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Lord Chespin

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Posts posted by Lord Chespin

  1. 2 hours ago, Paperblade said:

    I haven't had a chance to play much of the new CoM due to life stuff, but the level limiter is a huge improvement over the system Reborn uses. Especially in hardcore where every random trainer early has 3 mons at 7+, making it easy for your starter to hit 20+ just doing that

     

    To that end, I'm finding the removal of that super early exp share annoying--playing switching games to level up my filler mons resulting in running to a center every other fight is not compelling. I got the impression we still get it after Julia or something, but I'd rather just have the share asap

     

    Actually, if you talk to Techie Johnathan and start the Hardcore-exclusive subplot, he'll mention that the EXP Share got stolen by a "screaming panda". Said "panda" is a Spinda with hyper voice that you can catch in the area where you find Pansear, and it has the EXP Share as a held item. It's actually a pretty good early-game crutch character, and it helps with the Doubles fight against Julia. Also, even though it's relatively deep into the Peridot Ward, there's a path you can take through the ward to the Spinda so that the only guy you have to fight is the Street Rat under the bridge.

  2. Hey! It's been a little over a week since somebody last posted, so I thought I'd liven up the thread again. I feel that Double Posting is a necessary evil in this scenario.

     

    typhlosion.gif

    Mega Typhlosion

     

    Type: Fire

    Ability: Drought

     

    HP: 78

    Attack: 84

    Defense: 93

    Special Attack: 159

    Special Defense: 100

    Speed: 120

     

    Typhlosion, on paper, should be a great Pokemon. It has a fire immunity and access to the fastest Eruption in the game, theoretically allowing it to do massive damage. In practice, the poor thing gets worn down too fast from entry hazards to use full-power Eruptions and just isn't strong enough without Eruption, on top of a shallow movepool and lower-than average bulk. As a result, it's stuck in a competitive limbo, too strong for NU but far too outclassed for RU. That's what this mega seeks to change. While it may seem outclassed by Mega Charizard due to both being Fire-type Megas with an equal Special Attack and Drought, it has two edges over its competition: Eruption and better speed. This speed lets it get to 372 base speed with a Timid Nature and max EVs, allowing it to speed tie with Alakazam, Dugtrio, and Shields-Down Minior; this means it gets the jump on foes that Charizard couldn't dream of touching, like Terrakion, Choice Scarf Tyranitar, Mega Metagross, and Garchomp, to name a few. Of course, it lacks Charizard's vast coverage options, and still has two massive flaws in meh bulk and vulnerability to all hazards, so you might want to build a team to support it.

     

    Krakatoa (Standard)

    Spoiler

    Typhlosion @ Typhlosionite

    Ability: Flash Fire

    Timid Nature

    252 SpA / 4 SpD / 252 Spe

    - Eruption

    - Flamethrower

    - Solar Beam

    - Focus Blast

     

    The EVs are simple, giving Typhlosion as much speed and power as possible. Eruption's the main selling point, doing stupid amounts of damage to anything that doesn't resist it when Typhlosion's at full health. Flamethrower's your best option when your health is below 73%, as it out-damages Eruption then. Solar Beam and Focus Blast are Typhlosion's best coverage moves, doing insane damage to most Fire-type switch-ins like Heatran.

     

  3. Hey, that's actually a really good idea for a Mega Torkoal! Would you mind terribly if I used it for a fan-game I was making? I'd give you credit, of course...

     

    Additionally, here's an idea I had for an offensive Sticky Web user:

     

    ariados.gif

    Mega Ariados

     

    Type: Bug/Dark

    Ability: Tough Claws

     

    HP: 70

    Attack: 130

    Defense: 120

    Special Attack: 30

    Special Defense: 120

    Speed: 40

     

    So, Ariados was a poor Pokemon who ended up being nothing more than an early-game Crutch Pokemon, and even failed at that due to its meh Attack, bad bulk, and even worse speed. The only time it was remotely threatening was during the final fight against Guzma, during which my team almost got swept by a +6 Attack one (and even then, that's more a testament to how tough the game is if you switch off the EXP Share and how powerful Fell Stinger is). Embarrassing personal anecdotes aside, this Mega finally lets Ariados see the light of the higher tiers due to much better bulk, a respectable (albeit not great) Attack stat, multiple priority options to bypass its bad speed, and (most important) access to Sticky Web, a coveted field hazard that seriously aids sweeping. It even gets Leech Life for recovery! Of course, its bulk and Attack are a little underwhelming for a mega, and its speed is still pitiful, but it's still a massive buff to such a previously-poor Pokemon.

     

    Sample Sets:

     

    Sticky Situation (Offensive Utility)

    Spoiler

    Ariados @ Ariadosite

    Ability: Insomnia

    Adamant Nature

    168 HP / 252 Attack / 84 Speed

    - Sticky Web

    - Megahorn / Leech Life

    - Sucker Punch

    - Poison Jab

     

    The pre-Mega ability is kind of useless, since you'll want to Mega Evolve right away, but Insomnia at least gives you the chance to absorb sleep-inducing moves. The given EVs let you outspeed Chansey, allowing you to chip away at it faster than it can recover. Sticky Web is the main draw of this set, being able to slow down foes and make it easier for a teammate to sweep. Megahorn and Leech Life are your best Bug STABs; Megahorn does more raw damage, while Leech Life gives you recovery. Sucker Punch is your best Dark-type STAB, giving you priority as a way to break past your low speed. Poison Jab is your best coverage move, giving you good Neutral coverage when combined with Bug/Dark coverage.

     

    Does Whatever A Spider Can (Hone Claws Sweeper)

    Spoiler

    Ability: Insomnia

    Adamant Nature

    168 HP / 252 Attack / 84 Speed

    - Hone Claws

    - Megahorn / Leech Life

    - Sucker Punch

    - Poison Jab / Sticky Web

     

    Hone Claws lets you boost your attack to massive levels, and has great synergy with Megahorn, since it boosts its shaky accuracy; however, if you want recovery, Leech Life can be run instead. Sucker Punch is non-negotiable, allowing you to circumvent your low speed. Poison Jab, as mentioned above, is your best coverage move, but Sticky Web can be run if you really want it.

     

    Also, just so we're clear: TOXIC THREAD IS GARBAGE AND SHOULDN'T BE USED, EVER. Good? Good.

  4. On 1/8/2017 at 0:33 PM, Lord Chespin said:

    I'd like the Grass Trainer Card for my Trainer Card, please.

     

    I'd also like my own custom image, which I've posted here:

     

      Reveal hidden contents

    203ddead635a4232a6d38af1558b6bac.png

     

    Finally, here's my team:

      Reveal hidden contents

    Chesnaught @ Leftovers

    Nickname: Lord_Chespin

    Gender: Male

    Shiny: Yes
    Ability: Bulletproof
    EVs: 252 HP / 252 Def / 4 SpD
    Impish Nature
    - Leech Seed
    - Drain Punch
    - Spikes
    - Spiky Shield

     

    Slowking @ Assault Vest

    Nickname: Super Kent

    Gender: Male
    Shiny: Yes
    Ability: Regenerator
    EVs: 252 HP / 252 SpA / 4 SpD

    IVs: 0 Atk
    Quiet Nature
    - Scald
    - Psyshock
    - Dragon Tail
    - Fire Blast

     

    Ninetales-Alola @ Light Clay

    Nickname: iEllyion

    Gender: Male

    Shiny: Yes
    Ability: Snow Warning
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Aurora Veil
    - Blizzard
    - Moonblast
    - Encore

     

    Charizard @ Charizardite X

    Nickname: Drakonia

    Gender: Female

    Shiny: Yes
    Ability: Blaze
    EVs: 252 Atk / 4 Def / 252 Spe
    Adamant Nature
    - Dragon Dance
    - Flare Blitz
    - Dragon Claw
    - Roost

     

    Excadrill @ Choice Scarf

    Nickname: BrewingSilver

    Gender: Female

    Shiny: Yes
    Ability: Mold Breaker
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Earthquake
    - Iron Head
    - Rock Slide
    - Rapid Spin


    Minior @ White Herb

    Nickname: Keith

    Gender: Non-Binary

    Shiny: Yes

    Ability: Shields Down
    252 Atk/148 SpA/108 Spe
    Naive Nature
    - Shell Smash
    - Acrobatics
    - Power Gem
    - Earthquake

     

     

    Bumping this because I'm not sure if it got noticed by anybody.

  5. Okay, today I've got a Mega for a Pokemon that is a pain to get and barely useful competitively. You can call her Queen B, or...

     

    vespiquen.gif

    Mega Vespiquen

     

    Type: Bug/Psychic

    Ability: Triage


    HP:  70

    Attack: 120

    Defense: 122

    Special Attack: 120

    Special Defense: 122

    Speed: 20

     

    - Vesipiquen can now learn Leech Life, Calm Mind, Psychic, Stored Power, and Zen Headbutt.

     

    So, uh, that's a lot of changes to make with the Mega, but it's not completely unprecedented, as Game Freak gave Mega Lopunny High Jump Kick in ORAS (plus, regular Vespiquen needs all the help it can get). While its defenses and offenses seem lackluster and its speed is abysmal, it has an ace in the hole with its new ability, Triage! Thanks to this and access to both a defensive healing move in Heal Order and an offensive healing move in Leech Life, it can become a priority abuser and offensive tank, as well as a Bulky wincon with Calm Mind. Of course, it's not quite the second coming of Talonflame; in addition to the aforementioned flaws, it has a pretty meh STAB combo.

     

    Sample sets:

     

    Let Me Be Your Ruler (Offensive Tank)

    Spoiler

    Vespiquen @ Vespiquenite

    Ability: Pressure/Unnerve

    EVs: 252 HP / 252 Atk / 4 SpA

    Brave Nature

    - Leech Life

    - Zen Headbutt

    - Heal Order

    - Power Gem

     

    The pre-Mega ability is kind of irrelevant since you'll be wanting to Mega Evolve right away, and since both abilities are kind of useless. The EVs and Nature give you maximum bulk and good mixed offenses. Leech Life is the main move you should be using, as Triage gives it a priority buff to circumvent your speed. Zen Headbutt is your other STAB, but should only be used on targets that resist Leech Life, since it doesn't get priority. Heal Order is your healing move for when Leech Life won't heal enough, and Power Gem is to hit Charizard on the switch.

     

    The Bee Doesn't Care What Humans Think (Bulky Wincon)

    Spoiler

    Vespiquen @ Vespiquenite

    Ability: Pressure/Unnerve

    EVs: 252 HP / 252 Def / 4 SpD or 252 HP / 252 SpA / 4 Def

    Modest Nature

    - Calm Mind / Defend Order

    - Stored Power

    - Heal Order

    - Bug Buzz

     

    The EVs are customized based on your boosting move; Calm Mind sets should use the first one, and Defend Order sets should use the second one. I'd personally recommend Calm Mind, as Defend Order sets do less damage overall and can be taken out fast with a lucky crit, but hey, it's there if you want it. Either way, Stored Power is your best attacking move, and should be used once you get enough boosts. Heal Order gives you longevity, andd Bug Buzz is for Dark-types who are immune to Bug Buzz.

     

  6. Okay, man the stations, because we've got a...

     

    toucannon.gif

    Mega Toucannon

     

    Type: Fire/Flying

    Ability: Sublimate (Turns Normal-type moves into Fire-type moves and boosts them by 1.2x)

     

    HP: 80

    Attack: 140

    Defense: 100

    Sp. Attack: 105

    Sp. Defense: 100

    Speed: 60

     

    Toucannon has a lot of things going for it: a nifty Attack stat, great movepool, and an awesome signature move; sadly, its meh bulk and poor speed keep it out of OU. Now, however, with its new Mega and new typing, it's finally firing on all cylinders! Although its stats suggest a physical-attacking set, access to the stupidly-powerful Boomburst allows it to run an effective special set too. Of course, its speed is still god-awful, so it's always going to have to tank a hit, and while its bulk is far better, it's not going to be sponging hits for long.

     

    Sample Sets:

     

    Gaping Cannonball Wound (Physical)

    Spoiler

    Toucannon @ Toucannonite

    Ability: Keen Eye

    EVs: 252 HP / 252 Attack / 4 Defense

    Impish Nature

    - Return

    - Beak Blast

    - Steel Wing

    - Swords Dance / Roost

     

    Max Investment in Attack and HP make Toucannon hit hard and take hits well, with the rest dumped into Defense to make the most of Beak Blast. The prior ability is irrelevant, as you'll want to Mega Evolve right away. Return and Beak Blast are your main STABs, with Steel Wing to hit the Rock-Types that Wall your STABs. The last shot is up to you; Swords Dance makes Toucannon scarily powerful, while Roost lets you live a lot longer.

     

    Toot Cannon (Special)

    Spoiler

    Toucannon @ Toucannonite

    Ability: Keen Eye

    EVs: 252 HP / 4 Defense / 252 Special Attack

    Impish Nature

    - Boomburst

    - Flash Cannon

    - Hidden Power Ground / Hidden Power Electric

    - Roost

     

    Boomburst is your main move, and does stupid amounts of damage to anything that doesn't resist it, even off of a mere base 105 Special Attack. Flash Cannon hits the Rock-Types that resist Sublimate Boomburst, while Hidden Power hits either Heatran or Mantine, both of which wall this set either way. Roost keeps you alive longer to fire off more Boombursts.

     

  7. Hey! The activity in this thread's been a little quiet, so why not liven it up a little with an idea for a Mega I had?

     

    komala.gif

    MEGA KOMALA

     

    Type: Normal/Fairy

    Ability: Comatose

     

    HP: 65

    Attack: 135

    Defense: 110

    Special Attack: 40

    Special Defense: 120

    Speed: 110

     

    Komala was one of the new Pokemon that just lacked that extra "oomph" to make it competitively viable. It had a great Attack stat (higher than Kommo-o, in fact) and an Amazing ability for an offensive Pokemon, but its other stats and movepool were... underwhelming, to say the least. However, with its Mega, it suddenly becomes a frightening setup sweeper with great speed, power, and an immunity to being hit with status! Once it sets up, you can't try to slow it down, or halve its Attack, or put it on a timer; you'll have to take it out the old-fashioned way. Unfortunately, while its bulk is much better, it's still kinda underwhelming, and with wish as its only recovery, it's gonna get worn down over the match.

     

    Sample sets:

     

    The Sandman (Swords Dance)

     

    Spoiler

    Komala @ Komalite

    Ability: Comatose

    EVs: 252 Attack / 4 Def / 252 Speed

    Jolly Nature

    - Swords Dance

    - Return

    - Play Rough

    - Earthquake

     

    Basically, set up Swords Dance and go to town while the foe desperately scrambles to stop you. Return is your main STAB to hit stuff neutrally, while Play Rough should be used to hit stuff Super-Effectively, and Earthquake should be used to hit Poison- and Steel-types. Try pairing this guy with a partner that can soften physical walls, like Tapu Lele (which also protects Komala from priority) or Magearna.

     

    WAKE ME UP INSIDE (Bulk Up)

     

    Spoiler

    Komala @ Komalite

    Ability: Comatose

    EVs: 252 HP / 4 Attack / 252 Speed

    Jolly Nature

    - Bulk Up

    - Wish

    - Return / Play Rough

    - Earthquake

     

    Bulk Up and Wish make Comala a speedy wincon that can demolish unprepared teams. Your STAB move depends on whether you want slightly more power and better neutral coverage (Return) or better Super-Effective coverage (Play Rough); either way, Earthquake is your best coverage move and is thus non-negotiable.

     

  8. 40 minutes ago, Cyanna Cyril said:

    @Lord Chespin You may want Slowbro over slowking. Although you lose dragon tail, you'd gain access to another possible mega, a pokemon which benefits more from the AV (since it's defense and special defense will both be good), and it doesn't necessarily lose bulk or offensive capability. 

     

    I actually chose Slowking over Slowbro because Slowking forms a nice defensive core with Chesnaught; not only do they cover each other's weaknesses rather well, but Chesnaught has physical bulk while Slowking has special bulk.

  9. I'd like the Grass Trainer Card for my Trainer Card, please.

     

    I'd also like my own custom image, which I've posted here:

     

    Spoiler

    203ddead635a4232a6d38af1558b6bac.png

     

    Finally, here's my team:

    Spoiler

    Chesnaught @ Leftovers

    Nickname: Lord_Chespin

    Gender: Male

    Shiny: Yes
    Ability: Bulletproof
    EVs: 252 HP / 252 Def / 4 SpD
    Impish Nature
    - Leech Seed
    - Drain Punch
    - Spikes
    - Spiky Shield

     

    Slowking @ Assault Vest

    Nickname: Super Kent

    Gender: Male
    Shiny: Yes
    Ability: Regenerator
    EVs: 252 HP / 252 SpA / 4 SpD

    IVs: 0 Atk
    Quiet Nature
    - Scald
    - Psyshock
    - Dragon Tail
    - Fire Blast

     

    Ninetales-Alola @ Light Clay

    Nickname: iEllyion

    Gender: Male

    Shiny: Yes
    Ability: Snow Warning
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Aurora Veil
    - Blizzard
    - Moonblast
    - Encore

     

    Charizard @ Charizardite X

    Nickname: Drakonia

    Gender: Female

    Shiny: Yes
    Ability: Blaze
    EVs: 252 Atk / 4 Def / 252 Spe
    Adamant Nature
    - Dragon Dance
    - Flare Blitz
    - Dragon Claw
    - Roost

     

    Excadrill @ Choice Scarf

    Nickname: BrewingSilver

    Gender: Female

    Shiny: Yes
    Ability: Mold Breaker
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Earthquake
    - Iron Head
    - Rock Slide
    - Rapid Spin


    Minior @ White Herb

    Nickname: Keith

    Gender: Non-Binary

    Shiny: Yes

    Ability: Shields Down
    252 Atk/148 SpA/108 Spe
    Naive Nature
    - Shell Smash
    - Acrobatics
    - Power Gem
    - Earthquake

     

  10. 9 hours ago, Cyczer said:

     

    Nice team overall. Just a slight note that when you run a speed boosting move on a sweeper pokemon, running a +speed nature on it is not recommended.

     

    Reasoning: 100 base speed , stat at +1 and nature is positive result is 492 speed. Without a positive nature, your speed is at 448. With 448, you can manage to outspeed pokemons with 150 base speed, with positive speed nature, 150 base speed pokemons will have a speed stat of 438. This means there are like 2 pokemons that can outspeed you, which are pokemons over 155 base speed stat. Ninjask cant do a significant work towards you, and deoxys speed is banned. Other than that, your not fragile to any priority move except for accelerock, but that wouldnt knock you out anyway. 

     

    ( Statcalc code : Copy paste on showdown server --> (/statcalc 100 positive +1) ---> Statcalc 100 means u will calculate 100's possible values. Positive means a nature that increases stats, +1 is the boost)

     

    For slowking, you may want to 0 the attack IV's, because you dont need a significant damage with dragontail. 

     

    For ninetales, I'd recommend blizzard over freeze dry. Im guessing the reason why you put freeze dry is water coverage, but you already have 2 pokemons that can deal with water types well, chesnaught can leechstall and slowking will probably wall more than half of them with dragon tail. I'd recommend to you to use blizzard over it, its a great BP power that gets boosted accuracy under hail, which means u'll always land a blizzard.

     

    Aaaand I got a question for you ;D 

     

    U purposely run minior as a mixed attacker right? U coulda run it adamant and get stone edge/rock slide over power gem.

     

    Thank you for the feedback! I'll change Charizard to Adamant instead of Jolly, Slowking to 0 Attack IVs, and give Ninetails Blizzard. I'll probably keep Minior mixed, though, as I found a post on the Smogon Forums that recommended Power Gem for reliability (it hits most targets that wall Minior harder, and has perfect accuracy; Stone Edge's 80% accuracy turns all clean OHKOs into 80% chances to OHKO, for instance).

  11. First of all, Welcome to the forum, crulla! I love your idea for Chimecho, but I'm a little confused about some things. For one, does Chimecho now get wish?You mentioned it in the overview, but it's not listed in the new moves or any of the competitive sets. Also, wouldn't Parting Shot work better on the Hazard Control set over Memento? I'm no competitive battler, but I think you'd want a defogger to stay alive for most of the match, and Z-Parting Shot and Z-Memento both fully heal the new Pokemon coming in.

     

    Anyway, here's another idea I had, once again inspired by Twitch Plays Pokemon:

     

    Farfetch'd 2.0

    Spoiler

    farfetchd.gif

    Farfetch'd

     

    Type: Fighting/Flying

    Ability: Hyper Cutter/Super Luck/Defiant

     

    HP: 75

    Attack: 110

    Defense: 80

    Special Attack: 50

    Special Defense: 85

    Speed: 105

    Total: 505

     

    Level-Up Movepool Changes: Karate Chop (7), Low Sweep (19), Mach Punch (43), Sacred Sword (49)

     

    So, Farfetch'd actually got buffed last generation (from 65 Attack to 90 Attack), but that barely helped it, so I decided to give it a little more of a buff (okay, a lot more of a buff). With these changes, Farfetch'd becomes far more than a slayer of trees, and can actually hold its own in battle! Even better, with its new ability Super Luck and the effect of its signature held item, the Stick, it can effectively double its damage output with guaranteed critical hits! Unfortunately, this duck is still as frail as, well, a duck, so if it can't get a KO, expect it to get KO'd in return. Additionally, base 105 speed is really good, but it still fails to outspeed certain big threats in OU and UU, like Latias.

     

    Sample Sets:

     

    Hax is an Art Form (Standard)

    Farfetch'd @ Stick

    Ability: Super Luck

    EVs: 4 HP / 252 Atk / 252 Spe

    Jolly Nature

    - Sacred Sword

    - Brave Bird

    - Knock Off / Substitute

    - U-Turn / Swords Dance

     

    The EVs are more or less standard, with the remaining 4 EVs dumped in HP because Farfetch'd now takes neutral damage from Stealth Rock. Sacred Sword and Brave Bird give you more or less perfect coverage, so the last two slots are up to you. Knock Off and U-Turn provide utility, while Substitute and Swords Dance provide both second chances in sweeping and a chance to get even more scary with +2 Attack Critical Hits.

     

  12. Hey! I've got a very rough beta team that I made yesterday, and I'd like some feedback on it.

    Spoiler

    Chesnaught @ Leftovers
    Ability: Bulletproof
    EVs: 252 HP / 252 Def / 4 SpD
    Impish Nature
    - Leech Seed
    - Drain Punch
    - Spikes
    - Spiky Shield

     

    Slowking @ Assault Vest
    Ability: Regenerator
    EVs: 252 HP / 252 SpA / 4 SpD
    Quiet Nature
    - Scald
    - Psyshock
    - Dragon Tail
    - Fire Blast

     

    Ninetales-Alola @ Light Clay
    Ability: Snow Warning
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Aurora Veil
    - Freeze-Dry
    - Moonblast
    - Encore

     

    Charizard @ Charizardite X
    Ability: Blaze
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Dragon Dance
    - Flare Blitz
    - Dragon Claw
    - Roost

     

    Excadrill @ Choice Scarf
    Ability: Mold Breaker
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Earthquake
    - Iron Head
    - Rock Slide
    - Rapid Spin

     

    Shell Smash
    Minior @ White Herb
    Ability: Shields Down
    252 Atk/148 SpA/108 Spe
    Naive Nature
    - Shell Smash
    - Acrobatics
    - Power Gem
    - Earthquake

    Thank you guys in advance!

  13. So, as I'm sure you know, there are over 800 Pokemon out there. Some are useful in various competitive niches, some have useful typings or abilities, and some are staples on pretty much every team.

     

    And then there are these guys.

     

    chimecho.gifcastform.gifflareon.gif

     

    These guys have basically no niche, even in the depths of PU. They may have been designed with a niche in mind, but they utterly fail at that niche. Maybe their stats are to low overall, or they get outclassed at every step of the way, or maybe they were built around a gimmick that just isn't competitively viable. Whatever the case is, these guys are the worst of the worst when it comes to competitive battling.

     

    It's time to change that.

     

    The purpose of this thread is to rebuild these guys from the ground up. I don't mean giving them new evolutions, new forms, new megas, or new designs; I mean taking what we have and giving them much-needed buffs. Maybe it's a new ability, like in the case of Pelliper, or maybe it's access to a new move (or a new move entirely), like Heatmor. Sometimes, it could just be a good old base stat buff. To show you what I mean,  here's an example from a game I'm making (the changes are in italics):

     

    Flareon 2.0

    Spoiler

    flareon.gif

    Flareon

     

    Type: Fire

    Ability: Flash Fire/Fur Coat

     

    HP: 65

    Attack: 130

    Defense: 65

    Special Attack: 60

    Special Defense: 110

    Speed: 95

     

    Level-Up Movepool Additions: Jump Kick (33), Blaze Kick (37)

     

    TM Movepool Additions: Stone Edge (TM71), Rock Slide (TM80), Wild Charge (TM93)

     

    Brand-New Moves: Gentle Warmth (Effect: Heals user by 50% normally, 25% on a Warm Field,, and 66% on a Cold Field)

     

    Ever since the First Generation, Flareon has been decried as a false prophet, with a pathetic stat distribution and awful movepool behind a facade of an awesome appearance. However, with these buffs, Flareon has seen the light and become an Anti-Antichrist, finally ready to give its opponents a run for its money! With some shifting of its stats and access to fur coat (which doubles its defense), it finally becomes a decent bulky attacker with a workable Speed stat. Reliable recovery only furthers its effectiveness as a bulky attacker, and its improved coverage allows it to run a choice scarf set. Of course, not everything's perfect; it has to rely on a lot of recoil moves to work effectively, which hurts it considering its pathetic 65 base HP, it's vulnerable to all entry hazards, and it struggles against common OU threats, like Garchomp, Landorus-T, and Ash-Greninja.

     

    Sample sets:

     

    The Church of Dome (Bulky Offensive)

    Flareon @ Leftovers

    Ability: Fur Coat

    252 HP/252 Attack/4 Def

    Adamant Nature

    - Flare Blitz

    - Jump Kick

    - Wild Charge

    - Gentle Warmth

     

    The given IVs and Nature maximize the amount of damage you can do, while also making you as bulky as possible. Flare Blitz, Jump Kick, and Wild Charge give Flareon perfect coverage bar Alolan Marowak, and Gentle Warm lets you heal off the damage you're tanking, as well as recoil.

     

    Amber Alert (Choice Scarf)

    Flareon @ Choice Scarf

    Ability: Fur Coat

    4 HP/252 Attack/252 Speed

    Jolly Nature

    - Flare Blitz

    - Jump Kick

    - Wild Charge

    - Stone Edge

     

    The given Nature and IVs allow Scarfed Flareon to outspeed everything up to positive-natured Scarfed Tapu Lele and Kyurem-Black. The first three moves (as mentioned above) hit everything except Alolan Marowak, which gets hit hard by Stone Edge.

     

    So yeah, most examples should be formatted like this. Let me know what you guys come up with!

     

    EDIT: Also, Smogon did an article on something like this! Here it is: http://www.smogon.com/articles/bottom-of-the-bibarel

  14. Jmanultrax1, not a bad idea, but personally, I think a better Mega Kommo-o would play to its main strength- its versatility. Seriously, this thing is a jack-of-all-trades, but not all of its options are viable thanks to better attackers (Dragonite outclasses the dragon dance set, for example). Therefore, I'd say a better mega would look something like this: 

     

    Mega Kommo-o

    Spoiler

    kommo-o.gif

     

    MEGA KOMMO-O

     

    Type: Dragon / Fighting

    Ability: Adaptability

     

    HP: 75

    Attack: 140 (+ 30)

    Defense: 135 (+ 10)

    Special Attack: 130 (+ 30)

    Special Defense: 115 (+ 10)

    Speed: 105 (+ 20)

     

    This Draconic monk is ready to make you say your prayers with its new mega! Befitting of a pseudo-legendary, all of its stats have gotten a buff; its once-mediocre (for OU) attack stats get a much-needed buff, while its unboosted speed goes from painfully slow (again, for OU) to workable, and its defenses let it tank hits even better. Even more fitting for such a versatile beast is its ability, adaptability, which makes its STAB attacks hit all the harder (especially useful since it has rather low-powered physical moves and no specially-oriented boosting move). Unfortunately, it can still be overpowered by repeated attacks, and its unboosted stats are kinda underwhelming for a mega due to being so spread out.

     

    Holy Wars (Swords Dance)

    Kommo-o @ Kommotite

    Ability: Soundproof/Bulletproof

    EVs: 252 Attack / 4 Defense / 252 Speed

    Jolly Nature

    - Swords Dance

    - Dragon Claw

    - Sky Uppercut

    - Poison Jab

     

    This is basically the dragon dance set for normal Kommo-o, but its mega makes it better in pretty much every way. The Jolly nature is used to let it outspeed as many Pokemon as possible, but an Adamant nature's not out of the question if you want more power. Since you'll be Mega-Evolving as soon as you get in, the nature's up to you, and mainly depends on what you want to block on the switch. Swords Dance is the main draw of this set, making Kommo-o stupidly strong after just one turn. Dragon Claw and Sky Uppercut are to abuse Adaptability (Dragon Claw was chosen over Outrage because of all of Outrage's nasty side-effects), and Poison Jab is to nail Fairies that might otherwise cut your sweep short.

     

    Eternal Hymn (Autotomize) 

    Kommo-o @ Kommotite

    Ability: Soundproof/Bulletproof

    EVs:  4 HP / 252 Special Attack / 252 Speed

    Modest Nature

    - Autotomize

    - Clanging Scales

    - Focus Blast

    - Flash Cannon

     

    Again, this is more or less the same as standard Kommo-o's Autotomize set, but it works well regardless. The given Nature and EVs let you speed-tie with Choice Scarft Landorus-T and +2 Mega Sharpedo, while maximizing power and boosting bulk. Autotomize is the main draw of this set, and Clanging Scales and Focus Blast are your go-to STAB moves, hitting for stupidly high damage, even off of a base 130 Special Attack. Flash Cannon is to nail Fairy-types.

     

    Slayer of Demons (Dragon Dance)

    Kommo-o @ Kommotite

    Ability: Soundproof/Bulletproof

    EVs: 252 Attack / 4 Defense / 252 Speed

    Jolly Nature

    - Dragon Dance

    - Dragon Claw

    - Sky Uppercut

    - Poison Jab

     

    This is pretty much the Swords Dance set, but with Dragon Dance. Not much else to say, really.

     

  15. Okay, I got a revised version of an idea that got thrown around in the previous thread. Say hello to the One True Mega Bug Pair!

     

    Mega Volbeat

    Spoiler

    volbeat.gif

     

    MEGA VOLBEAT

     

    Type: Bug/Electric

    Ability: Dazzling

     

    HP: 65

    Attack: 63

    Defense: 90

    Special Attack: 102

    Special Defense: 100

    Speed: 110

     

     

    Move over, Manaphy- here comes the newest Tail Glow sweeper! With a higher speed, slightly higher Special Attack, access to stronger moves in Bug Buzz and Thunderbolt (as well as Giga Drain for coverage/HP restoration), and an immunity to priority moves,  this guy establishes its niche in OU. However, it's noticeably frailer, meaning setting up can be tough at times. Its STAB coverage is also blocked by omnipresent Pokemon like Landorus-T, Alolan Marowak, and Decidueye.

     

    Glow-Stick It To 'em (Standard)

    Volbeat @ Volbeatite

    Ability: Prankster

    EVs: 4 Def / 252 SpA / 252 Spe

    Modest Nature

    - Tail Glow

    - Thunderbolt

    - Bug Buzz

    - Giga Drain

     

    Modest Nature lets you hit as hard as possible, which is a must given Volbeat's relatively low special attack pre-boost. The EVs maximize Speed and power, with the rest being dumped in defense to give Volbeat an odd HP number (because stealth rock). Tail Glow is this guy's main selling point, allowing him to be scarily powerful after just one turn. Thunderbolt and Bug Buzz are obligatory STABs, while Giga Drain is for both coverage on Ground-types and sustainability.

     

     

    Mega Illumise

    Spoiler

    illumise.gif

     

    Mega Illumise

     

    Type: Bug/Fairy

    Ability: Queenly Majesty

     

    HP: 65

    Attack: 102

    Defense: 90

    Special Attack: 63

    Special Defense: 100

    Speed: 110

     

    New move: Adrenal Mist (Raises attack by three stages)

     

    With its new move and mega, this girl busts into the scene to show everyone why she's the leader of the Volbeat swarm! Basically, she's a physical version of Mega Volbeat; to keep her viable, she has a higher speed and more reliable way of setting up to differentiate her from other physical setup sweepers like Azumarill. Unfortunately, she doesn't really have a good bug STAB move, and she's kinda frail.

     

    Royal Bruiser (Standard)

    Illumise @ Illumite

    Ability: Prankster

    EVs: 252 Atk / 4 Def / 252 Spe

    Adamant Nature

    - Adrenal Mist

    - Play Rough

    - Zen Headbutt

    - Brick Break

     

    Adamant Nature and the given EVs maximize power and speed, while keeping the HP number odd. Adrenal Mist is your setup move here, as it boosts Illumise's damage output through the roof. Play Rough is the only STAB you need, and the main move you should be using; Zen Headbutt is for Poison-types, while Brick Break is for Steel-types.

     

  16. So, the Seventh Generation of Pokemon's been out for a few weeks, and as we all know, there haven't been any new Mega Pokemon. I figured that with all the new mechanics and changed mechanics, we could come up with some interesting new Mega Pokemon, so I made a new thread separate from the old one (which I now consider to be the Sixth-Gen thread).

     

    So, here's some ideas that I have to start us off:
     

    Mega Vanilluxe

    Spoiler

    vanilluxe.gif

    Mega Vanilluxe

     

    Type: Ice

    Ability: Hailfire (Boosts Special Attack by 1.5x in Hail, but causes 1/8th of HP in recoil damage; basically a Hail version of Solar Power)

     

    HP: 71

    Attack: 95

    Defense: 100

    Special Attack: 140

    Special Defense: 110

    Speed: 119

     

    So, basically this guy is the epitome of a hail sweeper. He sets up his own hail thanks to Snow Warning, then abuses it to unleash powerful, 100% accurate Blizzards. Unfortunately, he doesn't have the best coverage, and despite his good defenses he gets worn down easily, so he has to rely on doing massive damage or bailing.

     

    Brain Freeze (Standard Set)

    Vanilluxe @ Vanilluxite

    Ability: Snow Warning

    EVs: 4 Def / 252 SpA / 252 Spe

    Rash / Modest Nature

    - Blizzard

    - Freeze-Dry

    - Hidden Power Ground / Flash Cannon

    - Ice Shard / Autotomize 

     

    Blizzard is a must-have move thanks to hail making it 100% accurate. Freeze-Dry hits the Water-types that would otherwise wall Vanilluxe. Hidden Power Ground rounds out the coverage to hit Fire- and Steel-types, but Flash Cannon is always an option to hit opposing Ice-Types. Ice Shard is for priority, but Autotomize can be used to sweep instead of wallbreak. If you use Autotomize, be sure to use a Modest nature over Rash.

     

    Mega Braviary

    Spoiler

    braviary.gif

    Mega Braviary

     

    Type: Electric/Flying

    Ability: Galvanize

     

    HP: 100

    Attack: 160

    Defense: 90

    Special Attack: 75

    Special Defense: 90

    Speed: 100

     

    I actually planned to make a Mega Braviary with Gale Wings, but it turned out that Gale Wings got nerfed hard, so I decided to go for a more Native-American Thunderbird-inspired vibe. This guy takes the great defensive typing that is Electric/Flying and seeks to make it useful both Offensively and Defensively at the same time! His movepool may be rather small, but he gets everything he needs: STABS in Return and Brave Bird, a setup move in bulk up, and coverage in Superpower. Unfortunately, he's rather slow by OU standards, and gets outsped by most offensive threats, but hey, he always has tailwind.

     

    AMERICA F*** YEAH (Offensive)

    Braviary @ Braviarite

    Ability: Defiant

    EVs: 252 Atk / 4 Def / 252 Spe

    Adamant / Jolly Nature

    - Return

    - Brave Bird

    - Superpower

    - U-turn / Roost

     

    Basically the standard set for regular Braviary in RU, but hey, if it ain't broke don't fix it. Galvanize Return and Brave Bird gives you almost perfect coverage, and Superpower hits the targets those two moves can't (such as Excadrill and Magnezone). U-turn lets Braviary pivot out to a teammate if it gets into trouble, while Roost heals off the damage it might take.

     

    Make America Great Again (Bulk Up)

    Ability: Defiant

    EVs: 252 HP / 114 SpD / 112 Spe

    Careful Nature

    - Bulk Up

    - Roost

    - Substitute

    - Brave Bird

     

    Again, basically the standard Bulk Up set for Braviary in RU, but the EVs are changed to let it just outspeed Bulky Garchomp. Bulk Up is self-explanatory, Roost is for reliable recovery, and Substitute helps to block status ailments. Brave Bird's recoil may seem counter-intuitive, but nothing's immune to a flying-type STAB, whereas Galvanize Return is walled by the omnipresent Ground-types.

     

    Have fun, and Happy Mega-Evolving!

  17. A jamming signal has been used before in the official games. Ghetsis's cane in BW2 worked like this to prevent the player from catching Black/White Kyurem.

    Also, the way you worded this: "Alolan Variants being inspired by Insurgence's Delta Pokemon" makes it seem like you're saying that Gamefreak got the idea from Insurgence. I don't think they'd knowingly take an idea from a fangame (they'd probably have to take action against Insurgence if they knew it existed, like with Uranium), and Delta Species existed in the TCG in 3rd Gen. It was Insurgence who was inspired by the TCG, where the concept originally comes from.

    Oh. Good point; hadn't realized that. Sorry.

  18. So, I was playing Pokemon Moon, and after reaching the Aether Foundation for the first time, some of Wicke's dialouge struck me. In something of a throwaway line, she mentioned that Pokeballs don't work in the Aether Paradise because of a jamming signal emitted within the facility, preventing trainers from catching Pokemon within the Paradise.

    The first thing that came to my mind? "Holy shit! Pokemon Rejuvenation's mechanics on how Pokeballs work are canon now!"

    That then opened the floodgate for other realizations. Aside from the obvious one (Alolan Variants being inspired by Insurgence's Delta Pokemon), I noticed other parallels to fangames I've played. For example, Mega Evolution being incredibly painful and destructive to the Pokemon involved reminded me of the PULSE Pokemon from Reborn, and Lusamine attempting to murder you with her Nihilego after fusing with it brought forth memories of Solaris using his Garchomp as a personal assassination tool.

    Have you guys noticed any other similarities? Let me know if you did!

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