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Outside Indoorsman

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Posts posted by Outside Indoorsman

  1.  

    Idea based on the Crest Movesets found here:

     

    Boltund:
     

    Spoiler

    Crest Effect: If held by a Boltund this item increases the Pokémon's damage with biting moves (Bite, Ice Fang, etc.) by 50% if Boltund moves before the target.
    Rating: This Crest works very well for Boltund, since Strong Jaw was the ability it usually ran with before in the first place, and its sky-high Speed stat means it's usually going to outrun everything anyways. A moveset designed to take full advantage of the Boltund Crest and Strong Jaw - Boltund's EVs are also there to do this.
    Boltund @ Boltund Crest
    Ability: Strong Jaw
    EVs: 4 HP / 252 Attack / 252 Speed
    Adamant Nature
    -Psychic Fangs
    -Fire Fang
    -Thunder Fang
    -Crunch


    Cinccino:
     

    Spoiler

    Crest Effect: If held by a Cinccino this item turns any non-multihit attacking move into a multihit move that hits 2-5 times per use, but reduces affected moves base power to 30% (not 35% as the description claims) of the original base power per hit. Affected moves will act like natural multihit moves, so they have a 35% chance to hit 2 times, a 35% chance to hit 3 times, a 15% chance to hit 4 times, and a 15% chance to hit 5 times. Each hit has an equal chance to critically hit or trigger secondary effects. The ability Skill Link will make all affected moves always hit 5 times. Due to the base power reduction, all moves with an original power of 200 or lower will be affected by Technician.
    Rating: This is similar to Infernape's crest - a sort of change in the gimmick that Cinccino is known for, so that multiple-hit moves can now be used at will for any reason (hence the given moveset, which is designed to take advantage of this). Return and Secret Power can both be run, which is run depends on if power is needed over specialization - the same with Iron Tail and Knock Off.
    Ability: Skill Link
    EVs: 4 HP / 252 Attack / 252 Speed
    Adamant Nature
    -Iron Tail/Knock Off
    -Play Rough
    -Return/Secret Power
    -Mud-Slap


    Delcatty:

     

    Spoiler

    Crest Effect: If held by a Delcatty, this item adds 10% of every stat (with the exception of HP) from all unfainted Pokémon in the controlling trainer's party, and displays the following message when Delcatty is sent out: "[Delcatty's Nickname] gained strength from The Power of Friendship!" The stat boosts are only calculated when Delcatty is sent out and removed when it's switched out, meaning that even if other Pokémon in Delcatty's party faint, the stat boosts remain the same as long as it's not switched out. The stat boosts Delcatty receive are based on the actual stats of the Pokémon in the trainer's party and aren't affected by abilities, by status conditions or held items.
    Rating: The power boosts that Delcatty gets are literally dependent on the teammates Delcatty has, and how many of them are still conscious. This is - frankly - an enormous boost to what Delcatty can do, but any specific moveset or setup depends on what teammates Delcatty has at any given moment - a special wall or physical wall, or a mixed attacker, are all possible depending on what you have in mind. Anything is possible, especially considering the Normalize ability Delcatty has.
    Delcatty @ Delcatty Crest
    Ability: Wonder Skin/Normalize
    EVs: 252 HP/ 4 Attack /252 Speed
    Sassy Nature
    -Thunderbolt/Charge Beam
    -Return
    -Draining Kiss
    -Cosmic Power
    The Sassy Nature is there to boost Speed further, and due to Fighting being Delcatty's only weakness, the loss of Special Defense isn't apocalytpic due to both Delcatty's naturally low Special Defense and the lack of Special Fighting moves.

     

    Druddigon:
     

    Spoiler

    Crest Effect: If held by a Druddigon this item grants a 30% damage bonus to Dragon- and Fire-type moves. When the holder of this item is hit by a damaging Fire type move, its HP is restored by 1/4th of its maximum HP, and the move will have no effect on that Pokémon (if the holder already has full HP, the Fire type move will do nothing). This effect can be ignored with the Mold Breaker ability and its variants. If harsh sunlight is active, a Druddigon holding this item will restore 1/8th of its maximum HP at the end of each turn.
    Rating: Druddigon is a tough pokemon already, despite not evolving, and the healing boost this Crest grants can be a big advantage, as well as the further boost it gives to Fire and Dragon moves (on top of Sheer Force's boost). Druddigon's already-high Attack has now been boosted even further for Dragon and Fire moves.
    Druddigon @ Druddigon Crest
    Ability: Sheer Force
    EVs: 252 HP / 252 Attack / 4 Special Defense
    Brave Nature
    -Sunny Day
    -Iron Head/Gunk Shot
    -Outrage
    -Fire Punch


    Empoleon:
     

    Spoiler

    Crest Effect: If held by a Empoleon, this item grants Ice type STAB and doubles Speed in Hail or Ice Fields (Icy Field, Snowy Mountain & Frozen Dimensional Field).
    Rating: While I never used it myself, Empoleon's old Crest was apparently very overpowered, from what I've heard - this Crest is noticeably less powerful. Especially considering the fact that the only Ice move Empoleon has access to at the moment is Icy Wind. Adding the Ice Beam TM should be a top priority when you gain access to it. This is my supposition, at least - I haven't played with this Crest yet.
    X @ X Crest
    Ability: Defiant
    EVs: 4 HP / 252 SpA / 252 Speed
    Bashful Nature
    -Drill Peck
    -Icy Wind (should be replaced with Ice Beam when available)/Hail
    -Hydro Pump
    -Rock Slide/Flash Cannon

     

    Noctowl:
     

    Spoiler

    Crest Effect: If held by a Noctowl this item grants STAB on Psychic type moves and also gives the holder all Psychic type resistances, but not its weaknesses.
    Rating: Noctowl - still isn't the best pokemon in the world, but the boost provided by this crest makes it a good pokemon in the early game (and this crest can be purchased even before going to Terajuma, which I would advise). This crest makes Noctowl an excellent counter to Ghost types like Gengar, though, as it has multiple boosted attacks, a great deal of Special bulk and can safely ignore Ghost moves.
    Noctowl @ Noctowl Crest
    Ability: Tinted Lens
    EVs: 252 HP / 252 Special Attack / 4 Special Defense
    Modest Nature
    -Roost
    -Reflect
    -Extrasensory/Psychic/Hyper Voice
    -Air Slash/Hurricane

     

    Phione:
     

    Spoiler

    Crest Effect: If held by a Phione this item raises its Defense and Special Defense stats by 50%, and will activate the Aqua Ring effect when send out, restoring 1/16th of its max HP at the end of each turn.
    Rating: This is the boost that Phione needed. While Phione is normally rather bad, the defensive boosts and healing provided by the Crest mesh very well with a Rain Dance-based team, and this crest will work even better when Rest becomes available (one of the attack moves or Acid Armor should be replaced with Rest when this is possible). It is also one of the first crests available, and you can buy it before going to Terajuma. I strongly advise this.
    Phione @ Phione Crest
    Ability: Hydration
    EVs: 252 Def / 4 Spec Attack / 252 Special Defense
    Calm Nature
    -Acid Armor
    -Whirlpool
    -Rain Dance
    -Surf/Dive/Grass Knot (replace as needed/wanted)


    Probopass:
     

    Spoiler

    Crest Effect: If held by a Probopass this item causes the Pokémon to levitate via an Magnet Rise effect. Magnet Rise's effect lasts indefinitely for the holder of this item. The holder follows up any damaging move with 3 20 base power attacks, that are Steel-, Rock- and Electric-type respectively. The Steel- and the Rock-type hits are affected by STAB.
    Rating: One of these moves should be replaced with Dazzling Gleam when it is available to deal with Fighting types, since the Crest neutralizes Ground as a threat unless the enemy has Mold Breaker. Iron Defense is there to increase the resistance that Probopass has to Physical moves (which most fighting attacks are). The Ground immunity now present helps Probopass enormously, considering how common attacking Ground types are. Overall, this is a big help, even if the weakness that Probopass has to Fighting attacks is still there.
    Probopass @ Probopass Crest
    Ability: Sturdy
    EVs: 252 Def/ 252 Special Attack / 4 Special Defense
    Quiet Nature
    -Power Gem
    -Flash Cannon
    -Iron Defense
    -Discharge/Earth Power

     

    Samurott:
     

    Spoiler

    Crest Effect: If held by a Samurott this item grants STAB on Fighting type moves and also gives the holder all Fighting type resistances, but not its weaknesses.
    Rating: Samurott was already a fairly solid pokemon - this Crest only makes it even more viable, as anyone who has fought Hazuki likely has found out. It works like the Noctowl crest, simply put, though Samurott is a considerably tougher pokemon.
    Samurott @ Samurott Crest
    Ability: Shell Armor
    EVs: 252 Attack / 252 SpA/ 4 SpD
    Brave Nature
    -Sacred Sword/Revenge
    -Aqua Jet
    -Megahorn/X-Scissor/Smart Strike
    -Surf/Dive/Hydro Pump

     

    Swalot:
     

    Spoiler

    Crest Effect: If held by a Swalot, this Pokémon will use Stockpile after each move, unless 3 Stockpile stacks are active or the last move used was Stockpile, Spit Up or Swallow. The holder is able to use Belch without consuming a berry first, and each use of Belch is followed up with a use of the move Spit Up.
    Rating: Swalot was never very good - this crest, however, gives it a major boost defensively and offensively, by making Belch essentially a two-hit move and boosting Swalot's defenses nearly every turn. I haven't played with it yet, though, so this is only supposing on my part.
    Swalot @ Swalot Crest
    Ability: Liquid Ooze
    EVs: 252 HP/ 252 Special Attack / 4 Special Defense
    Calm Nature
    -Return
    -Belch
    -Swallow
    -Toxic/Sludge Wave

     

    Thievul:
     

    Spoiler

    Crest Effect: If held by a Thievul this item will drop the opposing Pokémon's Special Attack stat by one stage and raise Thievul's Special Attack by one stage. In a Double Battle this Crest will drop the Special Attack stat of the opponent diagonally opposite of Thievul's position. i.e. if Thievul is on the left it will drop the Special Attack of its right side opponent, reverse if Thievul is on the right.
    Rating: Dark Pulse and Psychic are the most powerful moves that Thievul currently has available which work with its Crest, and Stakeout is the only move that is compatible with it (unless Run Away is used), which is why U-Turn/Play Rough is a potential option over Grass Knot. Nasty Plot and Baton Pass are also available via Move Tutor, and can be used to pass Thievul's auto-boost of Special Attack to another teammate or boost it even further. Alternatively, Parting Shot on Thievul's opening move can switch in another teammate and leave the enemy with -1 Attack and -2 Special Attack. Thievul's Special Attack, while not good naturally, seems like it would be a lot more potent with a +1 whenever it switches in (I have yet to play with it).
    Thievul @ Thievul Crest
    Ability: Stakeout
    EVs: 4 HP / 252 Special Attack / 252 Speed
    Mild Nature
    -Dark Pulse
    -Grass Knot/U-Turn/Play Rough
    -Parting Shot/Nasty Plot/Baton Pass
    -Psychic

     

    Vespiquen:
     

    Spoiler

    Crest Effect: If held by a Vespiquen, the Pokémon will swap between a Defense and an Attack Stance depending on which move is used, starting out in its Attack Stance. From Attack Stance, Vespiquen switches to Defense Stance if it uses Defend Order or Heal Order, while it switches from Defense Stance to Attack Stance whenever any attacking move is used, in both cases changing stance before using the move.
    In Attack Stance, Vespiquen will raise its Attack and Special Attack stats by one stage each. It will lower its Defense and Special Defense by one stage if it previously was in Defense Stance. Attack Order will, in addition to its usual effects, trap the target(s) with an Infestation, preventing them from switching out and inflicting 1/8 of the target's maximum HP as damage per turn, for four to five turns.
    In Defense Stance, Vespiquen will raise its Defense and Special Defense by one stage each. It will lower its Attack and Special Attack by one stage if it previously was in Attack Stance. Vespiquen will recover 1/16th of its maximum HP at the end of each turn.
    Rating: This Crest takes advantage of Vespiqueen's signatures moves/makes them into an Aegislash-like fighting style. Not really much more to say there - I haven't played with this Crest yet.
    Vespiquen @ Vespiquen Crest
    Ability: Unnerve
    EVs: 252 Def / 252 SpD / 4 HP
    Relaxed Nature
    -Attack Order
    -Defend Order
    -Air Slash
    -Heal Order

     

    • Upvote 1
  2. Good point on Bisharp and Crest Skuntank for Alice... the field does indeed boost Fairy moves. Maybe swap Thievul out for one of them? Yeah... I'd probably swap out Thievul for Bisharp. Skuntank isn't bad with a Crest, but Bisharp is kind of better - and Skuntank isn't much of a defensive pokemon, even with a Crest that removes the only weak point it has.

  3. I think giving a Gardevoir to any of the Theolias is... sort of weird? Well, Melia already has Hope, I guess. So... maybe? I just think that given how close those two are, giving them each a Dark/Fairy pokemon seems fitting. I've got nothing major against Gardevoir, though. It just seems odd to me.

    And actually - well, Allen's pokemon are mostly not the best at taking hits without boosts, which is why he's got Reflect and Light Screen. Alice is tricky, compared to him - she's got multiple Sleep moves, and her Sableye has Nasty Plot. Maybe I didn't do things perfectly, but I hope these two look good, so to say. (And maybe it wouldn't be too unbelievable for one or both to have a weather setter like A-Ninetales or Tyranitar in their team, to change the field when they think the time's right, and also for Arenite Wall/Aurora Veil support).

  4. 32 minutes ago, crulla said:

    Also consider that if it is Starlight Arena, ATales' Snow Warning is going to wipe the field to Bewitching Woods.

    This too - while A-Ninetails does have Snow Cloak as a secondary ability, it just... well, there's a reason people typically use Snow Warning.


    Which is kind of sad, because the Starlight Arena itself allows Aurora Veil to be used even without Hail. Basically, Galarian Rapidash just... fits Allen better, I think.

  5. The Bewitched Woods are mostly there as a sort of "Backup" - the Starlight Arena can be taken down just by using a weather move for a while, so the Woods are there to make people think twice about doing that offhand and crippling them (though if you have a Pyukumuku with Purify... they're going to have issues). And they are pretty close to Darchlight Woods, after all. If you can think of another field that suits them and would dissuade people from just using weather conditions against them, feel free to throw out a suggestion, though.

    And yeah - I guess it would make more sense for Aelita to help us, in hindsight. And Ren probably would too, but he's got other stuff to do, potentially.

    Maybe yes, maybe no. I can see him with one, but I don't think it will be his Ace? Because - well, Alice does know him pretty well, but she can't make all of his decisions for him (at least, not any longer). So I gave him the Galarian Rapidash both because I think it's fitting for him, and because it wasn't what his sister gave him. To show that he's doing things on his own now. Also, it's fast like he is - and like I said, he sort of gives a knight-like "aura", almost? Like a fairy-tale knight.

     

    Also, to me, the only person who gets an Alolan Ninetails as their Ace is Ame. I'll admit that's a part of my decision-making process.

  6. Spoiler

    After our two favorite middle siblings were appointed as the Dark and Fairy gym leaders respectively, I think it's pretty safe to say that people are wondering what Jan is going to have them throwing at us when we eventually fight them. Because I wanted to write this, I did.

    Spoilers below!

     

    Field: Starlight Arena (Becomes the Bewitched Woods if weather is set up). Battle is a 12v12 - Melia or Erin is fighting them with you (which of them participates is your choice).

     

    Allen:

    Spoiler

    -Clefable (Magic Guard) (Sitrus Berry)
    Meteor Mash
    Cosmic Power
    Dazzling Gleam
    Moonlight
    (Almost designed for the Starlight Arena - feel free to be angry).

     

    -Florges (Erin) (Symbiosis) (Iapapa Berry)
    Nature Power
    Wish
    Psychic
    Hidden Power (Ground)
    (Allen got Florges because he wanted to bond with Erin, and because he thought it was fitting for him).

     

    -Shiinotic (Illuminate) (Focus Sash)
    Nature Power
    Moonlight
    Sleep Powder
    Pollen Puff
    (Illuminate is boosted by the Starlight Arena, and Grass/Fairy types are very good in the Bewitched Woods).

     

    -Whimsicott (Prankster) (Power Herb)
    Tailwind
    Light Screen
    Nature Power
    Solar Beam
    (Good on both the Bewitched Woods and the Starlight Arena - Tailwind, Light Screen, and Nature Power are all boosted by Prankster).

     

    -Mega Grimmsnarl (Frisk before Mega)
    Reflect
    Spirit Break
    False Surrender
    Drain Punch
    (I was originally considering giving Allen a Mega Altaria, but when I realized that Cloud Nine didn't remove weather - only suppressed it - that sadly had to be removed. But Mega Grimmsnarl is still a very powerful pokemon. Also, it's a Dark/Fairy type - fitting, since he's fighting you alongside his Dark-type leader sister).

     

    -Galarian Rapidash (Pastel Veil) (Scope Lens) (Ace)
    Psycho Cut
    Throat Chop
    Play Rough
    Drill Run
    (I know that Allen had an Alolan Ninetails in the Pyramid - but it wasn't real, if that makes sense. It was given to him by Alice - I sort of wanted him to decide against getting one in his final team, as a way of showing he's doing things on his own now. And he does sort of give off a... knightly demeanor, I feel? So giving him a horse seems appropriate - also, it's fast like he is).

     

     

    Alice:

    Spoiler

    -Alolan Persian (Technician) (Life Orb)
    Swift
    Snarl
    Icy Wind
    Parting Shot
    (Technician boosts all of Persian's offensive moves by 50%, the Life Orb boosts them even further, and Swift and Snarl both get boosted by the field. Icy Wind is there to slow the player down, and Parting Shot is in case Persian needs to make a fast exit).

     

    -Zoroark (Melia) (Illusion) (Chople Berry)
    Counter
    Night Daze
    Flamethrower
    Grass Knot
    (Alice got this pokemon because she wanted to bond with Melia - and also because, well, it goes with her illusions).

     

    -Aevium Musharna (Tough Claws) (Sitrus Berry)
    Lovely Kiss
    Draining Kiss
    Night Slash
    Slash And Burn
    (Like Grimmsnarl, Musharna's here partly to show the bond these two have - and also because it's a good pokemon that fits the gym fairly well.)

     

    -Thievul (Stakeout) (Thievul Crest)
    Dark Pulse
    Parting Shot
    Psychic
    Hidden Power (Ground)
    (Not an obvious choice, but one that I think goes fairly well with Alice's theme and team. And she has two crests, compared to Allen having none - well, Fairy doesn't have that many pokemon with Crests yet).

     

    -Spiritomb (Infiltrator) (Spiritomb Crest)
    Shadow Sneak
    Dark Pulse
    Hypnosis
    Shock Wave
    (Ideally, you're going to be hoping that this is one of the first Pokemon Alice sends out to fight you).

     

    -Mega Sableye (Prankster before Mega) (Ace)
    Moonlight
    Dazzling Gleam
    Nasty Plot
    Power Gem
    (Alice still has a Sableye, since she expressed a clear interest in one, even after she finished the month-long training session. Her pokemon are a little "tricky", compared to Allen's, and less predictable. I think that sort of goes with her illusions, though).


     

    • Like 1
  7. Sceptile

    Type: Grass/Electric
    Ability: Electric Surge

     

    Stats: 706 Total
    HP: 90 (+20 HP)
    Attack: 120 (+35 Attack)
    Defense: 98 (+33 Defense)
    Special Attack: 150 (+45 Special Attack)
    Special Defense: 98 (+13 Special Defense)
    Speed: 150 (+30 Speed)

     

    Moves Learned: Bolt Strike, Flash Cannon

     

    Mixed Attacker:
    Item: Elemental Seed/White Herb
    EVs: 252 Attack, 252 Special Attack/Speed, 4 Speed/Special Attack
    Bolt Strike
    Flash Cannon
    Rock Slide
    Leaf Storm

     

    (It's an odd set, but Sceptile's Lightning Rod ability for its Mega Evolution and its appearance (those bulbs on its back) made me think of - well, a battery, so I wondered what it would look like if we took this route).

  8. I came up with this! I've never had a Meganium as my starter - but it's often seen as one of the worst starters, I think. So I decided to see if I could improve that!

    Note - I sort of broke the rules a little here, by giving Meganium a unique ability and two normal pokemon moves instead of a Legendary move and a normal move... but I think this Meganium would be a force to be reckoned with. (Also, a lot of Meganium's coverage moves are Physical - Stomping Tantrum, Outrage, Fury Cutter - and apparently, Swords Dance and Curse too (Also, I couldn't find any legendary pokemon-only moves that seemed to fit Meganium better than the two moves I gave it instead, at least for what I had in mind. I was originally going to take a page from Insurgence and go for a Grass/Fairy type, but it turned into a Grass/Dragon instead. I hope you approve, P.Kiko).


    Type: Grass/Dragon
    Ability: Bewitching Aura (Renders Meganium and all teammates immune to status conditions, grants Fairy STAB and resistances).


    Stats:
    HP: 120 (+40)
    Attack: 136 (+54)
    Defense: 140 (+40)
    Special Attack: 90 (+7)
    Special Defense: 140 (+40)
    Speed: 80 (+0)

     

    Moves Learned: Play Rough, Clangorous Soul.

     

    Defensive Set:
    EVs: 252 HP, 252 Special Defense, 4 Defense

    Item: Meganium Crest
    Clangorous Soul
    Synthesis
    Outrage
    Leech Seed/Nature Power

     

    Offensive Set:

    Item: Meganium Crest/Life Orb

    EVs: 252 HP, 252 Attack, 4 Special Attack
    Play Rough
    Outrage
    Seed Bomb/Nature Power
    Clangorous Soul

    • Like 1
  9. When I fight Geara in Saki's Gym, I went out of my way to train up a Pyukumuku so that I could remove the Haunted Field and turn his own advantage against him.

     

    I did it twice - once with a Purify on a pokemon with Toxic status, and once I did Purify on a pokemon without Toxic status. It didn't work either time. What gives?

    It specifically says in the Field Manual that using Purify on the Haunted Field turns it into the Blessed Field.

  10. I donated the Shadow Pokemon Chinchou to the Aquarium, before I learned that I had no idea where to find them otherwise. Did I just screw myself over by accident enough that I need to find a Trade Center/download the Debug?

     

    And if not, where can I capture another Chinchou or two?

  11. This could just be because I'm missing something, but I went to the Den in the Sheridan Wetlands with about 26k Red Essence, and I threw in 15k at once.

     

    Nothing happened. When I tried to interact with it again, it asked me for Red Essence again.

    EDIT: Okay, update. I threw in 5K Red Essence, and Beldum showed up. Strange... it said 15K before. Was that changed?

    Er, either way, feel free to delete this...

  12. After entering the passage to the Hospital of Ruin, when I tried to leave again, it left me "stranded" on the bookshelf. I couldn't move in any direction, even to go back into the Hospital of Ruin. I'm pretty sure I have what I need to beat Isha, but this could be a problem for other people if they aren't sure they can. (I tend to reload before I lose - I hate losing money unnecessarily in fights I have to win).

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