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FraRPetO

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Posts posted by FraRPetO

  1. 3 minutes ago, AndSoThereIsSt3ffo said:

     

    I'm not a fan of hazards, not in Redemption at least as in Doubles/Triples aren't that useful..

    I'm switching Earth Power on Hydreigon for U-Turn and Flamethrower for Heat Wave, from what i can see as of now Wide Guard is becoming pretty popular between the leaders and it's a pain to deal with it if you rely on spreading damage. I'm considering EQ over Mach Punch on Conk but priority is always a great thing.

    The last slot on Muk is between Protect/Rock Slide (mostly to hit more foes)/Rock Polish (to have more Speed and partially solve the last problem you mentioned). 

    Yeah i know, that's why i need a replacement for Serp. I was thinking about either Tsareena, Breloom and Gallade (mostly for Leaf Blade) but none of them can be considered "fast", well bar M-Gallade.

    Tsareena is a great pick, imo. Its ability is amazing, which prevents stuff like Fake Out and other priority moves. Tsareena also gets U-turn.

  2. 42 minutes ago, AndSoThereIsSt3ffo said:

    I decided to scrap the TR idea, i basically never used it and i'm not experienced enough to run a successful TR team..

    I built this around a FDP core with features like Taunt and Wide Guard in order to say goodbye to possible trolls

     

     

      Hide contents

     

     


    Hydreigon  
    - Dark Pulse  
    - Draco Meteor  
    - Flamethrower  
    - Earth Power

     

    Gardevoir  
    - Taunt  
    - Moonblast  
    - Psyshock  
    - Thunderbolt  

     

    Conkeldurr  
    - Mach Punch  
    - Wide Guard  
    - Ice Punch  
    - Drain Punch  

     

    Muk-Alola  
    - Knock Off  
    - Pursuit  
    - Poison Jab  
    - Protect  

     

    Aegislash    
    - Shadow Sneak  
    - Flash Cannon  
    - Shadow Ball  
    - King's Shield  

     

    Serperior  
    - Leaf Storm  
    - Hidden Power [Fire]  
    - Dragon Pulse  
    - Glare  
     

     

     

     

    I like it on paper and i tried to mantain some balance between Speed and Bulk, but i'm worried as i might be in trouble against a team with more than 1 strong Special Wall. My idea was to substitute Serp for something fast, Physical and able to take on Water Types effectively but nothing came to my mind tbh, suggestions are appreciated!

    I think your team could use moves like Stealth Rock for hazard damage, chip damage is usually very important.

    What your team seems to lack is to gain momentum, with moves like U-turn or Volt Switch. It makes it a lot easier to outplay your opponent.

    You don't have any moves that can hit multiple opponents in Doubles/Triples, either. Spread damage is generally very useful, and Earthquake is an all around great move.

    I don't think Muk needs Protect that much. It's a pretty good move, though.

    One thing I also think might be a problem for you, is that all your physical attackers are pretty slow.

  3. Rogue Legacy: WITHOUT using the Architect, complete the game dying 15 times or less. - - -  This one was challenging, to say the least.

     

    3 hours ago, Isa.phoria said:

    Beating The Harvester at Hard when getting all the trophies from Dragon Age. The hardest and most tiring thing I've done in that game

    I've done it too. I used a Dwarf because I hate magic in that game.

     

    Supersonic Acrobatic Rocket-Powered Battle-Cars - - -  All Star trophy. It's about getting all of the stars in single player. The AI is ridiculous in some of the challenges.

     

    Rayman Legends: Getting the maximum level of awesomeness. - - -  I had to log in and play daily challenges and get in top 50 rankings to gain enough awesomeness for around 3 months. That is a long time for one trophy. It was fun, though.

  4. Gunpowder <ö_ö> Cemetery

     

    Welcome to my latest OU team!

    I built around Chesnaught/Magearna/Tapu Fini because I thought they'd make a nice defensive core.

    I haven't actually laddered with it, but I've tested it max 3 times, so you'll have to judge a team that is just out of my head.

    Enjoy!

     

    051Dugtrio_Dream.png@ Focus Sash
    Ability: Arena Trap
    Shiny: Yes
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Stealth Rock
    - Stone Edge
    - Sucker Punch
    - Earthquake

     

    I wanted a Pokémon that could deal with Heatran quickly and set up Stealth Rock, so here is Dugtrio.

    The moveset is pretty basic and self-explanatory.

    The attack stat raise this generation has been nice to it.

     

    065Alakazam_Mega_Dream.png@ Alakazite
    Ability: Magic Guard
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Psychic
    - Shadow Ball
    - Encore
    - Focus Blast

     

    This is one of my favourite Mega Pokémon.

    Trace is such a good ability.

    Encore is to stop Calm Mind users and has many other uses.

    The attacking moves are perfect for the coverage it needs.

    I chose Psychic over Psyshock because it has more power and is generally better against those with lower special defense.

     

    145Zapdos_Dream.png@ Leftovers
    Ability: Static
    EVs: 252 HP / 172 Def / 68 SpA / 16 Spe
    Bold Nature
    IVs: 0 Atk
    - Thunderbolt
    - Heat Wave
    - Roost
    - Hidden Power [Ice]

     

    Zapdos has always been a Pokémon I could count on.

    The coverage is fantastic with Thunderbolt, Heat Wave, and Hidden Power Ice.

    I figured my physical wall, Chesnaught, was very weak to Mega Pinsir so I put it on the team.

     

    652Chesnaught_Dream.png@ Rocky Helmet
    Ability: Bulletproof
    EVs: 252 HP / 4 Atk / 252 Def
    Impish Nature
    - Spikes
    - Drain Punch
    - Synthesis
    - Toxic

     

    Easily one of my favourite Pokémon.

    It tanks Earthquake for days and actually walls Tapu Bulu if it doesn't have Dazzling Gleam.

    Rocky Helmet + Synthesis + Toxic is a really good defensive set.

    Drain Punch heals it and it can set up Spikes to cripple down the opponent really fast.

     

    788Tapu_Fini_Dream.png@ Leftovers
    Ability: Misty Surge
    EVs: 220 HP / 136 Def / 16 SpD / 136 Spe
    Timid Nature
    IVs: 0 Atk
    - Nature's Madness
    - Surf
    - Defog
    - Taunt

     

    Tapu Fini is a really good Pokémon. It stops negative status ailments like Burn, Freeze, Poison, and Paralysis, which helps out the team a lot.

    Nature's Madness deals 50% damage, which really helps when paired with entry hazards.

    Surf is to damage Fire types.

    Defog and Taunt is to stop the enemy from setting up hazards. Generally, I don't mind them, but just in case.

    Also bulk.

     

    801Magearna_Dream.png@ Assault Vest
    Ability: Soul-Heart
    EVs: 252 HP / 252 SpA / 4 SpD
    Modest Nature
    IVs: 0 Atk
    - Fleur Cannon
    - Flash Cannon
    - Volt Switch
    - Aura Sphere

     

    Magearna is a really strong and bulky Pokémon. It gives me momentum for Mega Alakazam and has a lot of type resistances.

    Fleur Cannon hits very hard, and Flash Cannon is its reliable STAB move against Fairies.

    Volt Switch helps when forcing switches.

    Aura Sphere to hit Steel types.

     

    Spoiler

    Dugtrio (M) @ Focus Sash  
    Ability: Arena Trap  
    Shiny: Yes  
    EVs: 252 Atk / 4 SpD / 252 Spe  
    Jolly Nature  
    - Stealth Rock  
    - Stone Edge  
    - Sucker Punch  
    - Earthquake  

    Alakazam (M) @ Alakazite  
    Ability: Magic Guard  
    EVs: 252 SpA / 4 SpD / 252 Spe  
    Timid Nature  
    IVs: 0 Atk  
    - Psychic  
    - Shadow Ball  
    - Encore  
    - Focus Blast  

    Zapdos @ Leftovers  
    Ability: Static  
    EVs: 252 HP / 172 Def / 68 SpA / 16 Spe  
    Bold Nature  
    IVs: 0 Atk  
    - Thunderbolt  
    - Heat Wave  
    - Roost  
    - Hidden Power [Ice]  

    Chesnaught (M) @ Rocky Helmet  
    Ability: Bulletproof  
    EVs: 252 HP / 4 Atk / 252 Def  
    Impish Nature  
    - Spikes  
    - Drain Punch  
    - Synthesis  
    - Toxic  

    Tapu Fini @ Leftovers  
    Ability: Misty Surge  
    EVs: 220 HP / 136 Def / 16 SpD / 136 Spe  
    Timid Nature  
    IVs: 0 Atk  
    - Nature's Madness  
    - Surf  
    - Defog  
    - Taunt  

    Magearna @ Assault Vest  
    Ability: Soul-Heart  
    EVs: 252 HP / 252 SpA / 4 SpD  
    Modest Nature  
    IVs: 0 Atk  
    - Fleur Cannon  
    - Flash Cannon  
    - Volt Switch  
    - Aura Sphere  

    Feel free to use the team and test it. Feedback is welcome and appreciated.

  5. Just now, PedroHenrique said:

    This team is supposed to be functional in singles, doubles and triples, being able to act as trick room or trick room counter depending on the items I use.

     

      Hide contents

    [Serperior]
    -Protect
    -Leech Seed
    -Leaf Storm
    -Hidden Power Fire

    [Magnezone]
    -Thunderbolt
    -Volt Switch
    -Flash Cannon
    -Hidden Power Fire

    [Chandelure]
    -Trick Room
    -Heat Wave
    -Shadow Ball
    -Energy Ball

    [Milotic]
    -Recover
    -Haze
    -Scald
    -Ice Beam

    [Mamoswine]
    -Icicle Crash
    -Ice Shard
    -Earthquake
    -Iron Head

    [Heracross]
    -Pin Missile
    -Close Combat
    -Rock Blast
    -Earthquake

    I would run substitute on Serperior than Protect, but Protect actually helps in Doubles/Triples so it's fine. But if running protect, I'd replace Leech Seed with Dragon Pulse for more coverage. It gives you more offensive options.

    Iron Head on Mamoswine is not necessary, Stealth Rock will help your team a lot. It's one of the best moves, it breaks Focus Sash and limits the opponent's ability to switch around.

  6. On 4/2/2017 at 1:29 AM, DreamblitzX said:

    I posted an earlier incarnation of this team back a while, but now that the first couple brackets are revealed and people have fought them, how do people think this team will do against them?

     

      Reveal hidden contents

    Gallade @ Galladite  
    Ability: Justified  
    Shiny: Yes  
    EVs: 252 Atk / 4 SpD / 252 Spe  
    Jolly Nature  
    - Zen Headbutt  
    - Drain Punch  
    - Ice Punch  
    - Swords Dance  

     

    Scolipede @ Life Orb  
    Ability: Speed Boost  
    EVs: 252 Atk / 4 SpD / 252 Spe  
    Adamant Nature  
    - Protect  
    - Baton Pass  
    - Poison Jab  
    - Megahorn  

     

    Rotom-Heat @ Leftovers  
    Ability: Levitate  
    EVs: 252 HP / 48 SpD / 208 Spe  
    Timid Nature  
    IVs: 0 Atk  
    - Overheat  
    - Volt Switch  
    - Pain Split  
    - Will-O-Wisp  

     

    Garchomp @ Rocky Helmet  
    Ability: Rough Skin  
    EVs: 240 HP / 176 Def / 92 Spe  
    Impish Nature  
    - Stealth Rock  
    - Earthquake  
    - Dragon Claw  
    - Rock Slide  

     

    Starmie @ Life Orb  
    Ability: Analytic  
    EVs: 252 SpA / 4 SpD / 252 Spe  
    Timid Nature  
    IVs: 29 HP / 0 Atk  
    - Rapid Spin  
    - Scald  
    - Psyshock  
    - Ice Beam  

     

    Aegislash @ Weakness Policy  
    Ability: Stance Change  
    Shiny: Yes  
    EVs: 4 Def / 252 SpA / 252 Spe  
    Naive Nature  
    - Shadow Ball  
    - Flash Cannon  
    - Sacred Sword  
    - King's Shield  

     

     

    Your team looks pretty solid if I should say so myself. I do say so.

    However if you're worried about being hit my moves that can hit multiple opponents in doubles or triples, such as Heat Wave or Earthquake, maybe Wide Guard on Aegislash would be a good idea. But it's not necessary.

    10 hours ago, Dragon God Goomy said:

    Hey Baz. Can you look how horrible this is? Thank you.
     

      Reveal hidden contents

     

    Snorlax @ Leftovers  
    Ability: Thick Fat  
    EVs: 252 HP / 252 Atk / 4 SpD  
    Adamant Nature  
    - Rest  
    - Earthquake  
    - Return  
    - Facade  

    Gyarados @ Lum Berry  
    Ability: Intimidate  
    EVs: 252 Atk / 4 Def / 252 Spe  
    Jolly Nature  
    - Dragon Dance  
    - Waterfall  
    - Bounce  
    - Stone Edge  

    Roserade @ Black Sludge  
    Ability: Natural Cure  
    EVs: 252 SpA / 4 SpD / 252 Spe  
    Timid Nature  
    - Spikes  
    - Sludge Bomb  
    - Leaf Storm  
    - Sleep Powder  

    Chandelure @ Leftovers  
    Ability: Flash Fire  
    EVs: 252 SpA / 4 SpD / 252 Spe  
    Timid Nature  
    - Substitute  
    - Calm Mind  
    - Flamethrower  
    - Shadow Ball  

    Hydreigon @ Choice Scarf  
    Ability: Levitate  
    EVs: 252 SpA / 4 SpD / 252 Spe  
    Timid Nature  
    - Draco Meteor  
    - Dark Pulse  
    - Fire Blast  
    - U-turn  

    Porygon2 @ Eviolite  
    Ability: Trace  
    EVs: 252 HP / 120 Def / 136 SpD  
    Calm Nature  
    - Recover  
    - Tri Attack  
    - Ice Beam  
    - Thunder Wave  

     

    Your Snorlax has 2 Normal type moves, it needs the coverage more. Try Crunch.

    Chandelure would be more useful with Heat Wave since it hits multiple opponents. If you're worried about not being able to hit with fire because of Wide Guard, your Hydreigon has Fire Blast, which would help with that.

    Porygon2 set is ok, but Tri Attack isn't necessary. Maybe Toxic would help to deal with Pokémon that can wall you

  7. ANNOUNCEMENT

    Starting Sunday, after you register a team, you may not register another team for 2 weeks.

    The reasons are: people re-registering their teams too often, putting too much work and confusion for both our Trainer Card makers and Leaders.

    The teams posted in the Sign-Up thread are supposed to be your finalized teams.

  8. On 1/27/2017 at 1:58 AM, IntSys said:

    Lately I've struggled with Yoshi VS Samus matchup. Samus' projectile game makes it hard for me to approach, even with egg throws. Any tips?

    I usually try to put as much pressure as possible, by throwing eggs and making up-tilt combos to aerial follow ups.

    I think Yoshi has a decent match up vs Samus.

    Also neutral air is really good to interrupt combos and forward air usually destroy weaker projectiles.

  9. On 1/23/2017 at 10:26 AM, Lugruf said:

    I have a couple questions about how the gym leaders knowing the challenger's sets. Are the leaders supposed to build specific teams against the challengers after knowing their sets or are they just going to have some generic teams? Are gym leaders going to choose the battle format (singles, doubles...) after knowing the challenger's set or before?

    What bibs said.

     

    2 hours ago, Ragnor said:

    Is it allowed to relinquish your rights to battle on Tuesday, Wednesday, and Sunday and move those to Friday and Saturday since I go to school during those times from where I come from? 

    Sorry, but no.

  10. I'll use the Flying template and use this sprite:  791194ed331f4f648b8c5d46bcbfa996.png

    Team:

    Spoiler

    Blastoise

    - Scald

    - Dark Pulse

    - Rapid Spin

    - Aura Sphere

     

    Medicham

    - Fake Out

    - High Jump Kick

    - Ice Punch

    - Zen Headbutt

     

    Manectric

    - Discharge

    - Flamethrower

    - Volt Switch

    - Hidden Power Ice

     

    Togekiss (shiny)

    - Nasty Plot

    - Air Slash

    - Roost

    - Baton Pass

     

    Ferrothorn

    - Stealth Rock

    - Power Whip

    - Knock Off

    - Iron Head

     

    Diggersby

    - Frustration

    - Earthquake

    - U-turn

    - Quick Attack

     

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