Jump to content

R.B

Veterans
  • Posts

    69
  • Joined

  • Last visited

 Content Type 

Profiles

Forums

Events

Reborn Development Blog

Rejuvenation Development Blog

Starlight Divide Devblog

Desolation Dev Blog

Posts posted by R.B

  1. I think you're underrating charizard - it takes a bit to come online, but once you get access to ninetails in Agate circus, it becomes an extremely strong sun sweeper, with similar damage to typhlosion's eruptions and much better coverage (solar beam in particular is a huge deal, giving it a reliable way to get past water and rock types that typhlosion can't touch outside of favorable nature power fields).  Coupled with its good early game, it's solidly A or B.

    Mudkip is closer to C tier than B tier - it has a really rough early game with the fern battles, florinia, and pulse tangrowth all making its grass weakness extremely relevant, and while it's very good in the late game you're not missing much if you just wait until you can do its event post-Agate Circus.

    Snivy has a similar problem - until it gets leaf storm, it's possibly the worst starter outright, and while contrary+leaf storm is powerful it's not so much better than a normal setup sweeper that it makes up for the awful early game.

    While water/steel is a good type, there are plenty of other reasonable steel types in the early game (wormadam-trash and bronzong being probably the most notable), and given Piplup's otherwise low powerlevel I don't think the typing does enough to rescue it from D.

    Decidueye I think has a case for B - the combination of feather dance and u-turn makes it a pretty effective slow pivot, and while it's not as generically powerful as some of the other B tier pokemon, there's not much else that can replace it within its particular niche.

     

    Otherwise, seems like a solid list.

    • Like 1
    • Upvote 1
  2. 16 hours ago, Draconis said:

    But was it "from foreshadowed"? If it happened in the past and was shown again, it wasn't foreshadowed, it was called back to.

    He prefaces "four screens foretold four souls...", which taken literally implies that all four were in the future; I'm inclined to interpret as either a timeline error or straining accuracy for the sake of alliteration.  It would seem strange to count Corey as 'foretold' but not 'foreshadowed', and there's not a 5th screen to take his place as the referent of the first part.

  3. I don't expect Lin to run trick room - it's extremely antisynergistic with the new world field's speed lowering effect, given that her signature pokemon has levitate.  

     

    We can't really extrapolate much from the previous leaders using mega evolutions whose base forms match their gym types - no mega evolution adds the rock, steel, or water types to a pokemon that doesn't already have them, and the only pokemon that gains fairy type by mega evolving is Audino (which is both one of the weakest mega evolutions in the game and also especially ill-suited for doubles on account of its passivity), so pretty much only Ciel could have had an off-type base form on her mega.

  4. 33 minutes ago, cons00mption said:

    ye the tr is just to let eevee outspeed the opp and get off an evoboost

    That makes sense, but having boosted speed in trick room is going to be pretty awkward, and I think whimsicott's tailwind will almost always do enough to let eevee outspeed and evoboost.

    Incidentally, probably worth running protect over double edge or wish on eevee - being able to delay your evoboost/pass by a turn while setting up your support options seems a lot more valuable than trying to make eevee do things other than the evoboost->pass sequence.

  5. For last slot, I'm inclined to suggest amoonguss - right now, you're a bit light on ways to exploit trick room outside of golem, and slow spore gives you another trick room threat; it can also run rage powder to protect eevee when going for extreme evoboost, so it's effective in both modes your team has.

    In a similar vein, wide guard conkeldurr pulls double duty as eevee protection and trick room attacker, as could swampert or araquanid (both of which also satisfy the goal of having a reasonably bulky water type).

    That being said, I don't actually think this wants to be a trick room team - there's a lot of anti-synergy between it and extreme evoboost, and since eevee can't really do anything but evoboost and golem/bronzong are pretty weak outside of trick room, you end up in a spot where no matter which strategy you go for, a substantial fraction of your team ends up as dead weight.

  6. The minimum possible speed for a level 41 nidoqueen is 60, assuming IV 0, no EVs, and a -speed nature; either the source you're using for speed of 43 is wrong, or you're misinterpreting it. Linked thread suggests that nidoqueen should have 60 EVs in each stat, which would give a speed of 94 in conjunction with a +speed nature; that's probably what's going on.

     

  7. 1 hour ago, TheRK9 said:

    Growth is already boosted on her field, Chlorophyll is already activated and Cherrim is probably too weak for an E4 member. Sun also boosts Fire types even further and enables you to set the field on fire. Rain prevents this, nerfs fire types in general and allows Venusaur and Roserade to fire off Water type Weather Balls.
     

    Cherrim's not strong on its own, but it's a pretty effective doubles support pokemon- with flower gift and helping hand, it can enable its partner to do quite a bit of damage.  The AI tournament post also mentioned that probably-Laura had a very low win rate when not on flower garden field, so I suspect her team will have a lot of pokemon that seem underpowered in normal play.

  8. 13 minutes ago, Green Bean 501 said:

    I kinda figured she would use sun since we know she has a Lilligant, which can have Chlorophyl. It also activates Cherrim's flower gift and doubles the effect of growth

    Flower gift is automatically activated on flower garden field, as is doubled growth (unclear whether doubled growth from field stacks with weather); chlorophyll and leaf guard are both activated in later stages.  Given that, setting sun seems somewhat redundant.

  9. I've been doing a run in which any pokemon whose final evolution has more than 60 base speed is banned.  It's a noticeable difficulty increase relative to a normal run, but there's a much larger pool of legal pokemon than most monotype runs have (especially early game), so you've generally got plenty of options for any given fight.  Really changes how a lot of fights play out, too - a lot of mons get way more threatening when you can't just outspeed them, as do set-up moves (Bennet's mono-quiver dance team in particular went from so trivial I missed the theme on first playthrough to something that took at me least 6 tries to get past).

    It does end up forcing a pretty defensive playstyle, which may not be to your taste, but if that's not an issue for you it's otherwise quite enjoyable, and I think works well as an entry-level challenge run.

  10. I don't remember there being any such scene.  You might want to install the SWM modpack (top post in mod market) - it gives the ability to set weather manually, which is a lot more convenient than waiting for it to naturally roll the one you want.

  11. Weather ball is a special normal move, so rainbow field should turn it into a random type.

    Magical seed applies the benefits of healing wish - the holder does not faint.  

    I believe weather-dependent abilities like chlorophyll and swift swim do not activate, but I'm not certain.

  12. In the grand hall (building where you got your starter), there are repeatable trainer battles whose levels scale with your current badge count.  Usually fighting them is the fastest way to level grind.  Alternatively, if you enable debug mode, you can just manually set your Pokemon's levels with no grinding at all.

     

  13. For headbutt, Bidoof/Bibarel gets it pretty early; you can catch them outside the grand hall during the day.  There's also a headbuttable tree in the same spot.

    Anorith is outspeeding you because it has swift swim, which doubles speed in the rain.  If you can stop the rain going up, the fight gets a lot easier and the fire/flying types you mentioned have a good chance to sweep her.

    The usual strategy for beating Shelly is to lead a pokemon with fake out (Meowstic's a pretty good pick, if you got it in Obsidia), and fake out + attack into her Illumise so she can't get rain up.  Otherwise, if you have anything that can set weather, you can try overwriting the rain, or you can try to find a swift swim user of your own (I think both Finneon and goldeen are available, and evolve before the level cap), and exploit the rain that way.

  14. I don't think there's a way to get that vendor to go to your place in the current episode.  If you want to get choice items, for the moment your options are to either grind for credits at the Celia fight club, or use the thief/fling/recycle exploit on a battle simulator trainer (in case you're not familiar, if you steal an item with thief, it normally won't be kept past the end of the battle, but if you steal the item, get rid of it with fling, and recycle it, the recycled item will be kept; panpour/pansage/pansear can learn all three moves, and the battle simulator in the Celia manor gives you infinitely repeatable fights against trainers who carry the relevant items).

  15. The Connor fight is possibly my favorite first gym battle in any Pokemon game I've played; sun+field makes brute forcing it extremely difficult, even with type advantage (combined effect of burning field and sun actually makes water type moves behave as if resisted, so type advantage doesn't actually get you much), but the game gives you access to a lot of tools to counteract those, so once you understand everything that's going on, it's pretty straightforward to develop a winning strategy. 

    Key thing to keep in mind is that if it's raining or water sport is active, the burning field effect won't occur when he uses flame burst; you can get rain dance on poliwag and water sport on poliwag, buizel (available at the beach if you have a poke-candy), lotad, and surskit.  If you water sport turn 1 and have a reasonably bulky fire resist (e.g., one of the lab starters, Bibarel, or Noctowl, which isn't a fire resist but has a ton of bulk for an early game mon), you can pretty easily stall out the sun, at which point all your water-type moves are doing *2 damage instead of *1 (halved by sun, then doubled back to normal from type advantage).

    Be aware that the gym battles are balanced around the assumption that you have a full team at or near the level cap, so if you're going in with just two max level pokemon, you're probably underprepared.  Also be aware that the grassy field significantly weakens ground-type moves, so Diglett's not going to be very effective in the fight (incidentally, diglett is one of the frailest pokemon in the entire game, with the lowest hp and 15th lowest defense of any non-shedinja pokemon; getting oneshot is kind of the default thing that happens to it).

    Repeatable trainer mentioned by chamomile is next to the building to the left of the pokemon center, wearing a red hat - there's one in every town, and they make level grinding orders of magnitude faster. 

    • Like 2
    • Upvote 1
×
×
  • Create New...