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PrimeMehster

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Posts posted by PrimeMehster

  1. This is the first completion of my first ever run, started back in 2018 2016 or so. Had I been to set to graduate this spring, I could make the claim that I started Reborn entering college and finished it as I graduated, but life sometimes has other plans. My memory is terrible and I based this off of the timestamps of the oldest savefiles I could find, ignoring the fact that there is a gigantic list of saves on my old computer before I switched to my laptop.

     

    image.thumb.png.bc0daec84ab1a62989ee10dd85007d28.png

     

    I will admit that this team isn't technically legitimately obtained: Debug mode was used to significantly cut down on grinding and breeding efforts before the EP19 release, however, explicit care was made to follow the Gen 7 learnsets alongside TM and tutor limitations such that every team member could be obtained in a legitimate playthrough. Restrictions included the standard stuff, noitems and set mode. The team is as follows:

     

    Shinji (Golisopod) (M) @ Choice Band                               Blaise (Arcanine) (M) @ Choice Specs                               Cordy (Salamence) (F) @ Salamencite

    Ability: Emergency Exit                                                       Ability: Intimidate (shuffled to Flash Fire for L+B)             Ability: Intimidate

    EVs: 252 Atk / 6 Def / 252 SpD                                           EVs: 6 HP / 252 SpA / 252 Spe                                          EVs: 6HP / 252 SpA / 252 Spe

    Brave Nature                                                                      Timid Nature                                                                      Timid Nature

    IVs: 31/31/31/21/31/31                                                      IVs: 31/29/31/31/31/31                                                     IVs: 31/1/31/31/31/31

    - First Impression                                                               - Burn Up                                                                           - Hyper Voice

    - Liquidation                                                                      - Will-O-Wisp                                                                     - Draco Meteor

    - Aqua Jet                                                                          - Heat Wave                                                                       - Hydro Pump

    - Sucker Punch                                                                  - Snarl                                                                                 - Roost

     

    Hail Hydra (Ninetales-Alola) (M) @ Choice Scarf             Baneblade (Aegislash) (M) @ Leftovers                              Aegis (Lucario) (M) @ Lucarionite

    Ability: Snow Warning                                                      Ability: Stance Change                                                        Ability: Inner Focus

    EVs: 6 HP / 252 SpA / 252 Spe                                         EVs: 248 HP / 252 Atk / 2 SpD / 8 Spe                                EVs: 4 HP / 252 Atk / 2 SpA / 252 Spd

    Timid Nature                                                                    Adamant Nature                                                                 Jolly Nature

    IVs: 31/12/31/31/31/31                                                    IVs: 31/31/31/31/31/31                                                      IVs: 31/31/31/18/31/31

    - Dazzling Gleam                                                             - Sacred Sword                                                                    - High Jump Kick

    - Blizzard                                                                          - Swords Dance                                                                   - Ice Punch

    - Aurora Veil                                                                     - King's Shield                                                                     - Bullet Punch

    - Freeze-Dry                                                                     - Shadow Sneak                                                                  - Swords Dance

     

    I could spend days on the meaning of each team member or individual moments/runs, but for the sake of brevity I'll keep it to things of note:

    Spoiler

    - The MVP of the E4 to Finale gauntlet would have to be Golisopod. Had Lin not existed, then the title would go to Aegislash/Arcanine, but this giant mecha bug absolutely ruins Lin's day with the absurd power of banded First Impressions and Sucker Punches, and has the honor of landing the finishing blow on her true ace. Also had a huge role against Anna and served as the most dangerous pivot on the team with enough bulk and typing to make my life far easier.

     

    - The SMVP thus goes to Aegislash, AKA the most busted sword/shield combo in human history. Aegislash literally solos Heather with 100% consistency, and is a valuable pivot --> setup killer on Elias (more chip damage then actual sweeper), a strong member against Lin, and very valuable against Anna.

     

    - The TMVP would have to be Arcanine. If Golisopod ruins Lin's day, and Aegislash has a death warrant against Heather, then Arcanine basically gives Laura and Bennett PTSD. I got completely stonewalled by the duo on in their garden until I vaguely remembered you could do this cool little thing where you light their flowers on fire. Specs Heat Wave + Hail + Flash Fire is the world's easiest recipe to produce a war crime and a clean sweep of the duo in three turns. Arcanine also holds the dubious honor of almost accidentally stealing a victory against Lin's true ace through the power of Specs Burn Up into a lucky weakness. Key word being almost. Still, Arcanine was a reliable and consistently bulky enough pivot and effectively was a staple for how easy it was to play around.

     

    - Ninetales was a key member for setting up rapid Aurora Veils in a panic, for pivoting into dragon type moves, and for surprising the AIs that would carry scarves themselves. Seriously, go try yourself a scarved Alolan Ninetales, it's far more versatile and fun to use than it's more standard Light Clay variant, especially in doubles.

     

    - Lucario wasn't actually on the first team I tried in gameplay, even though like 80% of the teams I built centered around using his mega as a priority/raw power wallbreaker. Then I ran into Anna and Lin and realized just how much I absolutely despise fairy types. The cool thing is that my therapy for these freaks of typing is the glorious combo of Adaptability+Bullet Punch. Lucario didn't get any use for the first three members of the E4, but he earned his role for fairy removal in aisles 4 and 5, and also for dear god how strong is Adaptability Hi-Jump Kick? I didn't realize it at the time, but it would have instantly deleted Anna's Metagross and it came in clutch in removing Lin's Delphox when it had absolutely no right to.

     

    - Salamence makes me a little sad. For how strong this mega has the ability to be, and just for the fact that it is scientifically proven that Salamence is the coolest Dragon type in all of Pokemon, I really struggled to make use of her ludicrous stats and moves. Salamence was a strong member against Elias and an extremely valuable pivot against Lin and Anna, but I couldn't turn that into a consistent sweep or more than a few matchup based OHKOs. Which, don't get me wrong, was very valuable in its own right, but for being a mega-pseudo legendary, I should have been able to get more done.

    And that's basically it. I haven't gotten around to the postgame, and I am almost certain to not try restarting EP19 from the beginning, just because holy shit it took me nearly 500 hours to get this far,  not counting countless resets. Maybe after college. I'll get to it some day.

     

    While this isn't the thread for this, it bears repeating anyway in the case that maybe one of them sees this: To Amy and all the devs, you all are amazing. I'm truly proud to have had the privilege to watch this game grow from the days where the gym leaders got to use Glitch's iconic Johto Champion theme to the refined and highly tuned experience that it is today. For all the games out there who have developers that might not appear to be in it for love of their work, I'm so glad I managed to stumble onto this jewel of a game and community. Y'all are awesome. Remember that.

  2. One other set of moves (and a potential item) that I would also like to see further explored are priority moves as well as an item that prevents the effects of one flinch. Some time screwing around with the current VGC format has shown me two things. Flinching (and really, mostly Fake Out) is incredibly powerful, and so is guaranteeing speed control with priority moves. With that in mind, I feel that the roster of priority moves is a little under-saturated and decent Pokemon that can run priority tend to be very solid, if not top tier options in any competitive setting. So the options below are solely for the purpose of leveling the playing field and granting more options in hopes of expanding roster variety. First, the item:

     

    Focus Grip: An item to be held by a Pokemon. The user will ignore the effect of flinching by any move, but still takes damage regularly. The item then disappears.

     

    Now for the moves: (The first will be a modification of an existing move, the rest will be entirely new)

     

    Astonish:

    Type: Ghost

    Power: 40 / Physical / Contact

    Accuracy: 100

    PP: 10

    Priority: +3

    Effects: Functions as a ghost type Fake Out, causes a guaranteed flinch if the move hits the target.

    Learnset: Same set as of Gen 8 but with several options subtracted in the name of balance. Pokemon who used to learn Astonish who will not learn it anymore include: Mawile (this assumes that Mega Evolution may return in the future, if we are going with Game Freak's idea to snap them out of existence then Mawile is fine to learn it, poor thing needs it), Dusknoir Line, Rotom Forms (but stock Rotom can learn it), Amoonguss (thematically, yes, balance wise dear god no), Tornadus and Thundurus (both forms), Tapu Lele, Blacephalon, Dragapult Line.

    Pokemon who wouldn't learn Astonish before but now can would include surprise, ambush, or mischief themed Pokemon including: Electrode Line, Raticate Line (both forms), Liepard Line, Weavile Line, Obstagoon Line, Skunktank Line, Honchkrow Line, Zoroark Line, Krookodile Line, Thievul Line, Mightyena Line, Spiritomb Line, Morpeko Line, Golisopod Line, Accelgor Line, Shedinja, Meowstic Line, Mr. Mime Line (both forms), and the Hypno Line.

    Description: The user catches the target off guard and quickly attacks. This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

     

    Flashover:

    Type: Fire

    Power: 40 / Special / Non-Contact

    Accuracy: 100

    PP: 20

    Priority: +1

    Learnpool: Typhlosion Line, Infernape Line, Delphox Line, Magmortar Line, Simisear Line, Chandelure Line, Salazzle Line, Houndoom Line, Heatmor, Arcanine Line

    Description: The user rapidly ignites the air around the target, causing it to combust. This move almost always goes first.

     

    Discharge Dash:

    Type: Electric

    Power: 60 / Physical / Contact

    Accuracy: 100

    PP: 10

    Priority: +1

    Effects: If the user used Charge prior to this move, this move becomes a spread move and has its base power boosted to 80, plus gaining the regular effects of Charge.

    Learnpool: Raichu Line, Electrode Line, Electivire Line, Jolteon, Manectric Line, Luxray Line, Zebstrika Line, Vikavolt Line, Boltund Line, Toxtricity Line

    Description: The user surges towards the target with an excess of electrical energy. If the user is charged, this move is slightly powered up and strikes every Pokemon around it. This move almost always goes first.

     

    Jetstream:

    Type: Flying

    Power: 40 / Physical / Contact

    Accuracy: 100

    PP: 15

    Priority: +1

    Effects: If the user has a Tailwind advantage over the opponent, this move gets boosted by 1.25x power. If the opponent has a Tailwind advantage, this move has 0.75x power. If both sides have Tailwind active, this move has no power changes. Power is also affected by the weather, in that it gets no modifier from neutral, 1.25x boost from sun or rain, and a 0.75x reduction from sand or hail. These negative effects are ignored if the user is immune to a weather's damaging effects (type and abilities factor in here) or is wearing Safety Goggles.

    Learnpool: Pidgeot Line, Fearow Line, Aerodactyl, Dragonite, Skarmory, Swellow Line, Salamence, Staraptor Line, Braviary Line, Talonflame Line, Corviknight Line, as well as Articuno, Zapdos, Moltres (both forms for all), Lugia, Ho-oh, Rayquaza, Tornadus (both forms), and Yveltal.

    Description: The user takes advantage of the current weather and rides air currents to swiftly attack the target. Poor weather conditions will reduce this move's effectiveness.

  3. I can't remember the last time I've commented on this topic and I certainly haven't been able to keep up with all the suggested moves, so apologies if I happen to copy someone else's moves.

     

    There are a couple of move genres that I feel are a bit underrepresented, namely, offensive draining moves. The Big Root has always felt like an item that had untapped potential to me, and I'd like to open it up to a wider variety of users instead of just grass and bug types. With that in mind, I don't believe that every type needs a draining move as it just doesn't make thematic sense (How would a steel type drain its opponent? Would a fire type just siphon away heat?), so I'll only cover a few types.

     

    Vampiric Bite:

    Type: Dark

    Power: 75 / Physical / Contact

    Accuracy: 100

    PP: 10

    Effect: Inflicts damage, then restores up to 50% of damage dealt as HP to the user. Affected by Liquid Ooze, Strong Jaw, and Heal Block, can utilize Big Root.

    Learnpool: All non legendary dark types whose final evolution's ATK>SPA, with exceptions of bat themed evolution lines (Crobat, Noivern, Swoobat), snake themed evolution lines (Arbok, Seviper, Serperior), and certain exceptions like Pinsir, Mawile, Glalie, Huntail, Gliscor, Carnivine, Eelektross, and Hydregion.

    Description: The user viciously bites the target in an attempt to drain its blood. The user's HP is restored by half the damage taken by the target.

     

    Life Drain:

    Type: Ghost

    Power: 80 / Special / Non-Contact

    Accuracy: 100

    PP: 10

    Effect: Inflicts damage, then restores up to 50% of the damage dealt as HP to the user. Affected by Liquid Ooze and Heal Block, can utilize Big Root.

    Learnpool: All ghost types whose final evolution's SPA>=ATK, plus Yveltal (because come on).

    Description: The user attempts to spiritually drain the target's energy. The user's HP is restored by half the damage taken by the target.

     

    For the record, as I take realism too seriously how in the hell does Drain Punch even exist?

  4. Kainwill makes a number of good recommendations here. If you like Gurren Lagann, Kill La Kill is a great followup made by the same studio. Evangelion will always get a recommendation from me, taking the ideas and characters of Gurren Lagann and flipping them in the complete opposite direction (even though it came first, so ignore that). If after all that, you end up liking mecha animes, then go for Darling In The Franxx, but don't expect it to carry the same level of story as the other three. If you are into Sci-Fi and time travel done well, Steins;Gate is an absolute must watch, followed by Steins:Gate 0. If rom-com is your thing, Love is War and The Quintessential Quintuplets can both be a great time.

    • Like 1
  5. There are a number of available pokemon you can run which can match up really well on Adrienn. I believe (it's been awhile) that you can get a Lucario by this point in the game, and having fast steel stab on a field that tends to boost most steel moves works absurdly well here. Speed Boost Scolipede from the Wasteland also did me a ton of good, even though it's level up poison moves are suboptimal until you get access to the Poison Jab TM later on. Skarmory should also be an option by this point in the Scrapyard, and if you go for a weak armor set and properly switch in, you will have no problem outspeeding and doing the same thing as Lucario, except with better typing and bulk. Aggron from the Railnet is another option, although it will crumble to any fighting / ground users and is more of a niche option. You should be able to get Tentacruel and Dragalge by this point in the game by surfing around in Azurine (you have to dive for Dragalge).

     

    wcv makes several good points about your team composition, although it should be noted that Arcanine won't be able to relearn Flare Blitz if you didn't level the Growlithe you got early game up to Level 45 first. (Unless Arcanine recieved its Gen 8 learnset, which I don't think so as I've tested a bunch of other pokemon and have only seen Gen 7 learnsets) Not to mention running heat wave on Arcanine is very useful for changing fields, so I would just drop strength instead and teach it later to either an HM slave or another pokemon with TM flexibility. I would also drop the Noivern here, I love Noivern and as a rain team user, think that Noivern has great potential with Hurricane in its level up pool, but your team doesn't really make much sense to run rain on at all, seeing as you already have 2 other fire types and run flamethrower on the 'vern. Drop the rain dance and switch for coverage as wcv says, or swap out your fire types for more steel, bug, water, and electric types to get better synergy.

     

     

  6. Great Topic! I haven't done a playthrough on an original game in a while, but here are a few things that I remember off the top of my head:

    • Pokeballs only. I don't care if it's legendary or shiny, it's going into that red and white ball or it's getting released / soft reset.
    • Always Feraligatr. Always.
    • I can't be bothered to check for IVs unless the game provides them directly (TY Reborn) or if they are clearly distinguishable between two separate pokemon, but I will keep catching until I get my adamant natures all loaded up.
    • All boy teams. At first this was because I heard a rumor somewhere that male pokemon had higher attack stats on average, and female pokemon had higher HP, but I just stuck with it since then cause I liked having 6 blue marks on my team setup. Sorry, I just don't like pink.
    • If I like it, it's going to get a nickname that makes a pun off of the original name or appearence/design in general. For example, the Noivern line will forever be named "CrankItTo11" or some dubstep song, and the Politoad line will make some "Make it Rain" joke.
    • Items are to be hoarded until a random encounter with some NPC that catches me in bad luck, then all boosts and potions will be used.
    • If it even slightly resembles a lizard or a hawk, it's going to be on my team. Anything that looks cooler then average gets caught and utilized, stats and functions will be ignored for appearance alone.
  7. Probably a late answer personally considering I just uninstalled my Steam account, but before that I was into stomping around in Mechwarrior 4 and Online and robbing banks in Payday 2.

    As of now, I've fallen back to games that better resemble my childhood, in Reborn's graphics (and just the gameplay of Pokemon in general), as well as the venerable Burnout 3: Takedown.

  8. Vicious: When facing an opponent any attacking move that brings the opponent's health below 50% will increase both Attack and Special Attack one stage. This effect can stack for every consecutive attack landed that breaches the 50% health mark and anything afterwards. Multi-hit moves can activate this effect multiple times. Stat increases automatically revert as soon as the current opponent faints or is switched out. IE: User uses fury attack on an opponent who is at 51% health. The first hit brings the health <50%, and increases the attack and sp. attack one stage. The user can gain up to 5 attack and sp. attack boosts in a single turn against this single opponent. In the case of double and triple battles, the stacking only starts on the first target that the user reduces under 50%, and won't spread between two or three targets going under 50%. So if the single Pokemon that has its health go under 50% switches out, all attack boosts are removed instantly from the user.

     

    Relentless: Using any move that hits multiple times in a turn or using the same move multiple turns in a row applies a 20% damage increase to the move's base power each time it is used. IE: Fury attack is used and it hits three times in one turn, the base power for the move would go 25, 30, 36. Using it again the next turn would give it a starting base power of 36 and would keep stacking from that point up. Damage increases are capped at 100%.

     

    Jittery / Light on Feet: The user which possesses this ability gains a 10% chance to evade any move that hits after a standard accuracy check, and also has a 20% chance to increase the user's move's priority by +1 for a single turn.

  9. I don't exactly remember all my teams throughout the years, but I must say that there are a few teams that I've had some really fun runs with, spanning multiple generations (and about 13 years of games, woah)

    My first game was Blue on the Gameboy, but I don't remember any of the teams from that game unfortunately.

    My first truly memorable team came from Gold, where I used:

    Spoiler

    feraligatr.pngscyther.pnghaunter.pnglugia.pngmachoke.png and a final member that I cannot remember as I had my cartridge's battery replaced about 5 years ago. 

    By no means was this a good team, but it certainly was my favorite lineup at the time, that frustrated me to no end as I knew nobody who I could trade with to evolve (because nobody was playing the original Gold in 2008)

     

    My second most memorable team came from the re installment of Gold, Heart Gold, and can be considered a combination of this game and part of my Fire Red team, including:

     

    Spoiler

    feraligatr.pngscizor.pngmachamp.pngmewtwo.pngtyranitar.pnglugia.png

    To no surprise, this is very similar to my original Gold team, as I loved both the design and gameplay of each of these Pokemon. However, the funny thing is that only the Feraligatr, Scizor, and Lugia came from this game itself, as I had transferred my Machamp, Mewtwo, and Tyranitar over from Fire Red to make the best of both worlds. This was the main team that I used for the lifetime of my Heart Gold save, which composed of over 800 hours total, but as time went on, Lucario, Aggron, and Swampert would join this list.

     

    Finally, my most memorable (and recent) team came from a mixture of White and Black 2 (weird to say it that way, huh), composing of:

    Spoiler

    heracross.gifchandelure.gifkrookodile.gif  lucario.gif  metagross.gifzekrom.gif

    Sadly, no water types made it on to this team as the Samurott line was too disappointing in performance and looks, and Feraligatr was transfered too late into the game hours. I call this team a combination of both B/W and B/W2 teams, because in reality, this team was originally made on my White save file, minus Lucario and Heracross, and really became memorable as I essentially replayed the game through Black 2 and went about remaking this team ASAP. Shiny Garchomp would have made this team for the Battle Tree struggle alone, but he ranked just under the experience I had individually with each of these members, so count him as an honorable mention.

     

    Shiny Heracross makes this team because even though the shiny individual was a transfer through my Fire Red game (and my first shiny ever, nonetheless), I caught a normal one in White and he was one of my best fighting types ever and would be the best in gameplay history alone if not for Lucario, which I'll talk about later.

    Chandelure gets major credit for being one of three Fire types that I actually like in the game, mostly due to its MASSIVE special attack stat and fun moveset, not to mention that it was a Ghost type, which I always had wanted to use but never could because there weren't many ghost types to catch that were actually good in game in previous generations.

    Krookodile makes this list because quite frankly, it was the only reason I kept going through White, as the city and Desert Area (whatever route that was) caused me much frustration and boredom, and I literally didn't like any Pokemon in Generation 5 up to that point, until a tiny little crocodile showed up in my encounters, and soon had such a good stat distribution, moveset, appearence, and battlecry that I couldn't stop my game there.

    Lucario makes this list because well, when I found out that there were Riolu available in the second town in the game, I pretty much did a backflip because I knew what they would evolve into, and better yet, how they didn't need a specific level to evolve. In other words, Lucario makes this list for being completely broken in gameplay terms (Final Starter Evolution stats plus steel typing plus fighting type moves all at around level 10-15?) and for straight up being my favorite overall.

    Metagross took awhile to find, but lets just say that the legendary Gaben's words apply here. It was worth the wait. Super reliable and overall my favorite psuedo-legendary, this supercomputer was a late pickup, but one that I instantly made room for, as it's non-dragon centric moveset was refreshing plus have I mentioned it was tanky? Big time favorite, that's all.

    And Zekrom. My favorite central legendary overall, and the whole reason why I bought the games in the order that I did. Its design is kickass (Reshiram literally looks like a glorified chicken to me), it has a massive attack stat (which I will always love cause I'm a stats guy), and it is a dragon electric type. It just works for some reason, even if it is weak to earthquake. It's my dragon.

     

  10. I don't get all the Charlotte and Ciel troubles here. Charlotte gets destroyed by Rain Dance alongside any number of rock types that you can pick up, including the Rhydon line and Archeops, and Ciel gets absolutely demolished by a level-capped Archeops (I mean seriously, I went to scout out the battle on her with a reset waiting just in case, and promptly beat her in one go with just Archeops and a little bit of Ice Shard Mamoswine magic). On the other hand, Florinia and Noel gave me huge problems, as I didn't have any good poison types until Scolipede, and I lucked out on Florinia when I finally stumbled on a Hariyama while looking for a Pangoro.

  11. I'm calling dibs on the Riolu line for the name Prime!

    If you are looking for something a bit more clever, Alpha might work better as a name when considering the newest Dex entries for Lucario in S/M. Either one would be great though, so your choice! And good luck staying sane, even with 1/100 odds, I've still found shiny breeding and hunting a real pain. I'm working on making my current team fully shiny and color coordinated while shiny, so that's fun...

  12. How can you beat Totadile? Ash's Totadile is just so happy and carefree that I can't help but smile, not to mention it bites EVERYTHING, like my cat IRL. Plus, it leads to my favorite starter line, so you can't do much better then that. The Eevee line, while a bit plain, is still a very strong runner up in this discussion as well.

  13. I know that we already have a custom move thread in this forum, but I wanted to consider this topic from a slightly different angle. Instead of proposing entirely new moves and functions of their own that could be introduced into the next generation, why not consider moves that could be revamped or modified to either become more balanced, or, better yet, changed so that they can become relevant over more common moves of the same type? I came up with this idea when I saw two moves in particular, Leech Life and Freeze-Dry. On one hand, Leech Life was given a major change in the 7th Gen in the form of its base power to make it a much, much more relevant and useful move. On the other hand, Freeze Dry hasn't really changed, but is very unique for a move in that it functions just like any other ice type move, but is also effective against water types as a property of the move itself, making it a potentially very useful move against certain dual types that would normally ignore ice type moves (IE, Swampert and the almighty Gyarados.)

     

    With this in mind, I would propose changing the move Sky Uppercut to be the exact same except to be super effective against flying types. This move would be very similar to Freeze Dry, in that it is limited to a very small group of Pokemon, that it is a move of moderate base power that is normally outclassed by other moves, and that it would somewhat logically have it's special function as a result of the nature of the move itself. I've always thought that it was weird that fighting type attacks, which can mostly be considered brutal displays of power, would be ineffective against flying types, which are mostly just frail looking majestic birds, and that the only reason why these moves would be ineffective would be because of the reach and spacing limitations that especially fighting types would be restricted by. In other words, it's hard to karate chop a bird when it's in the air and too far out of reach, therefore making it an ineffective move. Sky Uppercut as part of its normal function can already hit opponents that in the stage of using moves like Fly or Sky Drop, so it clearly isn't limited by the same range restrictions that most Fighting type moves would have. Not to mention that the users of this move are generally much more agile and athletic Fighting type Pokemon than the rest (Blaziken comes to mind here the most), or can just straight up fly (Gligar line).

     

    So with this example, are there any moves that you see that could be either better balanced or just given a change in their function to make them a more compelling move?

  14. Mirror Scales: Similar to the abilities Bulletproof and Soundproof, this ability allows the user to shrug off a specific type of attack, namely, beam based attacks. Moves like Ice Beam, Signal Beam, Flash Cannon, Psybeam, etc would deal no damage to the user.

    Regenerative: Not to be mistaken with the ability Regenerator, this ability would function similar to passive healing boosts in game. Think of it like an ability based leftovers, pertaining to reptilian based Pokemon and others that share this trait (for example, the Staryu / Starmie group)

     

     

  15. I should make it clear that right now I am sitting in post game right now, EP 16 has been completed so the city is all new again.

    My questions are:

     - Is Helioptile still obtainable from wherever it is in Beryl Ward?

     - Did the mystery egg guy move, or does he disappear late game?

     - And while I know that the dex lists Sandile as being found in Tarzan Mountain, I've wandered all over the mountain through all various levels and have yet to see a single Sandile. Am I missing something here?

    I haven't been able to find any recent responses on the forums that account for these conditions, so any help from you guys would be much appreciated.

  16. Sheer Will: When the user's HP reaches 50% or below, all stats receive a +1 boost (minus evasion and accuracy.)

    Sleazy: Whenever the user makes a physical attack, there is a 50% chance that the user will discard their item (without activating, IE, type gems and life orb will not grant a boost) and steal the opponent's item without activating (no instant consumption of berries or items listed before).

    Deep Sleep: The user always starts out with the sleeping status, and a +1 boost to both defensive stats. The sleep condition has a 50% of wearing after the first turn, and will always conclude by the second turn. At the conclusion of the status, the defenses will drop back to normal. This condition will always reactivate when the user is withdrawn, unless they previously had a status effect other than sleep. Also, the defense boost is only guaranteed for the first switch in of the battle.

    Iron Leg: Boosts power of all kicking moves by 1.2X.

  17. 49 minutes ago, GreyhoundZero said:
      Reveal hidden contents

     

    I just cannot beat Adrienn. Any Pokemon I use gets defeated within one turn. Here's what I have, all in the 75-80 range:

    Dodrio

    Solrock

    Muk

    Swalot

    Rapidash

    Fearow

    Mightyena

    Relicanth

    Magcargo

    Torkoal

    Seaking

    Girafarig

    Sandslash

    Pachirisu

    Delibird

    Lanturn

    Beartic

    Emboar

     

     

    Spoiler

    Keep that Muk, the special bulk alongside attack stats should come in handy. I struggled with Adrienn too, remember that poison, steel, and fire types come in handy against her team. Steel types can absolutely dominate Adrienn if you can destroy the mist field effect and reveal the true field underneath ... a bullet punch / iron tail Lucario with a Scolipede allowed me to sweep very easily after finding this out. Try picking up a special user like Magnezone that can deal with her intimidating lead, or be prepared to sacrifice a few team members to get through her opening setup, otherwise the two members I specified won't have enough power to survive an extended sweep.

     

  18. Sorry to interrupt your discussions and all, but as someone who wants to expand into the fighting genre and who has never played any iteration of Smash before, what advice would you guys recommend for a base level newbie like me? I'm planning on getting the game (3DS Version, cause I'm a pleb who doesn't use consoles over PC) over XMas, and I've watched several tutorials as well as numerous tournament matchups so far. Outside of things like the tier list, what things should I focus on or learn when I start the game and begin experimenting with characters?

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