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  1. I didn't dodge the bullets, actually. I only dodged the water grenade. Which is why Tai still got glazed by the bullets. Hm, I should change my wording to a more solid "Hit". You get the idea, tho. Dodging the water grenade allows me to keep my Fire Shield and gain some resistance against bullets, giving me the chance to deal the finishing blow.
  2. If there were no mistakes in my post, then I guess it's game, set and match. Well done, Bfroger, but I'm taking this match!
  3. Supernova VS Mobile Suit Mommo [3-Point Reflex bonus: Dodges the opponent's attack once! (1/2 used)] "Of all the things...you still manage to surprise me. Kudos to you!" Tai dropped the rock he was holding, letting it get destroyed by the bullets. Tai immediately makes a sharp U-Turn away from the Water Grenades. Pulling the distance once again. He curved downwards and re-approached the airborne giant, going for an uppercut from below. He put his remaining hand before him as a riot shield, tackling the bullets head on.
  4. Supernova VS Mobile Suit Mommo Tai quickly grabs another chunk of earth and took flight, avoiding the machine guns' assault while heating up the chunk of earth. "All according to plan...if you think your guns are gonna keep you neat and safe forever, then you're up for some rude awakening!" He thought to himself. He approached the giant by moving in a spiral toward them, while avoiding the barrage of bullets. Tension...it's all leading up to this...
  5. Supernova VS Mobile Suit Mommo "Tsk, they still insist on going deeper...no good...there's only one way remaining." Tai pulled up right away by carrying the momentum the jets gave him upwards, narrowly avoiding the bombs. (OOC: I assume those bombs act as some sort of sea mine) Tai quickly resurfaced and reactivated the Fire Shield. "But, before we try my Last Resort, how about we get you to stop hiding?" Tai picked the island the giant was standing on, and slammed it with his fist. He picked up one of the chunks of earth...but he didn't heat it up. He took aim and threw the chunk of earth right into the trail of bombs, setting a series of chain reaction all the way down to where the giant is deep in the water.
  6. There's also Carbink in Amethyst Cave, although it's very rare.
  7. It's time for two sweet fellows to join the Mega scene! Mega Aromatisse Type: Fairy Ability: Aroma Waft (Raises a Safeguard whenever the user enters the field, also cures allies' status aliments.) HP: 101 Attack: 72 Defense: 72 -> 107 (+35) Special Attack: 99 -> 140 (+41) Special Defense: 89 -> 123 (+34) Speed: 29 -> 19 (-10) BST: 462 -> 562 Mega Aromatisse graces the battlefield as the slowest Trick Room user out there! With 19 base speed, it gets to move before Mega Camerupt does, an useful trait in the lower tiers. It also gains a huge amount of bulk alongside an impressive 140 Special Attack, allowing it to hit hard while passing Wish. It functions in Doubles especially well since its ability applies Safeguard to your side while curing nasty aliments like burns, making it an excellent partner for Iron Fist Conkeldurr. Mega Slurpuff Type: Fairy Ability: Sugar Rush (+1 Priority to ALL Fairy-type moves. A Fairy version of Gale Wings) HP: 82 Attack: 80 -> 120 (+40) Defense: 86 -> 96 (+10) Special Attack: 85 -> 105 (+20) Special Defense: 75 -> 85 (+10) Speed: 72 -> 92 (+20) BST: 480 -> 580 Mega Slurpuff rushes into the battlefields, whipping itself up into a bulkier Talonflame! Although lacking in speed, its Sugar Rush allows it to put a priority over that Play Rough, which can be really devastating for Dragons! Players can also abuse this fact and use Belly Drum while forcing the enemy's Dragon-type to switch, making it an unstoppable sweeper! Another amazing part is the fact that it COMPLETELY DESTROYS Sableye, with it not being able to outrace Slurpuff in the +1 Priority battle, it will get KO'd by a swift Play Rough. It's not completely without fault, tho. Its Attack stat, although excellent, falls short against bulkier threats unless a Belly Drum has been used. On top of that, anything that resists Play Rough can take out Slurpuff easily in return. Notably Skarmory who can phaze Belly Drum Mega Slurpuff.
  8. Using Norse Mythology = LAME. A Volcarona named Beelzebub.
  9. About the GREAT KECLEON GETAWAY, there's a neat little trick you can use if you don't want to burn 50k for a Casteliacone: Whenever you enter the Kecleon Dungeon, the entire dungeon's layout will change (At least, that's what it seemed). Take a few tries and you'll be able to land close to the exit. There's also an easter egg in the dungeon: You might see the bloody corpse of the Xen Grunt lying about in the dungeon. The ultimate fate if you fail to escape. I can testify to this because I actually beat the dungeon. Or Plan C: Hope that Fly gets released in future episodes, get Fly, then complete the quest by Flying out of the shop. (Or when Bagon gets released because Salamence can learn Fly by leveling up.)
  10. Giratina's problem wasn't so major because it gains boosts to its Ghost and Dragon-type attacks. Arceus's formes other than Normal is held back a bit by forcing to run plates, due to some of these Arceus don't even run Judgment. Meloetta's Pirouette forme is held back by only accessible through Relic Song. It's quite a shame, really, considering its stellar offensive stats.
  11. In response to Lord Chespin's Mega Tauros, I'm here with Mega Bouffalant! Mega Bouffalant Type: Normal Ability: Afro Guard (1.5x Defense boost and negates Recoil damage) HP: 95 Attack: 110 -> 175 (+65) Defense: 95 -> 100 (+5) Special Attack: 40 Special Defense: 95 Speed: 55 -> 85 (+30) Bouffalant rushes out the grounds of PU! Its new ability Afro Guard fits to its Pokdex description - Its Afro can absorb damage, even when headbutting! Mega Bouffalant enjoys its newfound bulk, speed and stellar attack stat. Its Head Charge will hurt you - A LOT. Earthquake can be used to hit Steel-types as well, while Megahorn tears down Psychic-types. Pursuit traps Ghost-types and hits them hard. Its variety of coverage options allows it to eliminate threats for its allies. It could run Facade to counter burns, but it will still weaken its Pursuit, limiting its power against Ghost types who would be its bane. Unless running Wild Charge, it gets walled by Skarmory as well.
  12. Supernova VS Mobile Suit Mommo Tai easily dodged the cannon blasts from afar, but when he finally got close, a shining flare came out from the grenade dropped on the island, obscuring the vision above water completely, although barely dazed Tai due to the visor of the mech naturally reducing the intensity of light. "Escaping again? Did you really think I can't touch water at all?" Tai dropped his Fire-Shield and went through the screen of water. "Knowing last time, you must have prepared a web of rockets to catch me again. But did you expect this?" Tai accelerated and dived into the water. His vision became clear as he arrived underwater. There they are - slowly but steadily escaping with their weak thrusters. They seem to have avoided the rock with the thrusters. He was losing heat for every second he stayed underwater. Knowing this, he purposely dropped the Fire-Shield prior entry to reduce heat loss. With the heat he had amassed from the "intermission" before, he was confident that he could reignite his shield once he left the waters. He did not give the giant any chance to relax, either. His jets accelerated him toward the giant. With the small distance between them both and the speed difference, Tai immediately reached the giant and delivered a powerful uppercut. Should it land (Most likely, due to the major speed difference between Tai and Mommo), the giant will be sent up flying out of the water while suffering heavy damage, leaving them extremely vulnerable to a midair finishing blow.
  13. Alright, was going to play the endurance tactic to deplete the amount of grenades Mommo has, but it looks like it's finally the time for some decisive action.
  14. Supernova VS Mobile Suit Mommo Tai took advantage of the distance and his speed again to pull the distance from him to the array of rockets. While up close, these rockets are indeed nigh unavoidable without triggering the Reflex bonus, the rockets' formation would spread as they travel further, opening gaps that allow him to escape through. He made a U-Turn and passed through the spread-out rockets. Much to his surprise, he found the giant standing on another island shortly after. "They could make water grenades...if I had taken the offensive, I would've been doused! I must end this fight, and fast! In order to do that...I must make some sacrifices..." Tai took aim and threw the inside-melting rock at the giant in an arc. After one second of interval, he followed the rock's moving pattern. When he reached the apex of the arc, he fired a small fireball at the rock and continued following its moving pattern. The fireball was moving just a slight bit faster than the rock, so the gap between the two became closer and closer. Tai had estimated the fireball to hit the rock about half a second after the rock hit the giant. Seeing how the giant avoided the rock last time, he did not count on the rock finishing the giant off. Him following the rock was part of the plan in stopping the giant's "Squid Tactics"...
  15. I live by a river, so I get a plethora of Water-types. Psyduck, Magikarp, Slowpoke are the most common ones here. Occasionally there are Horsea and Dratini, while rarely, Squirtle. We also have an exceptionally high amount of Zubat around these parts, for some reasons >.>
  16. Letting Truant activate every 3 turns makes Slaking quite strong, to be honest. It basically makes Slaking a reliable Choice Band user that can revenge kill / force switches then switch away, like how most choice users work. It's not bad, though. Use it if you'd like.
  17. I'm interested in being a Beta Tester. I can certainly help if you would allow me to.
  18. What if...Orderly John...is actually Looker in disguise? Would make sense because this is some matter that the International Police should care about.
  19. On top of that, inducing sleep allows you to use Sleep Talk to almost completely ignore Truant. Here's my proposal: Slaking's Attack, Special Attack and Speed will decrease by 10% every consecutive damaging attack (Applies even if the attack misses). The decrease caps at 50%. You can reset the stats by either Switching Out or use Rest. A more intense version of stats debuffs would be using the actual stats stages. Use that if you think 10% debuff is not good enough. This will force Slaking users to use a status move every second turn to avoid the debuff, something like Yawn, Protect, Slack Off and Bulk Up. This makes Slaking weak against bulky taunt users but still doesn't make it completely useless in regular battle. By the way, since we're talking about Slaking, why not cast some light on Regigigas, who got hindered by its Slow Start so much that no one really respects its Legendary status.
  20. If Truant works by inducing sleep, wouldn't giving a Toxic Orb to a Slaking basically preventing Truant from ever activating?
  21. Supernova VS Slumbering Fully-Awake Giant "Here we go!" Tai grabbed another chunk of rock and propelled himself ten meters up high, easily dodging the rockets and the blasts thanks to the distance and his own speed. "They're descending into water...I see. Trying to lure me into a dangerous position, eh?" Tai activated the mini-cannons on his chest and sent a rapid stream of fireballs at the giant. These fireballs, although weak, should do some light to medium damage with the giant losing their heavy armor. "You can thrust yourself up from the ground...but what about the rest of your aerial mobility?" In meantime, he melted up the inside of the chunk of rock he was holding like how he did before.
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