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AyTales

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  1. Most ridiculous one I've finished was the lowest individual stat run. Take Attack -> Speed in order, and add the Pokemon with the lowest base stat. Ignore Wishiwashi and legendaries. It gives you:

    - Shedinja
    - Shuckle

    - Blissey

    - Mega Beedrill (Alola Sandslash is the alternative if you don't want megas)

    - Sharpedo

    - Pyukumuku

     

    Set mode. No items. I also did it originally by starting Nincada as my starter and only using the Pokemon I could pick up. 

    • Upvote 1
  2. Oh yeah. True suffering.

     

    I finally beat Julia after what feels like a ton of bad luck. Here's the strategy for those wanting to suffer in the future:

    Spoiler

     

    688541175_ScreenShot2020-01-04at12_55_20PM.thumb.png.1d29c1ab0b5c72d0ce1943ce9ef0e67f.png

     

     

     

    For Julia:
    1. Lead with Moody Snorunt w/ Elemental Seed

    2. Double Team and hope Plusle does little damage with Volt Tackle

    3. Double Team again hope Oricorio misses

    4. Double Team to +6 and hope Moody helps you out. My winning game I had a +6 Atk and +6 Evasion with a -3 Speed with others thrown in that didn't matter much

    5. Icy Wind / Bite / Ice Shard depending on the type match and what Moody gave you

    6. Magnemite is your worst enemy here since Magnet Bomb ignores accuracy. You need to kill Magnemite in one or two hits and just tank the Magnet Bombs./

    7. Electrode might say fuck you and hit through Evasion and kill Snorunt

    8. If Snorunt survives, just continue on

    9. If Snorunt dies, send out your Seel Team and do Fake Out + Ice Shard until Electrode's gone

     

    GG. You just spent 4 hours waiting for RNG to be on your side.

     

    Note: I also EV trained Snorunt in HP. Idk if that's necessary but I was tired of taking so much damage to Volt Tackle first turn -_-

  3. 2 hours ago, Edo said:

    I wanted to implement that rule actually, but I'd have to consider items and abilities as well, and calculating those in is kinda hard. I mean, how am I supposed to calculate the improvement by Leftovers? They surely increase its holder's "battle power", but you can't really express that by BST. There are items that directly increase stats, like Choice Band, so that could be calculated, but not compared to others like Leftovers. Or how would the Choice Band's side effect of only allowing one move be included? How would that decrease the BST?

    There's the same problem with abilities. Some are pretty direct, like Guts giving +50% Att, but what about Technician? It basically has the same boost, but gets applied to the moves base power, not your Att or SpAtt stat, so that would have no affect on base stats.

    Also since buffs improve the stats of a pokemon, and not the base stats, EVs and IVs will influence the buffs as well. I'd have to constantly calculate back and forth to determine the new "would be" base stats, since some buffs might not let the BST exceed 450 and would still be "legal" per rules, but then after a few more EVs gained it's suddenly too much and I'd have to change my move set. On that note, what about the stat improvement from EVs and IVs themselves? If they cause the BST to go over the limit I'd have to keep them down as well.  (Imagine Sandslash, which has a BST of 450 already, not being allowed to have any EVs or zero IVs only)

     

    What I'm trying to say is that it would be too complicated and too much work to do so. After thinking this through a lot (maybe too much 😅) when I was setting this Run's rules, I decided to keep it simple for convenience's sake and allow every pokemon with an original BST of 450 and lower, doesn't matter if it exceeds it afterwards through different means.

     

    Of course you could simplify it by adding the rule explicitly as "no buff moves allowed", but everything else is okay. Adding that as extra rule for this kind of run to make it more challenging sounds interesting. But I'd like to first try out how well this will work out as it is, since having no buff moves makes this more challenging which means it'll likely take longer to play through the game. I might become pretty busy from mid- or end-January, and I don't want to cancel this Run because of lack of time.

    Hmm, those are fair points. When I've done runs with similar premises, I didn't allow myself to use an Azumarill with Huge Power because it turned it from a very meh mon to a pretty decent mon. It went against the spirit of the challenge. I can understand not wanting to implement the rule without hard and fast reasons behind every ban, though.

  4. 23 hours ago, BrightEmber said:

    Ah, came here to find I wasn't the only one. Yes, on computer, same issue, same 6 pokemon.

     

    On 10/28/2019 at 2:10 PM, Starry Knight said:

    The sheet is having problems being read is there any issues on your end?

     

    On 10/28/2019 at 12:09 PM, Mantra said:

    Yes, I checked again today and did the same thing I did on my phone and I only see the same 6 pokemon (Phantump, Nincada, Shuppet, Cubone, Sableye and Rotom) 

    Sorry, everyone! I have fixed this.

    • Thanks 1
  5. 1 hour ago, Nicocchi said:

    @Aegisth Missing does use up PP. Since you're actually using the move but not hitting the target, as opposed to not being able to move due to flinching or being paralyzed. Unless it's different in Redux. But yes, certainly an issue to keep in mind.

    And you should be able to get Seismic Toss right now! You can find Mawile in the 'middle' room of Underground Railnet, although it's quite rare.

    I can't reach the Underground Railnet yet. That's post Shade since we have to open the door where the kids get kidnapped, no?

     

    Good point about missing. I'm not sure why I was under the impression that missing does not cost PP.

  6. 11 hours ago, Nicocchi said:

    @Aegisth Assuming it's the same in Redux (haven't played it) you get it in the dark room after escaping the cage room with Ditto in Blacksteam Factory, so like right after you beat Shade.

    Welp. Once I get Eviolite and breed another Chansey, she's going to be the hardest to hit tank.

     

    The biggest problem with that set up, actually, is Chansey/Blissey is at a real risk of being PP Stalled out depending on the Pokemon. Once I get Seismic Toss, it's not as much of an issue, but I can't PP Stall the opponent because they just miss every time and never use PP. In some fights, like Noel's Clefable, it becomes an actual problem to watch out for.

  7. On 8/28/2019 at 10:00 PM, Nicocchi said:

    Got scared when that Rock Slide near the end made both your Pokes flinch but Fuckle OP!

    Chansey/Blissey should be a nice unlock. Could we be looking forward to some Minimize + Psych Up shenanigans in future doubles?

    I'm actually not sure when you get the TM for Psych Up. In past runs with similar teams, I never ended up using Psych Up but it would be absolutely perfect to use on Shuckle, so I'll use it once I get the TM, for sure.

  8. Holy shit Shelly was tough. Shuckle again coming in clutch. After action results:

     

    Spoiler

    unknown.png

     

    I needed to bring everyone to the Rare Candy hard limit for levels this time around, because Shelly just packs way too strong of a punch. I also bit the bullet and EV-trained the team. I spent a lot of early planning trying to weaken her Victreebell and Vivillion so I could set up against them, but it turned out the best strategy was to go offense before defense. The first half of the battle was planned. The moment after Wobuffet (I just swapped the icons. I like the way Wynaut looks. It's still Wobuffet) hit Mirror Coat, all bets were off. Everything after that was improvised, and I got super lucky with Destiny Bond taking out Scizor.

     

    This time, I have a video!

     

    https://drive.google.com/open?id=1ytzSll1ZoHD9h6fzenjK00bg6PzcOY95

     

    Enjoy! I can now finally get a Blissey.

    • Like 1
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