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Octavius

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  1. Your team is actually pretty ok as is. Weak to ice, but seeing as you just beat Serra (that is the 6th gym, right?) you seem to be managing in that department as well. A dragalge might be a fun pokemon to add, though. Seems like that might fit your team nicely (and keep it weak to ice haha). Use a good rod off the docks at coral ward to catch skrelp. I believe you also have access to eevee at this point, so one of the eeveelutions might serve nicely you well. Espeon or Sylveon, especially. Or you could seek out stronger team members to replace ones you already have. Darmanitan or Arcanine are available to you (for camerupt), heliolisk or magneton (for ampharos), crobat or noivern, or cofagrigus if you want a ghost specifically (for drifblim), and crawdaunt or clawitzer (for sharpedo). Just some recommendations! Check out the pokemon locations guide if you don't know where everything is! And good luck with your run! Hope you are enjoying reborn so far!
  2. Hi Shingo! Stumbled across this thread just now. Your portmanteau puzzles look like quite a riot! And if you really do somehow have the mons you say you have (and this is for reborn and not rejuvenation or any other lovely game), then I would certainly like to play! Especially if you really do have a Gible... (or a honedge or scyther if you don't) So if this thread is still active, feel free to hit me up with a puzzle! Thank you, sir.
  3. Prankster Reflect, especially with light clay, should help considerably if you play your cards right. Also it would really help if your dusclops knew will-o-wisp, but it seems as though it doesn't for some reason. But your team should theoretically be able to beat Kiki's. You just have to play around her pokemon that have strong coverage moves (like the aforementioned night slash and hidden power) and use your type advantages to one-shot her pokemon.
  4. Thanks for the comments, but like I said, these have already been balanced! Namely, the pokemon that have access to such strong moves/abilities is a huge factor. I'm not trying to make premium clerics like Blissey even better, and therefore Blissey would not be able to learn rejuvenate. And while buzzkill is potentially very powerful in stopping setup sweepers, the pokemon that get it aren't very good competitively. Furthermore, indomitable only turns earthquake from an OHKO to a 2 hit KO (which something like sturdy already does), but indomitable, unlike sturdy, makes players consider using different moves other than earthquake and close combat on every mon, ever (although T-Tar is still OHKO'd by pretty much anything using close combat, even with indomitable). And if T-tar is running indomitable, he can't also run sand stream, which also makes T-tar more difficult to kill by upping its Sp. DEF and is a pretty darn good ability in its own right.
  5. For anyone looking to create or update their own pokemon game, I have a large quantity of new/updated items, moves, abilities, pokemon evolutions, gameplay mechanics, and concepts for you to use. These are all meticulously balanced effects designed to fix current problems and overhaul the pokemon gameplay experience. Below are just a few examples of my ideas. Feel free to PM me or comment if you are interested in more. Consider me in any future projects you undertake and I would be glad to discuss my ideas with you. General: Freeze: Frozen Pokemon have their Special Attack halved and have a 25% chance each turn to be fully frozen, and thus unable to take action. (this synthesizes the pre-existing burn and paralysis effects and makes freeze much more interactive) Day Care: Currently, the Day Care automatically teaches your pokemon every new move they learn by level up and replaces old moves without the player's consent. This is very annoying, and can cause your pokemon to forget valuable moves you didn't want them to forget. Now, when you take a pokemon back from the Day Care, the Day Care Lady will prompt you by telling you that your pokemon has learned new moves in her care. You may then decide all at once what new moves you want to teach your pokemon after you take them out of the Day Care. Overgrow/Blaze/Torrent & Pressure: Removed from all starters and replaced with abilities that give each starter more of a unique identity (in addition to other balance changes for starters). Also replaced pressure on a number of legendaries, as well as reworking many legendaries to give them a more unique identity. Updated Items: Focus Band: Holder takes x.75 damage, but only when hard switching directly into an attack, or x.5 damage if the holder is below half HP. Grip Claw: Holder deals x1.3 damage to trapped pokemon. Wave Incense: Holder takes x.8 damage from neutrally-effective attacks. New Items: Terrain Boots: Holder is immune to entry hazards. Master Belt: Holder's Non-STAB moves deal x1.3 damage. Pure Herb: (Consumable) Fully heals the holder and cures their status after they use a 4th unique move without switching out. Updated Abilities: Symbiosis: After the user faints, heals the next pokemon switched in by 1/4th of the max HP of the fainted pokemon (applies before entry hazards). Anger Point: Raises the user's Critical Hit Ratio by 1 stage when an opponent uses a status (non-attacking) move. Unnerve: Makes the opponent unable to use any held consumable item and also prevents them from eating leftovers. New Abilities: Relentless: User damages pokemon switching out for 1/8th of their max HP (rapidash, primeape, dodrio, etc). Indomitable: User takes x.5 damage from moves with a base power of 100 or more (tyranitar, aggron, bastiodon, etc). Buzzkill: If user faints, resets all of the opponent's stat boosts (pinsir, wigglytuff, golduck, etc). Updated Moves: Razor Wind: Now flying-type and executes in one turn. Worry Seed: Now becomes an entry hazard that changes the ability of every pokemon switching in to insomnia (does not affect grass-types). Vicegrip: now 80 base power and traps opponents. Aqua Ring: Now heals the active pokemon by 1/8th of their max HP at the end of each turn. Lasts for 5 turns. Aurora Beam: Now 50 power, 90 accuracy, special; has a 70% chance to raise the user's Special Attack one stage. New Moves: Shock Treatment: electric-type, 80 power, 100 accuracy, physical; suppresses the opponent's ability. Cannonball: steel-type, 60 power, 90 accuracy, special; replaces the opponent's held item with an Iron Ball (or gives them one if not holding an item). Rejuvenate: fairy-type, status; heals a non-active party pokemon by a flat amount equal to 1/3rd of the user's max HP. Pestilence: bug-type, 120 power, 100 accuracy, special; reduces the user's Special Attack and Special Defense by 1 stage after use. Necromancy: ghost-type, x power, 100 accuracy, special; x = 27 multiplied by the number of fainted pokemon in your party. New Pokemon Evolutions: Parastrain: (use dusk stone on parasect) Bug/Dark with Poison Heal/Effect Spore/Damp 75 HP, 115 ATK, 85 DEF, 80 Sp. ATK, 85 Sp. DEF, 40 SPE 480 BST Rumbell: (use shiny stone on Chimecho) Psychic/Electric with Levitate 95 HP, 60 ATK, 90 DEF, 105 Sp. ATK, 100 Sp. DEF, 80 SPE 530 BST Philosiphowl: (from Noctowl at level 40) Psychic/Flying with Insomnia/Keen Eye/Tinted Lens 110 HP, 55 ATK, 71 DEF, 94 Sp. ATK, 106 Sp. DEF, 81 SPE 517 BST Previous Pokemon Changes: Luxray becomes Electric/Dark and has its Special Attack and Speed switched. Dragonite becomes Seraphair, complete with new art patterned after Dragonair, becomes pure dragon-type, and gets Cloud Nine instead of Inner Focus. Wailord gets multiscale instead of water veil, evolves at level 50 instead of 40, and both Wailmer and Wailord gain +15 Speed. New Field Effects: #--------------------------- Imperial Palace [IP] --------------------------------# "All hail her Imperial Majesty..." * Embargo lasts 8 turns * Frisk lowers the opponent's Accuracy * Imprison and Pursuit deal Super-effective damage to Dark types * Track Down does 1/4th Max HP (from 1/8th) * Pokemon with Overcoat take x.75 damage from neutrally-effective attacks * Battle Armor raises both Defense and Sp. Defense on switch-in * Items cannot be stolen * Foul Play always fails * Stockpile heals for 1/8th Max HP * Substitute and Swords Dance have Priority +1 * Entrainment makes the target's ability Truant * Frustration always hits with max power * Torment additionally damages the opponent at the end of each turn for 1/6th of their Max HP * King's Shield protects against status * Beggar's Cup and Leftovers items are confiscated * Heal Order restores 66% Max HP (from 50%) * Harsh Rod's damage becomes x1.5 (from x1.3) * Guillotine becomes a 100 power, 100 acc physical Steel type move with a high Critical Hit Ratio * Pokemon with Serene Grace and Queenly Majesty deal x1.25 and x1.5 damage, respectively * Infiltrator, Magician, and Illusion increases Evasion on switch-in * These moves increase in base power x1.25: * Take Down Punishment Assurance Judgment Noble Roar Attack Order Round Uproar Sacred Sword Secret Sword Saber Strike * These moves increase in base power x1.5: Pursuit Power Trip Rage * These moves increase in base power x2: Pay Day Imprison Justice Hammer Disarming Voice * The accuracy of these moves becomes 100: Take Down Cut-in-Two Light of Ruin Saber Strike * The following moves' and abilities' stat-changing effect is amplified: * Competitive Defiant Captivate Justified Defend Order Confide Leer Iron Defense Riot Shield Barrier * Nature Power becomes Sacred Sword * Camouflage changes the user's type to Steel * Secret Power may lower Attack
  6. Well, first of all, a 6th team member would certainly help! Or, if you don't want a 6th pokemon right now, try using an onix with the ability sturdy that knows stealth rocks. Manuel in Peridot ward will give you one if you help him find a house (he is by the house where you would find whismur, down towards the train station). Stealth rocking your opponent's field will do 25% max HP damage on all of serra's pokemon as they switch in, helping you secure KO's. If your sharpedo is suffering in speed, you might want to consider EV training your pokemon. Defeating the wild pokemon in the aqua gang hideout will improve your sharpedo's speed, especially if it's holding a power anklet (available in the dept. store). Also, does your camerupt know earthquake? I believe earthquake shatters Serra's mirror arena, which might help you out as well.
  7. Just looking for anyone with a spare vullaby to trade. Doesn't need perfect IVs or anything crazy. My username is Octavius, just pm me if you're available. Thank you!
  8. You can also get Sun Stones and Oval Stones through mining, but no, unfortunately, Shiny Stones, Dawn Stones, and Dusk Stones are unavailable through mining. They are only available for purchase on the Ninth Floor of the Obsidia Department Store for $2100 a piece. Oh, Kappa, this is in the Rejuvenation thread! Don't mind me!
  9. Some general advice: Roserade: Recommend putting her black sludge on the more defensively-oriented nidoqueen and giving her an item that boosts her grass attacks instead, such as rose incense. Also, might be a good move to teach her venoshock, pending you grabbed the tm in the wasteland. Nidoqueen: I'm guessing you didn't wait until nidorina learned toxic spikes at level 35 before evolving her? Toxic spikes are probably a better fit on Nidoqueen, since she's got some extra bulk to throw around. Anyways, I would replace Bite immediately. Icy Wind from the Agate Circus move relearner might be a decent option for type coverage, although it isn't particularly strong. Feraligatr: Wow, a Totodile start! Bold! I bet you are just itching to get your hands on waterfall! Just level him up to level 63 and he'll learn aqua tail, a much stronger move than water pledge. Should make him feel a heck of a lot better overall. You may even want to give him an item that boosts his water-stab, such as wave incense. Arcanine: Ah, yes, the classic. I'm guessing you evolved your growlithe before it learned flare blitz at level 45? Bummer if you did. Flare Blitz is ridiculously stronk. Zoroark: It learns night daze at level 64. I recommend getting rid of shadow claw, as a 70 power physical ghost move doesn't offer much to a zoroark. Additionally, I would recommend using the move relearner to reteach it nasty plot or u-turn, depending on how you want to use zoro. Luxray: It learns wild charge at level 63. Get it there and replace bite. That should help immensely by giving Luxray a much-needed strong, physical, electric STAB. Hope this helps! Enjoy the rest of your playthrough!
  10. First off, some general advice for your current team: Greninja: Replace waterfall with gunk shot, available at the new move tutor in Peridot Ward. gunk shot is very useful in conjunction with protean, and improves Gekkouga's Fairy matchups. Chandelure: Looks good! Might consider replacing one of your two Ghost-type stabs with pain split, available via the Agate Circus move tutors. Diggersby: Replace brick break and grass knot with swords dance and quick attack, available through the move relearners. Fighting/Ground coverage is somewhat redundant and grass knot is a special attack, thus not benefitting from Diggersby's gigantic attack stat; having a setup move like swords dance and a STAB priority move can turn Diggersby into an absolute sweeping nightmare. Metagross: replace psychic with either stealth rock, ice punch or explosion, available via the peridot move tutors or TM from 7th street. Metagross already has zen headbutt, so psychic is redundant. any of the aforementioned moves will make your metagross that much better. Roserade: Well, growth is ok when you have sun, but I don't think it's particularly viable without it. I would replace it with a poison stab, such as venoshock, available through tm in the wasteland. toxic spikes, stun spore, leech seed, and even hidden power (with a good typing like fire or ice + technician as roserade's ability) can be a good option. As for the 6th pokemon to round out your team, I think Togekiss would be the perfect choice. Your team has no Ground resists and is somewhat weak to Dark. Furthermore, Togekiss has good special bulk, which is something your team could use as well. If you don't have one, I can trade one to you if you need it! I would recommend Timid w/Serene Grace and EVs: 88 HP, 168 Sp. Attack, 252 Speed with air slash, dazzling gleam, ancientpower, and either flamethrower/morning sun. Item should be either leftovers or assault vest (or king's rock if you're a mean old flinch hacker).
  11. #edited. Thank you so much! This spot is excellent! Can you confirm this only applies to episode 16 post-reborn restoration? Also not sure that there are any quagsire/wooper spawns in the hot springs.
  12. I have an updated guide on the best EV training spots for episode 16 here: Feel free to check it out if you're looking for the best places to EV train in Episode 16!
  13. Hello everyone! This is an Episode 16-friendly guide for places to EV train your pokemon by stat, meant to expand upon and supplement Simon's Pokemon Reborn EV Training Guide V2 (Updated for Episode 15). If you're looking for a guide because you're thinking, "I want to EV train in Attack and Speed, if only I knew the best places to go..." then this is the place to find it. Additionally, I am not including training areas via headbutt, fishing, rock smash, etc. as they take far longer to grind than biking or surfing. And if you know of other good places, please contribute! PLEASE NOTE: IF AN AREA IS LABELED PRE-EPISODE 16, YOU DO NOT NEED A PREVIOUS EPISODE OF REBORN TO EXPLOIT IT. This simply means Reborn must be in its unrestored, pre-16 endgame state to utilize it. If you have not restored Reborn to its beautified state, ignore the following exploit and enjoy EV training as normal. If you have restored Reborn to its episode 16 beautified state, then use the following exploit to access the appropriately labeled (PRE-EPISODE 16) training areas: Simply use the Pokemon Center nearest the area you wish to EV train in (for example, if you want to train in the Pre-16 Team Aqua Hideout, first heal at the Lapis Ward Pokemon Center), then use a pokemon with TELEPORT to teleport to that pokemon center. Doing so will revert Reborn City to its broken, unrestored, PRE-16 state until you pass through a significant building. Don't worry when it reverts, Reborn will return to normal when you come back out of most buildings! (Also, this does not work for Mr. Seacrest's Garden. RIP best HP training spot.) If an area is labeled POST-EPISODE 16, that means Reborn must be restored per the events of episode 16 to access the area. HP: Attack: Defense: Sp. Attack: Sp. Defense: Speed: There are also a number of areas that predominantly yield only two EV types: HP + Attack HP + Speed HP + Defense HP + Sp. Attack Attack + Speed
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