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Posts posted by Lord Chespin
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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.
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)
SpoilerTyphlosion @ 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.
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My card looks amazing! Thank you, Sparky!
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3 hours ago, Ice Cream Sand Witch said:
Manecnic
Or Manicktric.
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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:
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)
SpoilerAriados @ 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)
SpoilerAbility: 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.
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17 hours ago, Sparky said:
It was noticed, but we've got quite the backlog to work on. Speaking of cards @mde2001 has been on fire recently and here is batch 2 of 13 crisp cards.
Okay, sorry to be a bother.
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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:
Finally, here's my team:
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 ShieldSlowking @ Assault Vest
Nickname: Super Kent
Gender: Male
Shiny: Yes
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpDIVs: 0 Atk
Quiet Nature
- Scald
- Psyshock
- Dragon Tail
- Fire BlastNinetales-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
- EncoreCharizard @ 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
- RoostExcadrill @ 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 HerbNickname: Keith
Gender: Non-Binary
Shiny: Yes
Ability: Shields Down
252 Atk/148 SpA/108 Spe
Naive Nature
- Shell Smash
- Acrobatics
- Power Gem
- EarthquakeBumping this because I'm not sure if it got noticed by anybody.
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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...
Mega Vespiquen
Type: Bug/Psychic
Ability: Triage
HP: 70Attack: 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)
SpoilerVespiquen @ 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)
SpoilerVespiquen @ 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.
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Okay, man the stations, because we've got a...
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)
SpoilerToucannon @ 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)
SpoilerToucannon @ 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.
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Hey! Glad to see you made the welcoming post (Drakonia101 and I are IRL friends; I introduced her to this place)! Here's hoping you enjoy it!
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10 hours ago, Epic C said:
Freddy (Bewear) (M) @ Assault Vest
10 hours ago, Epic C said:Freddy (Bewear)
10 hours ago, Epic C said:Freddy (Bewear)
SpoilerNOT SORRY -
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?
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)
SpoilerKomala @ 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)
SpoilerKomala @ 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.
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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.
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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:
SpoilerFinally, here's my team:
SpoilerChesnaught @ 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 ShieldSlowking @ Assault Vest
Nickname: Super Kent
Gender: Male
Shiny: Yes
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpDIVs: 0 Atk
Quiet Nature
- Scald
- Psyshock
- Dragon Tail
- Fire BlastNinetales-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
- EncoreCharizard @ 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
- RoostExcadrill @ 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 HerbNickname: Keith
Gender: Non-Binary
Shiny: Yes
Ability: Shields Down
252 Atk/148 SpA/108 Spe
Naive Nature
- Shell Smash
- Acrobatics
- Power Gem
- Earthquake -
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).
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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
SpoilerFarfetch'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.
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Hey! I've got a very rough beta team that I made yesterday, and I'd like some feedback on it.
SpoilerChesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Leech Seed
- Drain Punch
- Spikes
- Spiky ShieldSlowking @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Scald
- Psyshock
- Dragon Tail
- Fire BlastNinetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Aurora Veil
- Freeze-Dry
- Moonblast
- EncoreCharizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- RoostExcadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid SpinShell Smash
Minior @ White Herb
Ability: Shields Down
252 Atk/148 SpA/108 Spe
Naive Nature
- Shell Smash
- Acrobatics
- Power Gem
- EarthquakeThank you guys in advance!
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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.
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
SpoilerFlareon
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
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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
SpoilerMEGA 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.
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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
SpoilerMEGA 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
SpoilerMega 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.
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18 minutes ago, FairFamily said:
No.
Oh, okay. At the risk of sounding rude, does anybody know when they'll be implemented?
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So, uh, is the Seventh Generation of Pokemon in the game yet? I mean, I kind of doubt it, since the games only came out a week or two ago, but I really want to try a ton of Monotypes using the new Pokemon.
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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
SpoilerMega 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
SpoilerMega 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!
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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.
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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!
Pokemon Reborn Hardcore [Mod][Discontinued]
in The Mod Market
Posted
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.