think about so many things simultaneously whilst team-building and battling. As it's a style that doesn't specialize in a certain aspect, or sometimes tries to specialize in both attack and defense (seemingly having little connection between the offensive and the defensive pokemon, but it can happen if you put much effort into teambuilding), so cudos for making a complete guide. I'd just like to pinpoint some things, as I like playing balanced. First of all, about the 0IVs. I think you should include Foul Play, as it is more common than confusion hax. If you are not running a specific hidden power (which would force you to get it to 1 or drop another stat by 1 point), it's stupid not to put 0 Atk IVs (it's like using Gyro ball without 0 Spe IVs, or Heavy Slam, while being on a diet) You can't have something for every single threat out there, as the current meta helps build even the strangest of teams (thus creating new archetypes), but with a nice team work among the speed-stallbreaker-utility you can break a team if you play your cards correctly. Yes, you'll have to do a lot of predictions, and one can only cope as much, so don't bet on outplaying your opponent every single turn. Even if you don't have everything for each individual threat, you can adjust your team to stop the other archetypes. Balanced teams tend to be orientated either towards defense, having several stall elements (but not actually being stall themselves), or offensively orientated, having bulky members that fit more than one role, and others that could also play in Hyper Offense. The latter are usually the ones you use for speed or setup power, like Keldeo or scarfLandoT. Usually the ones caring about Hazards, either to put them on the field or to remove them, are the ones to play the defensive role in the team, without this being absolute, as we've seen Latios, Excadrill and Charizard do the same (even though I wouldn't recommend the last one). So, you can use the rest of the team to have 1 pure Stallbreaker, 1 utility stallbreaker (eg trick Gothitelle), 1 speed/sweeper and 1 bulky sweeper, to present an example. Your members should have quite some utility (apart from the one whose role is just being glue or trying to cripple main opponents) in order to stop the foe's plans and make your game. As Balance bases a big part on prediction, you want to feel in control most of the time. That way, you can stop HO, by setting up on a pokemon that cannot really touch you (eg Latios after Draco Meteor has to die or switch as Volcarona sets up a quiver dance), and you can stop a stall team by tricking a choice item, using a taunt or simply forcing your way through their defenses. Even if you don't really need a lead, it's good to have pokemon that can act as a scout if need be (usually a volt-turn user) so that you can see what the opponent wants to do, perhaps sponge a hit, and switch to another pokemon more suitable to deal with said threat, without taking damage and maintaining your momentum. That could be crucial when playing against other balance teams. As weaknesses go, it's true what Hukuna said about not having too many of the same kind. At least for starters make this a rule of thumb not to create sweep opportunities. However, if you get to the point of balance, you can sometimes (that 0.1/10 mentioned above) break this rule, like Skitty's first team, which has a weakness to physical fighting attacks in 3 of her pokemon. Most probably a way to lure attackers you want exterminated, you can switch your Skarmory or M-Venu to resist those hits you know are coming, set up hazards or find an opportunity to do other stuff you might need to turn the tables. I also have a team in which 3 pokemon have rock weakness (are you mad man? don't you think of SR?), however it can be bypassed if you have a really good physical tank, that can take most rock moves, defog or rapid spin and put it's own rocks up when the opponent switches in frustration or die just trying to buy time or out-play in terms of prediction. Finally, the members of a balanced team had better be pokemon with traditionally many uses (eg rotom, staraptor, scizor, jirachi) and can be taken from the OU tier or lower tiers. As you're looking for a jack of all trades, lower tiers should not concern you, because pokemon with less viability in other types of teams could be "just the thing you need" in balance, so don't limit your options. You should be able to see to the endgame by the time the first turns are over. That's when most risks are taken. Sorry for the long post.
- 9 replies
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- Teambuilding Guide
- Balanced
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Staraptor decided to roost and got eviscerated from Metagross's Hammer Arm
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Can I donate my money to someone?
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Name's Bond. Ionic Bond. Taken, not shared
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Alright I'll post it in modes Easy mode: Charizard, Blaziken, Infernape, Empoleon, Torterra, Greninja Normal mode: Venusaur, Typhlosion, Feraligatr, Swampert, Sceptile, Emboar, Chesnaught Hard mode: Blastoise, Serperior, Samurott, Delphox Impossible mode: Meganium
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It's quite user-friendly. You make a team by selecting the members, as they are listed by tier, and then you give moves, items, abilities and EV spreads. Then you can either click on the button to find a battle with a random player or click on someone's nickname and challenge them.
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- battle
- pokemon oras
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