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DevR

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  1. 1 hour ago, Zargerth said:

    @DevR Spoilers just in case:

     

      Hide contents

    AoE moves like Surf or Earthquake are slightly weakened in Doubles, 25% to be exact. This would make Scald stronger than Surf.

     

    Spoiler

    Derp, I somehow always end up forgetting about spread damage. Thank you!

     

  2. @Commander

    Spoiler

    I agree that Kabutops > Lycanroc is a bad idea, which is why I was suggesting Kabutops > Rampardos. Anyhow, thanks for taking the time to post that! Oh and fwiw, if Surf doesn't KO, then how come Scald does? (assuming you're not talking about the burn chance, in which case my bad)

     

    @The Swordsman

    Spoiler

    While I didn't explicitly answer that point, I also didn't ignore it. Some of the suggestions on this thread don't make Hardy more difficult for everyone, but rather they pose a slightly harder challenge to those who came fully prepared . It creates a more uniform difficulty, rather than making the fight unbearable. For e.g. a non-scarfed Kabutops is an easier opponent for unoptimised, casual teams to handle as opposed to scarf Rampardos, whereas it is more challenging to those who specifically bring rain and / or fat steels. 

     

    I realise that not everyone likes playing Pokemon for difficult battles, which is why you'll never see me complain about changes like Toxapex > Tentacruel in Aya's battle (E.17). That said, if any of the changes I did suggest jack up the difficulty for everyone (maybe the item swaps?), then I guess those would be ill-advised. As for the E.18 public release, I haven't battled Hardy yet, but I'll accept it the way it is.

     

  3. Spoiler

    The gauntlet fight took me 2 tries, mostly because I couldn't figure out how the healing worked on my first try. My team was:  Mega-Heracross / Arcanine / Rotom-Wash / Empoleon / Salamence / Clefable

     

    Against Shelly and Cain, I led with Arcanine + Salamence. In the Radomus and Serra fight I led with Arcanine + Clefable. The goal was to make use of Arcanine's Intimidate + Snarl to soften up the enemy blows, which allowed me to set up via Salamence and Clefable in their respective battles. In between these two battles I used only Clefable to beat Luna. These fights were really enjoyable, though!

     

     

     

  4. 4 hours ago, Commander said:

    Oh bloody hell. @CrossImpact just has taken a book from my sass. Doesn't mean too much out of it but since we are still on that topic.

     

      Hide contents

    You don't just become great at team designing because you are good at competitive. In fact I would argue it hurts more than helps your understanding. Team designing is all about synergy and throwing in one mon that breaks the synergy purely to counter a single tactic and only good for that can break a fight. That's what this Kabutops you all keep trying to throw is. It's not a good option and I guess I should explain further:

     

    First x4 weaknesses are a sin and easy to exploit. It's why Ciel is viewed as a joke or top tier stuff like Scizor and Glisscor aren't very threatening. Second it's special defence is so weak even with sand it will die to any special attack and will die to any swift swimmer which is the purpose of this counter in the first place. Third it is slow compared to Lycanroc which can focus on its offensive power since it has an insane speed while Kabutops needs to focus on raising its speed so Lycanroc would have at least 1.5x more attack over Kabutops. 1.65x technically. Funny enough it'd only take me like half an hour to build and make a video just to display exactly what I'm saying. I guess it would be an okay Ramparados substitute but Lycanroc works way too well for Hardy.

      

    I think the biggest thing people aren't understanding is that Ame cares more about displaying the gimmicks than the difficulty itself in most fights. Hardy is meant to be a flinch machine and he does that extraordinary well. Most people won't have a good solution walking into it right away so if you curbstomped him, good for you. I'm on the half that really, really struggled.

     

    Spoiler

    Being good at competitive != being good team at team designing, agreed. But it doesn't necessarily hurt one's ability to build teams in this context, because competitive teambuilders must account for synergy and all kinds of threats to build functional teams (gimmicks aside). 

     

    As for Kabutops, it does not break the synergy in Hardy's team. Idk about Ciel, but both the examples you listed (along with many others) are incredible Pokemon that many of their 'rivals' that lack 4x weaknesses. Ergo, just having a 4x weakness does not automatically make a 'mon worse off than relevant competition. Since I was suggesting Kabutops as a replacement for Rampardos, I'll just compare them to illustrate my point. 

     

    Kabutops actually has a higher Sp.def (70) than Rampardos (50), while not being weak to water. Sure, it's weaker to grass types, but Hardy's double Rock / Flying types show up at the beginning of the battle (at least they vs me), which, coupled with the lack of free switches in doubles, does not make it as exploitable as you mention. Grass coverage (in the current absence of E-ball) is still a problem, but mostly from a small subset of 'mons that don't resist his rock spam in the first place. 

     

    As for synergy, Rampardos doesn't add anything new to Hardy's mono-rock, given his array of fast rock types. On the other hand, Kabutops provides offensive synergy via new coverage (STAB or otherwise) while still having enough speed to contribute to Rock Slide spam outside of Rain. Also, on the point of swift swimmers, Kabutops literally outspeeds all swift swimmers outside of +speed nature Kingdra, none of whom like taking a field-boosted Rock Slide. 

     

    I've realised that Hardy relies on flinch hax, which is why something that arguably improves the ease of Rock Slide spam isn't a bad idea. Hardy's fight wasn't easy or hard for me, but I did feel like Rampardos didn't do much in that fight. Anyhow, since E18 is out, there won't be any changes to the fight and that's fine by me. I've presented my point, and that's all I wanted to do. 

     

     

  5. 10 hours ago, Commander said:
    Spoiler

    I get what people are saying about Kabutops but you are ignoring a very big BUT. But what if someone doesn't use Rain Dance strategy given how limited it is. Now you have a slowish rock type just waiting to be slaughtered. Kabutops is not that fast, frail, and only has an okay damage output. It's just a worse Lycanroc at that point. You can throw arguments left and right but it adds nothing to the table and just adds the same role as Lycanroc but worse.

     

    Spoiler

    Not really true. Kabutops gets the stab coverage that allows it to do a lot more to ground / steel types (even outside of rain), which facilitates Rock Slide spam for the rest of his team. Lycanroc cannot do that (since it's currently banded) unless it gets another item, even after which it can't do anything to ground types.

     

    Also, with a base 115 attack, Kabutops hits just as hard as a Lycanroc (assuming both have equivalent items), while trading speed (outside of rain) for coverage. You're free to disagree with the suggestion, but saying that it adds nothing isn't true.

       

    5 hours ago, CrossImpact said:

    "(I'm not the best player, but)
    the fight definitely needs this, this and that,

    and how people with multiple years of experience in competitive play and game development make such bad decisions is completely beyond me,
    it would be much better if they implement MY IDEA that is founded on (I'm not the best player, but) little knowledge of historical, current, and game meta,
    MY IDEA would have made it much harder for ME to win, it was just way too easy with my Mega Aggron, and btw Shuckle would literally destroy me,
    and all these very strong 50-80 base speed Rock-types would be way better in a team and battle conceptualized around 110+,
    and I also absolutely fail to take into account any middleground that has to be found for a broad playerbase with given AI limitations."
    
    zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

     

    Spoiler

    Leaving aside the tone of that comment, I'll just say this: no fight can satisfy everyone. Obviously, there are type and AI limitations that can't be overcome, and that's perfectly fine.

     

    Even so, sometimes other people can stumble upon ideas that are worth considering, even if they aren't implemented (once again, perfectly fine). Sure, anyone going against Hardy with Mega-Aggron or other fat steels will have a very easy time and that's no surprise. And yet, one or two tweaks mentioned in this thread would make those matchups better for Hardy. He'll still get beaten by them, but he'd have a better chance (not saying every idea is good, but not all are worthless either).

     

    If you think this is a waste of time, then that's that. But painting everyone who thinks otherwise as uninformed, entitled people isn't accurate*. Maybe that wasn't your intention (in that case my bad), but it sure does look like it.

     

    *fwiw I've got a fair bit of experience in both competitive and game development.

  6. 10 hours ago, Sceptilespy said:

    I guess I can respect those calcs, if...I knew where you got them from. Even taking levels into account, this calc doesn't change much. I only really need to do this one to reach some conclusion that your calcs are exaggerated (probably not on purpose), but still. You also don't take into account that this is doubles format, so that damage is split, which tbh, even makes the calc I provided exaggerated. 

     84 SpA Archeops Heat Wave vs. 248 HP / 0+ SpD Filter Aggron-Mega: 135-159 (39.3 - 46.3%) -- guaranteed 3HKO

     

    Regarding Scizor and Ferro (Which i forgot to mention for some reason), Archeops is completely irrelevant with Sciz on the field, but you have a point with Ferrothorn. 

    Spoiler

    I did forget to click on the 'doubles' tab, so thanks for pointing that out! The actual calcs. for a Lv.92 Archeops vs Lv.90 opponents in doubles are:

    84 SpA Archeops Heat Wave vs. 252 HP / 0 SpD Filter Aggron-Mega: 102-120 (32.9 - 38.7%) -- 99% chance to 3HKO

    84 SpA Archeops Heat Wave vs. 252 HP / 4 SpD Aegislash-Shield: 78-94 (26.7 - 32.1%) -- guaranteed 4HKO
    84 SpA Archeops Heat Wave vs. 0 HP / 0 SpD Metagross: 124-146 (45.7 - 53.8%) -- 38.7% chance to 2HKO

    84 SpA Archeops Heat Wave vs. 252 HP / 208+ SpD Ferrothorn: 152-180 (47.9 - 56.7%) -- 81.3% chance to 2HKO
    84 SpA Archeops Heat Wave vs. 0 HP / 0 SpD Excadrill: 160-190 (49.2 - 58.4%) -- 97.7% chance to 2HKO

     

    Also, since the above calcs uses Pokemon at the level cap with proper EV investment, they're more-or-less the worst-case scenario for that Archeops. Scizor and Metagross (with Bullet Punch) do invalidate Archeops though. It could also hold an Expert Belt to boost that damage, but idk if it's worth losing Acrobatics.

     

    8 hours ago, Autumn Zephyr said:

    Actually, giving Hardy a Lycanium-Z may be an absolutely horrendous idea. Assuming Splintered Stormshards acts like it does in the main series (where it completely negates the current Field Effect), it'd negate what is probably his greatest asset in the fight. Removing the field is already considered to be one of the most effective ways of countering Gym Leaders in this game, so having one do it to himself just seems pretty dang silly! 

     

    Spoiler

    Welp, I forgot about the terrain-removing bit, sorry! In that case, Rockium-Z or a Life Orb would still be better options than Telluric Seed imo.

     

  7. 1 hour ago, SHIA II said:

    May I ask what specific roles you have for Clefable and Rotom-Wash, since they're both mostly just walls?

    Clefable is my secondary win-condition and only form of terrain control. It's carried me against most of the difficult boss battles through a combination of Misty Terrain + Cosmic Power (Clef + Empoleon actually beat Aya on the first try). 

     

    On the other hand, Rotom-Wash is part of my bulky trio that's meant to tank hits and spread status conditions. It's physically defensive and spreads burns, while Empoleon handles the special side and spreads toxic poison. Arcanine supports them through Intimidate + Snarl, which makes is perfect for doubles. I absolutely recommend trying them out whenever you can!

  8. On 8/17/2018 at 12:39 PM, SHIA II said:

    What kind of strategies do you guys use in making your teams and are there any other factors you keep in mind when making your teams?

    I tend to do themed runs (monotype, monogen) on occasion, but I settle on a team after 2-3 playthroughs. The non-themed teams (like the one I'm using atm) are based on a Fire-Water-Grass and/or a Dragon-Fairy-Steel core for stability. I try and avoid using NPCs' ace 'mons as much as possible, but if I like the Pokemon enough then I'll use it regardless. A Reborn / Rejuvenation-specific rule I have for non-themed runs is to only use event Pokemon.

     

    As of the end of E18, my team is:

     

    Salamence

    Clefable

    Empoleon (completes the Dragon-Fairy-Steel core)

    Arcanine

    Rotom-Wash

    Naganadel* (it'll be my ace since no other NPC uses it, and I can't let it waste after all that effort)

     

    *The last slot was previously filled by the mystery egg reward (Volcarona) and my first mega (Heracross).

  9. 3 hours ago, Sceptilespy said:

    For one, Rampardos is scarfed, which actually makes it faster outside of Rain. It also hits way harder. I'm neutral on Rampardos vs. Kabutops though since they both have good perks. 

     

    Regarding coverage moves, Hardy's entire strat is that he focuses on rock slide spamming, which has been decently successful all things considering. What does heat wave even do for Archeops. Beat Grass and Steel types? Acrobatics exists for Grass types, but I guess you have a point with steel types? Although it doesn't really matter in the grand scheme of things when you consider the most popular steel types. Mega Aggron, Metagross, Aegislash, Excadrill, and Lucario. Lucario and Metagross abuse Archeops with Bullet punch. Aegislash should be self explanatory. And Mega aggron just tanks everything. So really, Heat wave doesn't do anything in the end. There are better Pokemon and moves to beat steel types anyway. 

    Spoiler

    I didn't realise that Rampardos was scarfed, my bad. Although both of them are good 'mons, I guess Kabutops differentiates itself by being able to target the 'would-be' counters to Hardy's Rock Slide spam, which should make it easier for the rest of his team.

     

    As for Archeops, the reason Heat Wave was suggested is because almost all of the steel types you mentioned have lower Sp.Def, which means they don't appreciate taking a super-effective hit from Archeops' respectable Sp.Atk. Others, such as Ferrothorn and Scizor, take even more from it. Fwiw, 84 SpA Archeops Heat Wave vs. 248 HP / 0 SpD Filter Aggron-Mega: 147-174 (42.8 - 50.7%) -- 2% chance to 2HKO. Even 252 HP / 0 SpD Aegislash takes ~40% from that.

     

    While Steel-type priority does indeed make Archeops deadweight, Heat Wave would still do more to those steel types than Rock Slide. The whole reason for it to exist is to support Rock Slide spam by the rest of the 'mons and Archeops itself (if it isn't facing fat steels). 

     

     

  10. Spoiler

    I'll begin by stating the obvious: the difficulty of any gym depends on what kind of team you bring to it. If you're coming with multiple dedicated counters to Hardy's team, then chances are that you'll find him easy to beat (and vice versa).

     

    As someone who's only used a fixed team on my current run of Reborn, there's something I'd like to add to the above discussion. While I won't be complaining if Hardy's battle remains unchanged in the public release, I do feel that the suggestions below are worth mentioning:

     

    1. Kabutops instead of Rampardos.   

    Reasoning: Not only is Kabutops faster (80 speed vs 58), but it also gets Swift Swim, which allows it to outspeed all relevant Swift-Swimmers except Kingdra with a Timid / Jolly / Naive / Hasty nature. Even outside of rain, it's going to land hits on more Pokemon than Rampardos. It also gets water STAB and Low Kick as coverage, so it's a better matchup against fat steel types. Basically, it fits Hardy's fast offense style while bringing something new to the table.

     

    2. More focus on coverage moves, i.e. Heat Wave on Archeops (mixed attacker) and more use of EQ when the ally is flying-type. While EQ gets additional rock-type damage, even a neutral, terrain-boosted hit should do more than a resisted rock STAB (if I'm wrong then please do tell me). 

     

    3. Some item swaps, i.e. Life Orb / Lycanium-Z for the lycanrocs and a Telluric Seed for Gigalith instead of the Choice Band (the additional bulk and freedom to switch between Rock Slide and other coverage sounds good in theory).

     

    I'm sure there are people who disagree with these specific changes, and I'd be happy to know why (aside from the point about the flinch hax, which I have tried to acknowledge when making these suggestions).

     

  11. 16 minutes ago, Zargerth said:

     Trick Room always goes last, so teaching it to Alakazam is not that good of an idea.

    Oops, I forgot about Trick Room's -7 priority. Definitely a bad idea.

     

    That said, I also recommend Dugtrio for this battle. It fulfils the same purpose as Lycanroc, except it does so via fast Earthquakes and works well with Flygon, who can simultaneously spam Rock Slide.

  12. 4 hours ago, jjnajera said:

    Ive taken everybodies advice and got trick room and rain dance but i can't set trick room up because I get one shot! Im literally screwed. - Team

     

    It may seem counter-intuitive, but consider adding Trick Room on Alakazam, since it has the speed to set it up. You can replace Hidden Power (if you have the TM) or Encore. Also, giving Alakazam an Amplifield Rock will give you enough Trick Room turns so that Bronzong won't have to set it up later.

     

    You could lead with Alakazam + Bronzong. At turn 1, Alakazam can use Trick Room, which means that Bronzong attacks before Charlotte's 'mons, thereby letting you use Rain Dance before they hit you with those fire moves.

  13. 16 minutes ago, Zander said:

    No dragon, ice and fairy weakness? Well looks like a Goodra and a Haxorus with dragon dance could easily sweep this gym.

    Only Pokemon with Multiscale ignore those weaknesses, ergo it applies only to Dragonite. If it worked for all dragons then it'd be incredibly broken .-.

  14. Your Magnezone should be able to beat Klefki 1v1, since Klefki can't really do much (if anything) to Magnezone. Also consider giving Magnezone an Amplifield Rock to boost the duration of Electric Terrain. Setting it up mid-battle vs Klefki should also allow Magnezone to beat Empoleon (electric moves under electric terrain should make short work of it). If Empoleon still manages to beat Magnezone, then Swampert should neatly finish it off.

     

     

    Sandslash > Metagross

    Excadrill > Flygon (should outspeed it)

    Scizor > Infernape

    Klefki > Magnezone

    Empoleon > Swampert

    Aegislash > Aegislash

  15. Shifting the knight to that spot makes sure that the black king can't move to the white squares. This also lets your bishop cover the black squares, which results in a checkmate.
    image.png.cf03cfa4350c8aedb8c2fe25766ee683.png

  16. Espurr's pretty good during early-game. Evolves fairly early (Lv.25) and has a decent learnset too. If you get a male Espurr, then Prankster Meowstic can be a great support Pokemon with dual screens and Misty Terrain (if you need terrain control).

  17. On 7/29/2018 at 4:28 PM, Lvk said:

    To be honest, i can't even get past her quagsire, it sets up amensia and its type is ???. I don't have moves that force switch out other than dragon tail and it outspeeds me (HELLO???) and uses blizzard. 

    Dragon Tail has -6 priority, so Quagsire will always hit first with its moves (all of which have 0 priority). That said, if you're still stuck at Terra, then you could always train a new Pokemon to change the terrain.

     

    Depending on what you have in your box, any Pokemon that learns either Electric Terrain / Mist / Misty Terrain will do the trick. Since you have no Heart Scales, the only options would be Manectric and Vanilluxe.

     

    Alternatively, you could just mine the rocks at Ametrine / Celestine mountain and try to get a Heart Scale from those (soft-resetting should do it).

  18. Here's everything that I've personally confirmed in certain Rock Climb spots:

     

    Spoiler

    Ametrine Mountain F4 (on sliding ice puzzle by cave exit) - Ladder to access Floor 5, where Dratini is rumored to be.
     

    Celestinine Mountain BF1 (Entrance by northern route 1 puzzle) - Life Orb + Ice Stone

     

    Celestinine Cascade (By water gym) - Trees containing Sleep Powder and Rage Powder spores (necessary to access the Salandit event)

     

    Iolia Valley (Entrance) - Shortcut to Route 1

    Route 1 (end, by Agate city entrance) - Shortcut to Iolia Valley

     

    Route 2 (Entrance from Circus / Hiker and rage plant / Hiker near Ametrine entrance) - Shortcut to Route 3

     

    Route 3 (Cave) - Axew Egg

     

    Teknite Ridge (currently inaccessible area) - Jangmo-o egg

     

    Under Tanzan Mountain (Cave accessable by metal poles deep in the 'steelix' labyrinth) - Larvitar Event

     

    There's also a Rock Climb spot at Azurine Island with an unknown TM (may be a placeholder item).

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