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Seel The Deal

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  1. Lapras is Rock/Psychic, and Mismagius appears to be Grass/Ghost (and similar to Milotic is now a physical attacker)
  2. Volcarona sets up on just about every Fairy type, except like, Azumarill and Carbink (lol). It's actually the best fairy counter available, if not one of the best fairy counters period. I'd actually drop the Torterra Crest here. Your team absolutely hates rock types as most come with ground coverage and all 3 of your offensive answers are fairly slow (Rotom's alright but that's about it). Having a mon resistant to both Rock and Ground would be invaluable. Obviously you can sub it in when you know you're not fighting rock types but for general use I think you want to go crestless. I'd also drop the setup move on Hydreigon, unless you're planning to replace it with Nasty Plot in the coming update? Finally I'd give Thunder Punch over Iron Defense on Metagross, and Misty Terrain or Shadow Ball over Light Screen on Sylveon. (does it get Reflect? that'd be good too)
  3. Depends how rare it is, usually it's easier to catch but if it's something like Scyther or Sandile your best bet is probably breeding.
  4. Usually ~25 or better in the important stats and ~15 everywhere else is sufficient for IVs long-term (obviously not counting things like Attack on a special mon, Speed on a Steelix etc., those can be whatever). Natures are irrelevant since you can fish for Luvdisc to get Heart Scales and then change the nature to whatever you want starting after Radomus. IVs early game are completely irrelevant, you only need to pay attention to them starting around levels 40-50, and they only really become game-changing at like, 80+. If you're using something like a Mightyena or Kricketune to get through early game just worry about its nature. Of course, it's a different story entirely if you want a specific Hidden Power type for something like Serperior or TR Cofagrigus...
  5. Could start with a Fire/Water/Grass core with Arcanine, Amoonguss and Swampert, then grab a Bisharp as your Psychic, Ghost, Dark, and Dragon resists, and a fast attacker like Noivern, Heliolisk or Weavile to finish off the team. No shared types can make it really awkward to teambuild sometimes... Weavile is almost certainly your best choice in that last slot since your team has few good answers to certain bulky Ground types (Torterra, Gliscor, Garchomp being the main offenders), and it's just generally an amazing offensive pairing with Mega Medicham, but whoops, it shares a type with Bisharp. You could go with a different Steel type (or a Fairy), but Weavile isn't actually bulky enough for its resistances to matter. Mega Mawile would make up all but 1 of the resists but you already have a mega. Klefki, I suppose...? The team's too balanced for screens but could make good use of paralysis and Spikes support. Regular Mawile can take its slot until you make it to late game, and something like Jynx or Mamoswine would be your best early version of Weavile. Everything else is available by Apophyll. That would make the final team look something like this: https://pokepast.es/4e0b043b355a3684 Obviously there's stuff up for grabs, Arcanine could use Heat Wave, Crunch or Close Combat, Swampert could be a Curse sweeper, Klefki can run a Steel STAB instead of Foul Play, and Medicham could forego Fake Out either for more coverage or Bullet Punch. And of course these are always just suggestions, use whatever you like~ As for field effects and weather? Fair game. I don't like building entire teams around it but will implement them as strategies for specific fights when necessary. Something pretty fun to mess with is Corrosive Mist; it's very easy to set up (Misty Terrain -> switch to Gastrodon/Amoonguss -> double Clear Smog, or use Poisonium Z) and lets Salazzle go absolutely nuclear with a 50% boost to its Fire moves, another 50% to all its special moves, activated Venoshock, and Nasty Plot all on top of an excellent 117 base speed. You also have abusers like Nidoking/queen, Gengar, Gliscor/Breloom and Snorlax/Clefable/Reuniclus. Combine with Sun and watch Victreebel go insane with Weather Ball.
  6. Man, he's nothing WITH the sky field lol, he has zero answers to opposing flying types. Bring a Talonflame, a backup mon or two and a sack to get up Tailwind and you're golden Meanwhile, on Normal he actually has a Skarmory, making him... harder than on Intense LOL, amazing what a difference one mon makes
  7. Facade Raticate/Gumshoos, Psybeam Vivillon, Growlithe, and Pidgeotto (Gust to remove the mist, also another Facade user) will all put in huge work. Bronzor is a solid answer to Crobat, which should stop you from getting swept, and Marshtomp is another Poison resist. I believe Growlithe gets Flamethrower at 35, which is insanely strong on this field and won't ignite it like Flame Burst does so you don't die for using it. Either use Gust to change it to just a Corrosive field, or embrace the Corrosive Mist and give all your physical attackers Facade. You can also status your mons before battle to activate Facade, but using the field effect is far more convenient. The only wild mon up to this point that can burn you is the unrepeatable Shuppet event in Beryl Cemetary that can instead choose to kill you with crit + poison Gunk Shot (or even just poison to prevent a burn). Not a great idea to go for burn, unfortunately.
  8. Excadrill isn't the ace of either of those trainers, though. It's just a mon they have, nothing special Garchomp could show up, I'm just saying I don't think it's very likely at all
  9. Don't really think it would make sense as anything but Dragon's Den, I think the only other fields which give serious boosts to dragons are Crystal Cave, Rainbow and New World? One of which we can pretty obviously rule out, and it's definitely not Rainbow either Primarina, Azumarill, Carbink and Mega Altaria all resist Fire but 3 of them are particularly slow (and Carbink is super weak) and the other doesn't have answers anyway, pretty sure any joe schmoe will be able to lead Mega Altaria and click Dragon Dance and there isn't a damn thing Saphira can do about it, +2 Pixilate Return/Dragon Claw is going to melt everything in sight
  10. Hmm... let's see here: - Garchomp is probably a no, and Mega Garchomp is certainly a no, given it's the ace of two major trainers (Terra and Solaris) and one of those is another leader - Noivern seems very likely as the only mon that stops her getting 6-0'd by, well, opposing Noivern lol (but also Weavile, Naganadel, hail teams etc), though I suppose a Choice Scarf user works too - I don't think Dragalge is all that much of a certainty, given just how hard Fire coverage hits in the Dragon's Den field and how few Fairy types resist it, as well as its strong Water coverage being weaker in the field - Because of said deficit to Water moves, Kingdra is rather unlikely - Between the remaining megas of Sceptile, Charizard, Altaria and Salamence, the most likely is Charizard as it has a unique typing which notably isn't weak to either Ice or Fairy, gets to take extra advantage of the field's Fire-type boost, and isn't as "out of place" as Altaria or Sceptile - Honestly Flygon and Haxorus both seem equally feasible as picks I'd be betting on something along the lines of this myself, give or take the moveslots and items. Kommo-o is notable as a Rock resist (which unlike Flygon actually has some bulk) which helps with the partial Fire- and Flying- typings on some dragons, especially since Dragon's Den is one Z-move away from becoming a Cave field. I'm not entirely certain if its Z-move is implemented - but I would assume so given we're up to date with USUM. Buuuuuut of course that's just my take on what the team could be and we'll never really know until E19 is out~
  11. Yep. Ability shuffling with an Ability Capsule will always go in a specific order, if you want to know it you can check the mon in question on Bulbapedia (EDIT: check the PBS files instead, I found that Hawlucha's order was mismatched between Reborn and Bulbapedia and it's possible this is the case for other mons). For example, Pachirisu is Run Away -> Pickup -> Volt Absorb (HA) -> Run Away. Hidden abilities are always the last ability. In Reborn, every ability has an equal chance of appearing, including the hidden ability. Going back to Pachirisu, when you first get it you'll have a 1/3 chance at Run Away, 1/3 for Pickup, and 1/3 for Volt Absorb.
  12. oh veil + snow warning is absolutely broken, it just so happens that ninetales is the only remotely fast setter for it. I think dual Ice STAB is better than ice + fairy tbh because you really want both blizzard and freeze-dry but there's an argument to be made for the coverage for sure
  13. well if we're talking any obtainable pokemon, the ultimate team is naganadel, but discounting that... you can definitely create a squad of 6 (or less, even - it's been done with 3) that'll get through the game but you need to know what you're going up against beforehand to plan out the team generally speaking, for a 6-mon approach screens (male meowstic is the go-to for most but that's mostly because it's available so early, klefki and alolan ninetales are just better imo) and blaziken are both near-mandatory, and other very strong picks include diggersby, honchkrow and noivern
  14. Aside from ""cheese"" strategies like Perish Song, Mirror Coat, Bulldoze/Magnitude/Earthquake + Sturdy etc. there are a few ways you can just kill the Arceus: - Tailwind allows most reasonably fast mons to outspeed Arceus, and there are great setters available in either Noivern or Talonflame. One of the most notable abusers is Medicham who can nearly OHKO Arceus (81.5% - 96.7% with a perfect IV and neutral nature, with a boosting nature it even has a chance to OHKO - this is assuming Arceus has an even EV spread) with EV training. - All of Arceus' attacking moves have associated immunites, and thus it can be quite easily PP stalled by switching between a Normal and Ghost type. - Status is your friend. El has Full Heals, but you can just spam status until he runs out so they don't do a whole lot. Toxic is particularly effective but Paralysis is more widespread and practically guarantees a victory as long as you can find the damage (any Fighting type should do the trick, as well as especially strong neutral attackers like Noivern, Exploud, Primarina and Mamoswine; Leech Seed helps turn 4HKOs into 3HKOs and 3HKOs into 2HKOs) - Super Fang is a great way to force it to spam Recover, effectively removing its ability to heal after 10 uses. - Just throwing bodies at it until it dies works... surprisingly often. It really shouldn't, given it can OHKO most things with Judgement, but sometimes it just decides to click Focus Blast and miss, or gets a bad typing on Judgement and misses the kill.
  15. Noibat is waaaaay too weak for this fight, being an unevolved Zubat equivalent, but you can switch train (or Rare Candy) over the level cap to evolve it, then Common Candy back to 45. Medicham can't actually get a (good) Psychic move until a bit later (needs to either breed with Kadabra for Psycho Cut, or visit the relearner for Zen Headbutt), but its High Jump Kick will still hit like a freight train and it can get +3 attack using Meditate so it should still do great.
  16. You could buy a Metronome at the department store, powering up consecutive attacks. 3rd floor, I think.
  17. Facade is sold in the Game Corner over in the Onyx Ward, while rocks can be found all over the region - under the Grand Staircase, in the mountains both south of Shade's gym and north of Corey's, in the cave on the northern side of Apophyll Beach. You'll find more shortly after Kiki too, and eventually you'll get access to items which let you "retry" a particular mining rock once. When looking for a specific item from mining rocks, you can save just before trying, and reload if you don't get what you need, essentially giving you infinite tries. Although - I think I was a bit too hasty saying you can evolve at this point, I forgot Shiny Stones aren't actually in the mining pool yet (E19 iirc is adding Shiny/Dawn/Dusk/Ice). Your first one is immediately AFTER Kiki, on Azurine Island. My bad lol (if you want a Roselia replacement just to get through this fight, Vileplume is easy to get, very bulky and comes with Sleep Powder, though I wouldn't bother anyway since 5/6 mons have Psychic moves)
  18. Actually, Drapion (or really any Dark type) is amazing for this fight. All of her mons that use Strength as their Fighting STAB are helpless against it, as the move is part Psychic on this field. This includes Machamp, Gallade, and Toxicroak (and Medicham, but it also knows Drain Punch). Teach it Facade via TM to hit Toxicroak and you're golden. This turns the battle into an effective 5v3 and Blaziken should have little trouble cleaning up with Bulk Up + Speed Boost. If Drapion can't beat those mons outright for some reason, use it as a pivot to absorb Strength and heal up the rest of your team. And as was already said - you can evolve your Roselia at this point, which won't be massive for this battle but will be a huge help in the future.
  19. if Chatot is your issue, try buying some Persim Berries from the department store in Obsidia, and slapping them on whatever your bulkiest mons are (in this case give Mareep a few levels, at least get it to 25 or so, if not 30 for Ampharos). Chatter's 100% confuse rate is no longer an issue as you can easily tank a Chatter and hit back without having a 50/50 chance to dunk yourself. you can also use Soundproof Loudred if you happened to pick up the Whismur event, or Own Tempo mons like Numel, Spoink/Grumpig, and Glameow/Purugly that don't need a berry. the most niche option would be Mist/Misty Terrain, not much learns it by this point but if you have it then any grounded mon will be immune to status in that terrain. and of course - Electric types like Pikachu (risky one but it works), Luxio/Luxray or your Mareep are ideal. in this case 100% your solution should be training Mareep otherwise you're going to get absolutely curbstomped by Corey team anyway, all your mons rn get one-tapped by his ace's Venoshock and can't outspeed it, not to mention his other 5 mons, most (all?) of which ALSO know Venoshock
  20. Hippowdon, if I remember correctly, is in... Tanzan Mountain, where you're about to fight the Steelix? At that point you're about to get access to Tauros and Swellow who give Stoutland extremely stiff and direct competition as fast, physical attacking normal types, as well as Miltank, Bewear and Bouffalant. You're not far off from Silvally either, who even without a memory is reasonably effective with Crunch, a reliable and powerful STAB in Multi-Attack, and the 2nd strongest Explosion in the game making it a great boss buster. I'll admit Stoutland is a great revenge killer but as an attacker in general, it's either wearing itself down with Take Down or hitting nowhere near as hard as its competition thanks to a base 70 STAB. I'd also rather not have my revenge killer be reliant on weather, only for sand to run out the turn my opponent's ace gets a KO.
  21. Sand: I tend not to consider "random mon with Sand Veil" a "sand abuser" but fair enough if that's your style, it just feels like I could get the same result slapping brightpowder on without having to set weather. Lycanroc is already faster than everything without Sand Rush and Sandslash/Dugtrio kinda suck (outside of like right when you get them, since not many grounds are available then) due to having essentially mono-Ground coverage. Stoutland is outclassed by other Normal types by the time you have a sand setter. Alakazam and Clefable are just miscellaneous mons immune to Sand damage, you could include every single Ground, Rock and Steel type as well as Mandibuzz and Reuniclus as abusers by that definition. Rain: Seaking admittedly gets Water Pulse and Waterfall much earlier than I remember, and as a very, very early game member is good, but even for an "early game" mon it has limited longevity - by Shelly its stats and lack of any actual coverage are seriously crippling. Floatzel not only has the same issue as Lycanroc where it doesn't actually care much about its weather, but also (assuming you evolve it) doesn't get a good move at all until level 46, which is after Aya - but even then its coverage is weak and it's frail, so it has trouble actually picking up KOs and tends to get walloped by field-boosted attacks in return. Armaldo and Beartic are both a tad slow even in Rain and the latter gets approximately zero good moves without breeding (Icicle Crash isn't even a good STAB, it misses half the time and is barely stronger than Ice Punch). The electrics all function exactly the same in and out of rain (I suppose Jolteon gets an accuracy boost, which is... nice?) and Noivern actually gets worse thanks to Flamethrower being weakened. Heliolisk is too frail to make consistent use of Rain Dish. Ludicolo: the reason Seismitoad gets away with its low special attack is because it hits literally everything super-effectively on top of having an excellent defensive typing and bulk that gives it the turns to set its own rain, sometimes multiple times in one battle, as well as trade hits when it can't OHKO. Ludicolo has decent neutral but meh super-effective coverage alongside an average 90 special attack and thus never hits as hard as you need it to, and while its bulk is good enough it has far more weaknesses than Seismitoad. It's also pretty awful before evolving. As a setter it's outclassed entirely by Lumineon who gets U-turn naturally, and Seismitoad for reasons already mentioned, aaaand Gastrodon as well. I've put this thing on multiple teams, both full rain and more standard teams as an abuser of its own rain, and it's never once put in work. Sun: my problem with Sun is that, unlike every other weather, all the setters are pretty terrible on their own. Castform is fine enough early on but once you start needing something better on your team, your options are... Ninetales and Torkoal. Ninetales is a mediocre pure-Fire type with little support capability outside of Will-O-Wisp and Torkoal tends to accomplish little other than setting Stealth Rock (which you don't even need with Mega Houndoom and Charizard both OHKOing everything and all your Chlorophyll users having Growth to also OHKO everything), at least in my experience. The setters not accomplishing anything means you can't put yourself in a good position to get your abusers in, which kills the weather entirely IMO. The abusers are great (aside from Venusaur's unfortunate STAB issues) but they aren't backed up by the mon enabling the entire team. (also the police egg is 1/18 for Vulpix, I'm acting as if its earliest appearance is at Agate because you can't just say "hmm today I will get vulpix with 2 badges" every time you want to play sun) idk, maybe other people have better experiences with the weathers, but while they're fun to use and generally solid enough, I never find they're as good as running a solidly built "standard" squad with good type synergies. (sorry if I sound argumentative or anything idk I just like pokemon and discussing pokemon and shit yknow)
  22. Never used it myself, but the idea of Mist(y Terrain) -> Acid Downpour -> Salazzle going ham in a Corrosive Mist field seems like a fun one. If you don't want to use a Z-move, Gastrodon gets Mist + Clear Smog and serves as a good bulky Water and Ground type (which conveniently is covered by Salazzle's typing perfectly). Weather is something I've never had much success with. Rain is probably the best - Seismitoad is actually pretty damn strong for a mon with base 75 special attack, since it has great coverage with Muddy Water (later Surf/Hydro Pump), Earth Power and Sludge Wave, and it has the bulk to set its own Rain too. It's also one of two lucky weathers to actually have a decent auto-setter in Pelipper. Unfortunately though, with Mantine not getting Hurricane in gen 7, Seismitoad is your ONLY good abuser until late game (don't get me started on Ludicolo, actually the worst mon I've ever given a chance lol), and even then you only gain like, Kingdra, Scizor and Ferrothorn. Hail is probably second by default, with Sand literally just being Excadrill, and Sun missing its two most important pieces (Mega Charizard Y and a Poison STAB for Venusaur)
  23. Apart from what everyone else said - Silvally gets all the pledge moves, so you don't need to teach Water Pledge at all if you're going with a physical Empoleon. And since Silvally can be any type, you can just slot it over whichever of your current members you need to. A special set needs water STAB and Flash Cannon, and imo the best coverage move is Grass Knot for coverage against opposing Water types (which hardwall both STABs, as well as Ice coverage, and are the most common type). The final move can be Agility, whichever you don't already have of Scald or Surf, Icy Wind, Aqua Jet, Stealth Rock, Defog or Mist - they all have their own uses, it just depends on what your team benefits from. A physical set in a Swamp field should run something along the lines of Waterfall, Aqua Jet, Steel Wing (does this get Iron Head?), and Grass Knot yet again. You have no physical coverage against Water types and even uninvested, your Special Attack is still excellent so it's worthwhile to tech into the final slot. Aqua Jet does nuts damage at +6, OHKO'ing anything frail and removing the need for Trick Room. The other two moves are just your standard STABs.
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