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Kriecht

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  1. I personally like to keep Drum Beating for a while, since it's a decent move that drops the opponent 's speed, but if we ever get grassy glide I'm definitely using that instead. Other than acrobatics, this is exactly what I used.
  2. Parting Shot shenanigans are also quite good against it if you've taken out the rest of her team. Bait Sacred Sword with Obstagoon (as will any dark type with parting shot) and Parting Shot into a ghost type, then Aegislash will likely want to go for Shadow Sneak so you can just bring in Obstagoon again. Rinse and repeat and Aegislash is a lot less scary!
  3. I had to keep saving and reloading multiple times while dumping all the essence I had in it. Seems like it's pretty bugged since even the text looked like it was progressing in the wrong order. (Went from overflowing with power to being empty the more essence I put in)
  4. Showdown's damage calculator is very useful, since you can manually change the power of the moves so that you can take into account the field boosts, as well as changing the stats and types of pokemon so you can check against the aevium forms/ rift mons.
  5. Chesnaught Not my favorite starter, but I feel like it's really easy to forget about and could use some changes, so here some quick ideas on an upgrade First up: Type: Grass/Rock (since has access to rollout) Ability: either Solid Rock or Rock Head Stats: HP: 88 --> 132 ATK: 107 --> 150 DEF: 122 --> 210 SP.ATK: 74 --> 74 SP.DEF: 75 --> 100 SPD: 64 --> 40 New Moves: Stone Edge/Head Smash uhhhhh Seed Flare? (seriously, is this the only grass or rock legendary move?) Design: A rockier exterior with two large shields on it's arms that create sort of a segmented armor that looks more like a chestnut shell I know it already has a second type, but I really believe Chesnaught's biggest flaw is that it's typing is absolutely terrible for a defensive Pokémon ------------------------------------------- 2nd Idea: Type: Grass/Fighting Ability: Thick Fat (or a custom equivalent that has more flavor / makes more sense) Stats: same spread as above but swap SP.DEF with ATK and SP.ATK with HP to allow for greater use of Special moves New Moves: Calm Mind Giga Drain / Focus Blast (So they aren't just TM or tutor moves) Seed Flare Design: A generally older look, with more desaturated colors and a bit of grey. The spikes on it's shell would also look more like twisting branches of ironwood These ideas aren't focused on making them super viable, but rather to make them more interesting. Calm Mind helps make a special set and fits the idea of an older, wiser Chesnaught, while Giga Drain acts as a source of both damage and healing. Thick Fat exists here entirely because having so many weaknesses on a Pokémon is just awful, and a 4 times weakness on top of that is horrid. I suppose a secondary steel type could also be good so it gets access to something like Double Iron Bash or Sunsteel Strike but it doesn't get any steel type moves so there's no way to justify it.
  6. Infernape Crest is in a really weird place for me, it completely changes how Infernape plays since you can now run a defensive/special set using Calm Mind/Nasty Plot, Flamethrower, Focus Blast/Vacuum Wave, and Slack Off for healing. I have no idea how viable this is, it just seems like the only way to really use it. Infernape's HP isn't the best, but it's better than Dusknoir's at the very least so it could be good, my only real worry is the typing.
  7. Yeah, Crested Bastiodon is pretty tough to deal with, luckily though you can basically ignore the crest effects with Rock Head since you don't take the recoil damage, plus it doesn't get the healing. Unfortunately, every time I tried to send out a Marrowak to deal with it, Saki just switched to something else.
  8. I like all of the crests, but the only one I've used so far is Dusknoir's. It gives them a lot more offensive potential with the added Technician meaning moves like shadow sneak and shadow punch are now viable. Plus going up to 120 base atk is pretty nice.
  9. During the Angie fight in Kristiline I changed the field a lot. Frozen Dimensional field worked as intended with purify, but strangely Icy Field took two moves to change instead of 1. I also noticed that when Surf was used on the Volcanic Field that it would revert all the way to Icy Field instead of going back to Cave Field. It might be specific to this fight as I have changed Icy Field in other situations where it behaved as detailed in the Field Effect Manual.
  10. My team's kind of weird since I kinda cycle mons whenever I feel like it or whenever they're useful. right now it's: Blaziken (starter) Sylveon (perfect IV gift from mom-bot) Scizor (Strong steel and bug type, which are very nice to have) Malamar (mostly just Screens and Contrary for buffing, very useful against saki) Dusknoir (crest + willow wisp make it useful for tanking, utility, and fairly powerful) Alolan Raichu (another sp. attacker that helps with water / flying types) and off the top of my head I also have a Krookodile (kinda swaps with Raichu sometimes), Nidoqueen, Blastoise, Salazzle, Alolan Muk (tank before dusknoir), Heracross (mostly before I got scizor), Weavile (beat up to stop Hazuki's trick room), and an entire rain team (for some reason) trained up and ready for action. I am absolutely certain there's more, but those are the ones I believe are ready for immediate swap.
  11. From what I can tell, terrains no longer overwrite the field but still have their respective effects, only really tested with grassy terrain.
  12. Buffing a psychic type with calm mind / copying buffs with psych up and using stored power worked pretty well for me, I believe Swoobat and Xatu fit pretty well. Haven't attempted the fight in v13 yet so my advice might not be the best.
  13. Maybe it's because his name is phonetically similar to Canaan, but when I saw Kanon's design I immediately thought his scarf was a prayer shawl and now I can't stop imagining him as a Rabbi
  14. Just ran a test, and yes, Rock Head prevents the damage caused by the crest! I hope this proves useful to someone, even if it is kinda niche information.
  15. It's been a while since I beat him back in v12, but I remember using the murk water field to my advantage, namely with Poison Jab from a Sheer Force Nidoqueen and a Salazzle that could deal with stuff like Magneton. Don't remember much else since the fight didn't leave much of an impact on me besides the field being useful for both the gym leader AND you. The only other teammates I can remember bringing were a Blaziken and an Alolan Muk.
  16. So far v13 has been a series of fairly tough fights, but saki's gym keeps putting me into the dirt. Her Bastiodon has consistently been a fairly big problem that I have yet to come up with a strategy for, which brings me here. How does the Bastiodon Crest interact with the ability Rock Head? The description itself says that it deals the damage as "recoil" so Rock Head should theoretically prevent the literal wall from both damaging your team and healing itself. If this is another situation like Mummy not working on Aegislash or just a poor choice of wording on the crest description, I'd like to know in advance before grinding up another teammate.
  17. Dang, Cinccino Crest sounds pretty good for a couple of gym 15's pokemon, considering it goes off of gen 1 rules with moves like Hyperbeam and Giga impact not needing to recharge if you KO
  18. I used Alolan Raichu to 1 shot the Corvinight, followed up with a beat up from Weavile to break through the focus sash and stop the trick room from being set up. Keep in mind you want the Weavile to be slower than Raichu.
  19. I've only attempted 1 monotype run in the past, which used Flying types. It went alright, there are a good spread of decent flying Pokémon early on and Oricorrio brought some decent type variety but unfortunately I wiped to Valerie due to poor planning. I'd say that poison types are probably the best option since there are some good ones you can get in the early and mid game and you only really need to worry about being weak to later gyms which helps as you will have access to a wider pool of Pokémon (for example if you go fairy, you're technically weak to the first gym and only really have a poplio to deal with it). Like Nocturne said, hidden power and nature power are way more useful than in a normal run because they give your team a wider variety of move types. If you're the kind of person that wants to calc Hidden Power types, keep in mind that this game multiplies by 16 instead of 15 in the bulbapedia formula due to the fact that they added fairy to the list, making there 16 different type options.
  20. Makes sense to me, I also checked the other rooms in this save and got the flash effect. I'll see if I can load another one before the fork, thanks for the help!
  21. So it seems that Erin has become one with the elevator and refuses to allow me access to the next room. I'm not quite sure what's causing this, I've tried to load multiple other saves before entering the room, but every time I do, Erin immediately teleports to this position on the elevator and I can't interact with her. If anyone has any idea what's going on here I'd appreciate it greatly. Save file below is my most recent one before entering the room. Game.rxdata
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