Sceptilespy Posted June 5, 2017 Share Posted June 5, 2017 So if you're new. There will be spoilers. Obviously. Spoiler So I've been pretty vocal about the difficulty of the "Leaders" Neon and Magenta. So I thought, "It's clearly getting harder to make the Gym battles hard, but I can still try." Something like that. But before we do that, let's examine the Psychic terrain: Spoiler * Priority attacks fail on grounded Pokemon * Grounded Pokemon's Psychic attacks deal x1.5 increased damage * Fairy Type attacks gain a 1.3x boost in power * Dark Type attacks get a decrease in strength by 0.5x * Hex, Magical Leaf, Mystical Fire, Moonblast and Aura Sphere damage increased x1.5 * Pure Power doubles Sp.Atk instead of Atk * Anticipation boosts Sp.Atk on switch in * Telepathy Pokemon's Speed doubles * The effect of the following stat-altering moves is increased: * Nasty Plot Calm Mind Comsic Power Meditate Kinesis * Psych Up, Meditate, Mind Reader and Miracle Eye additionally boost Sp.Atk two stages on use * Hypnosis' accuracy is increased to 90 * Kinesis additionally lowers its target's Attack and Sp.Atk two stages * Telekinesis additional lowers its target's Defense and Sp.Def two stages * Gravity, Trick Room, Magic Room and Wonder Room last 8 turns * Shattered Psyche additionally confuses its target * Created by Psychic Terrain, Psychic Surge and Genesis Super Nova * Secret Power may confuse its target * Nature Power becomes Psychic * Camouflage becomes Psychic * Magical Seed boosts Sp.Def and Sp.Atk and confuses the user Cool. So now that we know what the Psychic Terrain does. Let's get to team building. I'm going to make the battle as if it was Normal, despite me being intense because then we get an average for levels and such, and it's just easier for me OKAY! Also remember: Magenta is offensive, and Neon is defensive. But I'm going to break that mold a little. Also, Psyche Terror is these leader's fanmade signature move. I think it's 80 special damage and hits both. If it doesn't, and it happens to be physical for some reason, just replace it with Psychic. Magenta's 1st mon: Delphox (Lv 77) w/ Charcoal Timid Nature 252 SpA/252 Spe/4 HP Mystical Fire Psychic Shadow ball Hidden power grass Neon's first mon: Starmie (Lv 76) w/life orb Timid nature 252 HP/252 Spe/4 SpA Recover Hydro pump thunderbolt Dazzling Gleam Strategy here is pretty straightforward. Delphox fucks your team over with Mystical Fire because it gets the boosts. And Starmie covers for any weaknesses Delphox has with it's moveset and slight bulk via full hp investment. As well as having recover in case things go sour. Mystical Fire also gets the Charcoal boost which it's pretty good. And Starmie makes up for the 1 point increase it gets in SpA with a life orb. Which only makes Recover more useful. Also, fairy type moves get a boost, so now Dazzling Gleam murders those dark types, especially with added life orb damage. Magenta's 2nd mon: Bruxish (Lv 78) w/ Waterium Z Jolly nature Strong Jaw 252 Atk/ 252 Spe/ 4 SpD Psychic fangs Waterfall Crunch Ice fang Neon's 2nd mon: Metagross (Lv 77) w/ Sitrus berry Adamant nature Clear Body 252 Atk/ 252 hp/ 4 SpD Stealth rocks Agility Zen headbutt Brick break/Meteor mash Now the stragegy here is for Metagross to get it's rocks up for obvious reasons, as Bruxish destroys it's counters. (Ghost types w/ crunch, Ground types and hopefully 1 dark type with Z-waterfall). After the Metagross counters are destroyed, it uses agility and begins to sweep. As we can see, the roles are kinda switched out, as Magenta is support as Neon sets up for it's metagross to win via destroying dark types with brick break/meteor mash and field boosted Zen headbutt. Also, sitrus berry for a little bit of sustain. Magenta's 3rd mon: Gallade (Lv 81) w/ Galladite Jolly Nature Justified 252 Atk/ 252 Spe/ 4 SpD Psycho cut Shadow Claw Close combat Thunder punch Neon's 3rd mon: Mr. Mime (Lv 79) w/leftovers Bold nature Filter 252 HP/ 252 Def/ 4 spA Follow me Dazzling Gleam Psyche Terror (Custom battle move) helping hand Now Neon truly shines in support. We have follow me on Mr. Mime to make sure Gallade can get it's kills. Helping hand to make sure Gallade can get it's kills. Dazzling Gleam to cover dark weakness, and hit both sides, also aiding Gallade in helping to kill mons. And Same goes for Psyche Terror. Filter also prevents Mr. Mime from being bopped immediately, and it's bulk is above average to help it survive neutral hits. And do I really need to explain Gallade? Ghost-Fighting coverage hits everything in the game. Psycho cut gets stab and field boosts, and tpunch is just for coverage. Magenta's 4th mon: Swoobat (Lv 80) w/focus sash Timid Nature Simple 252 SpA/252 Spe/4 SpD Calm mind Psyche Terror Air Slash Energy ball Neon's 4th mon: Bronzong (Lv 80) w/ light clay Bold Nature Levitate 252 Hp/252 SpD/4def Reflect Light Screen Heavy Slam Toxic Oh I like this one. Bronzong sets up screens to help protect Swoobat so it can perform it's DEADLY set up. Simple is an ability that doubles the stat changing effect of any move. So, the field makes Calm mind +2 for SpA and SpD instead of +1. So NOW, when Simple Swoobat uses it, it's +4 in SpA and SpD. And Bronzong has light clay to keep screens up longer, as well as having Heavy slam for damage, and toxic for status damage. Magenta's 5th mon: Musharna (Lv 80) w/ Twisted spoon Bold Nature Synchronise 252 HP/ 252 Def/ 4 SpA Baton Pass Calm mind Psyche Terror Hypnosis Neon's 5th mon: Sigilyph (Lv 80) w/ Flame orb Magic guard 252 SpD/252 Spe/ 4 hp Calm nature Dazzling Gleam Roost Psycho shift Tailwind Musharna sets up Calm minds and gets ready to pass to a mon while Sigilyph sets up the tailwind so Musharna can set up faster. Sigilyph also has the psycho shift, magic guard, flame orb set because Musharna has nothing to boost it's phys def. So it Psycho shifts it's burn to something to halve it's attack. Also, don't forget Calm mind gets a boost. musharna also has hypnosis because it's accuracy is boosted on the field and it helps it set up to baton pass. Sigilyph also has roost for sustain, and Dazzling Gleam for field boosted damage. Also, Musharna has Psyche Terror in case it needs to use it after some calm minds. Also, just in case Musharna baton passes into Gallade or some physical attacker, Sigilyph can still halve your attack and speed, so you still basically have defense and speed. So if it goes into Gallade, Sigilyph can handle it. Magenta's 6th mon: Espeon (Lv 80) w/ expert belt Magic bounce Timid Nature 252 SpA/252 Spe/ 4 spD Psychic Hidden power fighting Shadow ball Dazzling gleam Neon's 6th mon: Wobbufett (Lv 81) w/leftovers Sassy nature 252 HP/252 Def/4 SpD Shadow tag Counter Encore Destiny bond Mirror coat In any case, you know the deal with wobbufett. And Espeon just helps clean up. If you've read my whole comment then you can deduce what these two do in a more detailed why by yourself. Anyway, how did you guys like it? Comments, concerns, and questions are cool. Anyway, have a good day! (I'd put Mewtwo over Espeon on intense. Be happy I don't have the skills to make a game like Rejuv..., yet.) Link to comment Share on other sites More sharing options...
Tomek Posted June 6, 2017 Share Posted June 6, 2017 @Jan I think this idea is really good, maybe for Hard difficulty? Link to comment Share on other sites More sharing options...
Alex Posted June 6, 2017 Share Posted June 6, 2017 What happened to the Trick Room Link to comment Share on other sites More sharing options...
Tomek Posted June 6, 2017 Share Posted June 6, 2017 trick room was just annoying for me, some of my pokemon even got advantage in trick room hahaha Link to comment Share on other sites More sharing options...
ShadowStar Posted June 7, 2017 Share Posted June 7, 2017 10 hours ago, Alex said: What happened to the Trick Room TBH if they ever set up Trick Room or any on the Screens, you were screwed on Intense LMAO. Their Pokemon would live anything you throw at it and deal massive damage to whatever. Link to comment Share on other sites More sharing options...
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