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That's some quality sprite work. I look forward to seeing more of it!
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Praise The Sun... and Moon - Pokemon Sun and Pokemon Moon
Ironbound replied to Godot's topic in Pokémon Fan Club
That's rather unlikely, I'm afraid. The closest thing we had to 'fairness' in starter typing was Gen4, when each final stage starter had a typing that gave it an advantage and a disadvantage againts the other two: Infernape: Fire/Fighting: Can hit Torterra and Empoleon super effectively with its first and second STABs, but is weak to their own Ground and Water typings. Empoleon: Steel typing negates the effectiveness of Grass and can hit Infernape with Water moves and, to compensate for the lack of type advantage, can hit Torterra x4 with Ice moves. Torterra: EARTHQUAKE BOTH! And then Gen6 gave us the most 'unfair' starters type-wise, where each was at the mercy of its superior type not just on account of their primary typing but also their secondary ones. (Though the frog was blatantly borked) I'd wager we get something like this: Grass/Rock, Fire/Poison and Water/Fighting -
I agree 100% with Jericho. Wh-what? Biased? Me? Of course not, what rubbish! Anyways, excluding Ubers and AG, I'd say it this way: 1. Steel (master race, despite being nerfed) 2. Fairy (excellent defensively and offensively) 3. Dragon (OG masters, now a little less master-y BC of nos. 2&1) 4. Flying (CAWCAW) 5. Water (always a staple good defensive and offensive monotype) 6. Dark (Spam Knock Off, also steel nerf really makes this type greater) 7. Ground (everyone needs a fat ground type) 8. Fighting (because STRENGTH) 9. Fire (erstwhile terrible but now gained more usage because of fairies and certain good defensive mons) 10. Ghost (Steel nerf benefited them, too, although only a few are truly terrorizing) 11. Psychic (still much the same) 12. Poison (gained new defensive and offensive prowess due to fairies, but otherwise largely unchanged) 13. Bug (couple of good bugs in each tier, but most are garbage) 14. Grass (the role of defensive Grass types has increased, but offensively rather meh coverage) 15. Electric (some electric types are excellent, but that's usually due to them and their attributes, not the typing alone) 16. Rock (always the same. Some Rock types shine, other are just...there.) 17. Normal (POWERFUL STARAPTOR, but not much else. Poor offensive typing, and terrible defensive typing because no resistances at all. The type itself is bad, but some members always shine. Unless you like fat stally mons, in which case you are the winner of my discontent) 18. Ice (I loathe Ice as a type. Terrible, even though it's great offensively, simply because excepting Kyurem, Weavile, Mamoswine and a few others, most Ice types suffer from their numerous weaknesses and fraility)
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That hit me right in the CPU! A critical hit! How could you not accept Magnezone as the one true Lord and Savior? He fainted for your sins, remember, and was Magnet Risen from the grave. Fine, then. Even if you reject the power of the Magnet, and insist on turning to other, lesser beings, you won't find Adaptability Dragalge bad at all. If you get one with a good nature, like Modest or Calm, and train it in SpAtk, HP and SpDef (follow Smogon sets if you care or else if it's in-game and casual don't bother) it's certainly a viable member of a team. It learns its best moves, Dragon Pulse, Sludge Bomb and Hydro Pump, naturally, so you don't need to do anything else. Teach it Sludge Wave once you beat Aya, and if you're interested in chain breeding, Toxic Spikes are an excellent 4th move on it. You'll have to breed the move onto an Omanyte, which will then be able to pass the move on to Skrelp.
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Happy birthday, hugs! Wish you a great year ahead.
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TFW when you dance on the thin cusp of infinite insomnia...
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Needs more Magnezone! Fortunately, your can get magnemite right away at Shade's gym, and it evolves immediately into Magneton, which is good its own right. Find one or breed one with a modest nature and good IVs, and it'll learn it's best moves, Discharge and Flash Cannon, on its own later. For now, you can give it Charge Beam and it'll probably have Mirror Shot and Tri Attack soon enough. You can also make good use of Thunder Wave and Magnet Rise, both of which it learns naturally. It hits very hard with Analytic, too. Magneton is better in every way than Fortress. You may also want to consider getting a Murkrow if the second bit of the Aqua/Magma story is concluded; Honchkrow I'd much better than Noctowl. Make sure you try to get an Adamant or Jolly one. It always in the defeated gang's hideout at night on windy days, and with dinner luck you can find one with Brave Bird as an egg move. Make sure to level up the Murkrow until it learns Sucker Punch first, though, before you evolve it.
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Happy birbday, Aika! You're an excellent person, much more than our favourite smol meme; May you have a wonderful year ahead, full of POWREFLU SATRAOTIRS and I wish you success in all your endeavours.
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Mmh. I agree, Laura is seemingly the most befitting user. Flowery and pretty and all that. She even did all the landscaping around Belrose Manse with all the flower-spinneys. Florinia has her sombre sand theme anyways, and somehow this field doesn't quite seem to fit anything but a Grass type user. It'd be funny to imagine Fern in this field, though. Ah, maybe he turned a new -leaf- and now appears as gentle and mellow as a dewy violet? Excuse me while I retch over the railing and punish myself for conjuring that mental image. While I'm at it, I'll also -Power Whip- my sorry self for making truly -rotten- plant puns.
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Awwww, that would indeed be sadistic, poor Kricketune always getting short end of the stick. Still, 509 is one point short of the 510 benchmark that other Gen4 mons hit, like Gliscor. And that 499 BST is no joke either, as that's what Talonflame hits! While we're discussing beginner bugs, we should give an evolution to Ledian as well, I think. The poor thing has an excellent arsenal of punching moves and a good ability in Iron Fist...with a crisp base 35 attack stat. Cruel, isn't it? How about a Bug/Psychic evolution, Ledianell, (Ladybird + Coccinella, the scientific name of ladybugs) that receives a significant boost to its attack and can use its good coverage in Drain Punch, Ice Punch and Thunder Punch alongside newly acquired access to Zen Headbutt and Megahorn? It'll even have access to Roost and U-turn. Its stats could be: HP: 55 --> 75 Atk: 35 --> 95 Def: 50 --> 80 SpAtk: 55 --> 45 Spdef: 110 Speed: 85 --> 95 It'll keep Iron Fist and Swarm. Puts it at a nice 500 BST, too, and might see the light of RU at least with its not-terrible-anymore typing and stats.
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I like it. I like it a lot. I especially like the name! While we're at it, I'd like to give Kricketune an evolution as well. Let's have it called Kricketyddle (Cricket + Katydid + Fiddle) and make it Bug/Flying? Sure, that's a horribly overused typing, but that's the best suited in my opinion. It can keep Technician, and acquire rather different stats like this: HP: 77 --> 87 Atk: 85 Def: 51 --> 76 SpAtk: 55 --> 95 SpDef: 51 --> 71 Speed: 65 --> 95 Poor ol' delelelelelwhoooooop needs an evolution that can be the final molt from tiny nymph to full imago. This winged Kricketyddle will be a special attacker more than a physical one, and will be able to use a rather fast Technician-boosted Silver Wind, Air Cutter and a Hidden Power of choice (granted, Bug Buzz does the same damage as Technician Silver Wind, but think of the boosts!) Its real niche will be in Sticky Web and gaining access to Quiver Dance, with which it can hopefully do something.
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I don't get you, weenie. Mega Beedrill is a terror. What gave you the idea that it's terrible? The thing has base 150 attack and base 145 speed with Adaptability. That's a base 140 power U-turn and a base 160 power Poison Jab. It's the perfect scout and pivot, with protect and the strongest U-turn of any Pokemon, rivalling Choice Banded Scizor's. The fact that it gets Drill Run to hit steels and Knock Off for even more utility is amazing. Pair Mega Drill up with the Lord Magnezone in OU and it's an excellent Volt Switch + U-turn core that can terrorize teams. Also, are you really suggesting that Beedrill be given Quiver Dance? And use Bug Buzz? The move that boosts Special Attack, SpDef and Speed. Beedrill has a special attack stat of 15 and an attack stat of 150! So why are you wanting to use a special boosting set on a Pokemon whose attack stat is literally 10 times higher than its abysmal special attack? Also, Beedrill is so frail, it doesn't even get time to set up with the vastly superior Swords Dance, which it actually gets. It's too busy scouting, protecting and killing things outright to have the chance to sit and boost when its whole idea is to grab momentum by rapid sniping and pivoting. If it can't even afford to competitively use a move that boosts its attack, I don't at all understand why you want it to sit and boost a special attack stat weaker than sunkern's and magikarp's, and try and bulk its defenses with Quiver Dance or Defend Order when a light breeze kills it anyways. And since it only ever has room for U-turn, Poison Jab, either Knock Off or Drill Run and the mandatory Protect (because it has to have that one safe turn to Mega evolve and acquire the deadly speed and power boosts) it really cannot afford to use a boosting move at all, much less one that attempts to boost its terrible bulk and special attack. Forgive me if I've become too caught up in this, but the idea of QD Defensive Beedrill just was too much. The only part of what you said that I can agree with is to grant Beedrill Megahorn, as that would place a monstrous 240 base power PHYSICAL move at its disposal.
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Happy birthday, DD! I wish you a great year ahead.
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That'd actually catapult its usage immensely. If it managed to get in unharmed, it could guarantee its survival with a focus sash and bring any Pokemon down to 1HP, and KO it the next turn with priority Shadow Sneak. Being immune to all priority other than Sucker Punch, Shadow Sneak and Talonflame's flying moves only makes Shedinja harder to stop. Shedinja already has the capacity to wall an entire team if they don't have a move to hit it super effectively with. Getting Endeavour would make it as bad as Gothitelle, in my opinion. It would force a lot of switches, and can decimate key members of opposing teams with almost zero application of skill. The only premise to abuse it would be to clear entry hazards and damaging weather, which is rather easily played around. The entire meta in every tier would be geared around a full-scale hazard war, Stealth Rock would become even more crucial, Toxic will be spammed everywhere on every switch,and things like Bisharp and Tyranitar will be used even more to punish the frenetic Defogs everywhere and also to stop opposing Shedinja with Sucker Punch, or to pursuit trap defoggers and keep up a damaging weather. That's really a very scary thought.
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If you could make your own mega evolution...
Ironbound replied to Lord Chespin's topic in Pokémon Fan Club
The idea is good, certainly, but Lanturn isn't used much simply because the annoying washing machine has the same typing, better defenses, Levitate and access to annoying moves like Will-O-Wisp. Multiscale on Mega Lanturn is questionable since it can't hold Leftovers and doesn't learn any recovery moves other than Rest, so I doubt it can make use of it. In my humble opinion, Lanturn is supposed to be a tanky pivot with access to a slow Volt Switch and support moves to facilitate switches. I'd rather grant it improved bulk, as its high HP is nullified by its abysmal defenses. Since you asked for opinions, although I certainly don't claim to be a master (I hope you weren't sarcastic) I'd suggest a stat spread like this: HP: 125 Atk: 58 Def: 98 (+40) SpAtk: 116 (+40) SpDef: 126 (+50) Speed: 46 (-30) Lanturn's niche is in Volt Absorb, which allows it immunity to electric moves and gives it a rare resistance to the BoltBeam combination of Ice and Electric coverage, which only a few, like Shedinja and the Magnemite line share. I think it's better if it kept Volt Absorb, or shifted to Lightning Rod if you want to take an offensive stance. Another decent ability on it would be Natural Cure, as it could then use Rest to heal itself up to full health and erase sleep upon switching out. This makes a Rest+Sleep Talk set with Scald and Volt Switch very viable, as it can heal itself more reliably as well as have a chance to spread burns and switch out to a partner whilst also keeping itself awake and healthy. Heal Bell is also an alternative, as it allows Lanturn to help it's teammates. Granted, it'll likely not be used in OU even this way, since Rotom-W still does the job better as it doesn't need to eat up a Mega slot, and since even with this edition, Mega Lanturn is very underwhelming in both power and bulk when compared to heavyweights like Mega Gyarados, Ampharos or Swampert. However, Lanturn can definitely see more use in UU, though, where Megas aren't so heavily relied on and where it can claim a unique role as a supporting pivot or cleric (although again it faces stiff competition from Mega Ampharos in that regard.) -
Woah. And I liked gardening, too. I can see this field being a massive pain to deal with if it's allowed to escalate. Grass types and Bug types, as well as things like Florges, I think, will be supremely powered-up by these effects. The field looks beautiful and intricate, certainly, and I appreciate the effort that went into coding it... Must be as painstaking as cultivating a trophy garden! 'Tis a shame that Chandelure will have to burn it down, then. Or maybe Yanmega can abuse Bug Buzz; it can stall out turns with Detect until the field grows, while also boosting its own speed in the process. Very interesting, indeed.
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I think I've seen this somewhere else... And that thing's not going to be used ever, yeah. Maybe you can try to sneak it into LC as a pre-evolution of Articuno or something. To be frank, I'd like to see a set of pre-evolutions for things like Druddigon, Skarmory, Aeroactyl and Kangaskhan. They'd make a good splash in LC competitively as well especially a baby Skarmory! And a Kanga pre-evo would be adorable. Why not call them Druddigy (from 'dragon','ruddy' and 'prodigy'), Skarmedge (from 'sky', 'armor'and 'fledge'), Aerodrake (from 'Aerodactyl' and 'drake') and Kangedey (from 'kangaroo', 'baby' and Ogedei, Genghis Khan's son and successor. Bit of a stretch, but Kangaskhan itself is named after Gengis Khan)
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Praise The Sun... and Moon - Pokemon Sun and Pokemon Moon
Ironbound replied to Godot's topic in Pokémon Fan Club
Like Mega Magnezone! I'd just be happy if they brought back mechanics like walking Pokémon and an easier way to find good IVs on Pokémon, like the DexNav in ORAS. I want my Almighty Dinosaurian Time God walking behind me and accepting cupcakes from my hand... In 3D! -
You and I should both be asleep. But we both know that neither of us can sleep. Micky?
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If we're going to bring back old Gen4 HMs that we hated, why not bring back Defog as well and have us clear an annoying foggy area? Oh god, what have I suggeste--...No! I didn't mean it; stave off, ye madden'd crowd-folk! Lynch me not! 'Twas but a mistake! An accident! Aaaaaugh!
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If you could make your own mega evolution...
Ironbound replied to Lord Chespin's topic in Pokémon Fan Club
Unfortunately, Hushie, delibird still sucks. Especially when one has to sacrifice a Mega slot just to make a horrible Pokémon slightly less horrible. Maybe you could sneak it into LC as a pre-evolution of Articuno or something and try your luck there. That thing might see use of it could be a regular evolution of Delibird. Technician Present though! Maybe it will be useful! (Heh. No. It was a joke. Laugh.) But as a concept, I appreciate the concern that you've given to the poor Santa-Claus rip-off. It certainly is the best that one can do in the way of giving it a Mega. Now show me a Mega Unown! -
Hello and welcome to Reborn. I'm sure you'll enjoy your stay here.
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It reminds me a little of the main series' animation for Extrasensory, especially the bit where the target is 'shaken'. but I like it very much. Certainly beats the original satanic circle-pentagram thing. Also, that is one accomplished Hitmonlee. Using Psychic, Twineedle and even Poison Fang (the last being the strangest, as Hitmonlee has no visible mouth) to great effect!
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Welcome back.
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Ha! Is it pure coincidence that I came online just to see this? Nay, it is the divine guidance of the Magnet Lord himself! His power has Magnet Pulled me, as is only right and just, to this topic where I can claim duly to be among the foremost authority! In all seriousness, Magnezone is not only an excellent Pokémon in general, but easily the best and sttongest electric type available in Reborn, and among the best Steel types as well. It boasts great special attack and bulk, augmented by a fantastic defensive typing that resists 11 out of 18 types. Gaining Magnezone: Magnemite is fortuitously available as soon as you can access Shade's gym, i.e, even before the lv.45 cap. It is found around lv32, and as it evolves into Magneton as soon as lv30, you can evolve it right away to obtain a powerful Pokemon in itself. The Lord Magnezone, however, has been made.more difficult to obtain simply because he is so deadly to abuse that early in the game. I think it's not until after Aya that you can access the horrible wasteland strength puzzle that yields you Solosis and the Yureyu key, who h unlocks Rotom's rooms at the back of Shade's gym, wherein Magneton can be levelled up to evolve. Magnezone's Strengths: Competitively, Magnezone is a powerful Special Attacker which makes excellent use of moves like Flash Cannon and Discharge, both of which it learns naturally and which are mandatory on every set (Since the Thunderbolt TM is not yet available) and in its other two slots, typically runs HP Fire and Volt Switch for momentum. Unfortunately, Volt Switch is not available as a TM yet, and I do not expect everyone to believe in the power of dedication as much as I do, to breed hundreds of Magnemite to get perfect IVs and HP Fire (seriously, genderless Hidden Power breeding in Reborn is a nightmare, especially since you have only one Ditto) So, in Reborn, Magnezone will make good use of a number of other useful moves it has access to. Thunder Wave is an excellent speed control tool, which is also learned naturally. Charge Beam (from Julia) can be taught to Magnezone to allow it to quickly become a boosting machine that demolishes all that is slower and isn't a Ground type. Magnet Rise can help it alleviate its horrible Ground weakness, its only true flaw. Tri Attack is learned only by Magneton before it evolves, but it is reasonably powerful and allows for hax if you choose to use it. An alternative Hidden Power that works well, like Fire, Ice or Grass, is also fine. DON'T use physical moves or gimmicks like Zap Cannon or Lock On, they do crap since they're either terribly inaccurate or require two turns to use. Remember, two Discharges are stronger than one two-turn Lock On + Zap Cannon. Discharge also has a nifty Paralysis chance. Sets: Modest is the nature to go, maximizing Special Attack and minimizing the useless Attack stat. An EV spread that maximizes Special Attack and HP would be useful, though in Reborn it might be better to run a competitive spread of 128 HP and 128 Speed to get the jump on slower, uninvested opponents. The item of choice can be a Magnet/Zap Plate or a Metal Coat/Iron Plate, or even an Air Balloon if you want temporary security in the face of ground types (though this isn't worth it most of the time in Reborn) It is worth noting that wild magnemites have a 5% chance to come with a Metal Coat, so try to steal one if you're short. Ability: DON'T use Sturdy! Sturdy is rather useless later in the game unless you're doing a nuzlocke. Magnet Pull is the competitive ability of choice, as it allows Magnezone to perform its role of trapping steel types. In Reborn, however, your best bet is Analytic, Magnezone's Hidden Ability. It grants a huge 30% boost to any damaging move used my Magnezone if it acts later than its foe, which happens a lot due to Magnezone's slowness and its ability to force switches. Flaws to keep in mind: DON'T stay in on anything that has ground moves, unless you have Magnet Rise and can be faster. Magnezone can usually tank a weaker Fighting or Fire move, but it's not advised. Pairing Magnezone with a Dragon or Flying type is a great idea, as they can cover each other's weaknesses well. Noivern and Kingdra are particularly good partners. Noivern's high speed and high-powered moves let it clean up after Magnezone finishes punching holes in the opponent's team. Noivern also has Hurricane to snipe fighting types, and is immune to Ground and resists Fire. Kindra double resists Fire, and can provide water moves to rid Ground type problems. And that's it! I hope you come to accept the Lord Magnezone as your one true saviour. Remember, he fainted for your sins, and was Magnet Risen from the grave. With his power, you'll find Reborn much less difficult to plough through!