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Etesian

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  1. Please do not necropost. Not only is it frowned upon, someone was told about that 3 posts above you. Anyways, the Agate and 7th Street tutors are the only tutors in the game right now. If those don't have it, no one has it. And they don't have it.
  2. I make it a point to have a Grass type on my team, no matter what. Other than that, I really like Flying types and almost always end up with a Poison type. Electric is my favorite type, yet I almost never use them in Reborn due to their rather limited movepools without TMs. Oddly enough, I basically never have a Fire type Pokemon or attack. I don't even dislike them, I just never have one (except for Ninetales on a sun team).
  3. Yeah, Reborn loves it's super high-leveled foes. At least the Vulpix event is easy, just use Magnitude, have the field faint Klingklang in one shot, and it's gg.
  4. Welcome to the forums, Guz, do drop by the Grand Hall and introduce yourself! Also, please read the Community Rules, a link is found on the left at your member info. One of them is no necro-posting, but you are new, so it's no biggie this time.
  5. It's in the Mysidia Cave, which is at the northern part of that tree-puzzle in Chrysolia. I think it has to be a clear night or a windy night for the path to open. As for how to use Smeargle, here you go.
  6. Nope, can't do that, it would lose Curse, since the father would have to pass it down in order for it to be kept, which isn't possible pre-E13. Smeargle is about the only thing that can be taught both the moves you need and pass 'em on to Snorlax. Note that breeding a Munchlax with anything isn't possible, so you have to use a Snorlax in the breeding process.
  7. No can do. It's only from E13-onwards that the parent passes on Egg Moves as well. Without a Smeargle, it's either EQ or Curse. Unless your starter was a Turtwig.
  8. Curse, Body Slam, Crunch/Brick Break, Yawn. It's already specially bulky as hell, no need to bother buffing that. It needs some physical-defense buffs, otherwise it suffers from Wailord syndrome (high health, which means trivialized by low defense), so Belly Drum is a no-go. It's Speed is also really bad (though that doesn't matter, it's bulky so going last is no problem), so Curse is a perfect move for it. Body Slam is obvious STAB with a high para-chance which can really help the rest of your team out. Crunch and Brick Break are for coverage. Only a few things resist both Normal and Dark moves, but Brick Break gives way better super-effective coverage, especially since we're past both Shade and Radomus, but Ghost-types would then be a problem, though those are incredibly rare. It's up to you. Hey, you can even run Curse + 3 Attacks, and that wouldn't be too bad either. Yawn can be really nice at the start, but bear in mind that you'll get hit twice before the foe goes to sleep, so whether you should Curse up while healing or Yawn and then Curse up depends on the situation. Of the moves you've mentioned, the Elemental Punches are unavailable since they're tutor moves, EQ is a TM move and it doesn't even learn Bullet Seed in any way. Only EQ can be obtained, but only by going back to pre-E13. There, Smeargle is the only thing that gets you both Curse and EQ, check my guide if you need instructions.
  9. Etesian

    Lillipup

    In the Onyx Ward, it's at the corner by the Move Relearner's house, that's the final location. It also shows up at the Coral Ward.
  10. Right of the bat, I'd recommend a Heatproof Bronzong, thing has no trouble getting Rain Dance into play and in the wild, their levels go up to 72, so you won't have to train them much at all. But there's a topic for gym-leader help right here, so I'd recommend you post this there.
  11. I'm really liking your team! Feraligatr would be better with it's hidden ability. Speed EVs on a TR setter are odd, maybe more health to make it more likely to safely set TR. Drapion's X-Scissor really does next to nothing for coverage, 10 things less resist your attacks, 30 more are hit super-effectively. Dig would be much better (gotten via Nincada/Ninjask, the same thing that got you Swords Dance I'm guessing). Thunderbolt is barely weaker and requires no Rain Dance set-up and with it's low physical defense, you're better off attacking right of the bat. Something like Hidden Power (Ice would be best) or Dark Pulse can replace that well. With that Ninetales around, I'd really recommend Solar Power as it's ability. Though keep in mind that Solar Power Surf is weaker than regular Surf (sun weakens Water-attacks), making HP Ice all the more desirable. I think a Metronome would be good for Liligant, although they don't work right now, they oughta be fine for E15 onwards. Other than that, no comments, great job.
  12. You can just use Cheat Engine for that.
  13. You probably misread something, both Bulbapedia and Serebii state that it learns Chatter at level 21 or via Heart Scale.
  14. Etesian

    Mamoswine

    Yep, Simon's got it. Then I'll just add that we have no idea when/if a Superpower tutor will be added, so I'd recommend Icicle Crash, Ice Shard, Earthquake and Freeze-Dry/Body Slam/a Rock move/Curse. I-Spear has a 66% chance to be weaker than I-Crash when used, Ice Shard priority is a must since it's not that bulky and can OHKO stuff like Garchomp, EQ is obvious. For the last move, Freeze-Dry has it's uses, but if the foe doesn't resist Ground, EQ does more than F-Dry against a foe with equal defenses. Body Slam's high paralysis chance can work well with I-Crash's high flinch chance. A Rock move's uses are obvious. Curse can help it set up nicely, boosting both attack and defense, but it's not that slow, so the Speed-down may be harmful at times.
  15. *glances at 6-7 boxes full of chain-bred Pokemon* Whoops
  16. No surprise Magician isn't doing much if you've already got an item on it Still, that ability is really useful, so I'd recommend keeping that and putting the Plate away during important battles. I also agree with Flamethrower being better than Fire Blast, it's barely weaker and much more accurate, and it can take only one miss to turn an victory into a loss. There's also Heat Wave if double-battles give you trouble. And ditching Shadow Ball sounds good, for the reason you've mentioned and because only a handful of things resist both Fire and Psychic moves. But then again, Delphox isn't a set-up sweeper, so coverage isn't even that important on it. Moves you can go for instead of Shadow Ball would be Trick Room, Hidden Power, Flame Charge, Light Screen and Grass Knot. Another thing you could do is give it Sunny Day and make Leavanny's and Heliolisk's abilities Chlorophyll and Solar Power. Damn right. Overcoat is bad on it. Overcoat only protects from weather damage, which is low anyways, and from spore and powder moves, which Grass types are immune to anyways. Swarm is the best it can go for. Chlorophyll lets it get Sticky Web against Charlotte with ease, but that's about it's only use. Other than that, it's all good. Thunder Wave can have it's uses, but Glare is better because of Ground types (hadn't thought of that, nice catch, jotwas). But what I think would work even better on it would be Grass Knot. And since it has so many different attacking moves, a Plate may not be as good as an Air Balloon or some Fighting/Ground-resist berries. I'd recommend Surf over Hydro Pump for the much better accuracy, and hitting both foes in double-battles is always fun. Would work really well with Heliolisk's Dry Skin. You don't have any partners that resist Poison-type moves, so consider Sludge Bomb over Wave, though Wave is fine too. Instead of Toxic, I'd recommend Toxic Spikes, it takes one turn more, but poisons 5 more things (depending on when you set them). It would also make a great combo with Venoshock (whenever we get that TM). And instead of Poison Barb, Black Sludge would be better if you're asking me. Just go Trubbish hunting (to make it easier, have a fainted Compound Eyes user in the first party slot and either item-less Delphox or a Frisk user in the second slot), or get the one on a container in the Wasteland. Reuniclus can go for Quiet instead of Modest, but it'll hardly make much of a difference, though Clawitzer should definitely go for Quiet. Other than that, great team! I think I might steal that, actually.
  17. Merry Christmas to all that celebrate it in January!

  18. Breeding mechanics of both pre-E13 and post-E13 are explained in detail in a pinned post in the Team Showcase section. Nope, D-Gleam is a TM only move (you can just Google stuff like this). Also, if you need a "Smeargle guide" of sorts, one is linked in said pinned post.
  19. He's saying that the guide-guy says something about Corey and Heather running out of the gym even after the post-gym-battle Beryl Bridge event. But I think that doesn't need change. He didn't see what happened, and the player doesn't really have any reason to tell the guy, so nothing happened as far as he's concerned.
  20. http://www.pokemonreborn.com/forum/index.php?showtopic=6802
  21. You could've completed a full round of Ice Ball by then, if you weren't getting hit in the process. Defense boosts at least let you complete one set, a single DC defense boost won't be doing a lot, especially since you'll be getting outsped all the time. It's just as susceptible to getting critted with DC. Or with any set. Crits are gonna ruin Walrein's day, whatever you run and nothing can be done about that. Whether you get critted after setting up and Ice Balling or if you Ice Ball right of the bat, it'd most likely die anyways, neither your nor my set could do anything against that, what's the point of taking that into account? Yeah, my set has no way of dealing with crits, but neither does yours. Blizzard is the much weaker alternative of Ice Ball. The only reason you'd ever use Blizzard over IB is so you wouldn't get locked in. The only advantages of not being locked in are being able to switch out (which you likely wouldn't do because you've likely already set up and, in a gym battle, all foes have very similar types, so a better match-ups isn't something to hope for), use healing items (which can wait till IB is done if you've set up your defenses) and switching moves (which isn't necessary, because those moves would either be set-up moves, which you would use before attacking, or any other attacking moves, which would be much weaker), so being locked in is no problem. And Rollout is the best secondary attack for it because it works exactly like Ice Ball, but with a different typing, thus it works very well with the set and it can be stronger than IB depending on the foe (though it's plenty strong on it's own already, stronger than any of the moves you suggested). You follow up "If you're going to cherrypick examples to suit your purposes" with one example? And don't exaggerate, I never said the move is worthless, just that it'd be incredibly difficult to use, not only because Walrein's low speed means you'd have to predict exactly when your foe would use such a move, but also because they're incredibly rare. Compared to Poke's with status moves, all-out attackers are like sand at the beach. Against a foe with paper-thin defenses, the first Ice Ball might be enough to kill, but it most likely won't be, so it'd be : You get hit, You hit Bulldoze, You hit with IB, You get hit, You hit with IB, and that's assuming you do outspeed, which is rather unlikely. You'd have more power by just going with IB right of the bat, and I'll say it again, it does nothing for the next foe. It'd be better to build up IB's power by the time the second foe comes out to beat it in one hit, rather than using a weak IB and killing in 2. I never said they're unimportant because they're few, like you seem to be claiming I said. They don't matter because they're, like I've already said, easy. So very easy. Unless you're running around with 6 Sunkern, I doubt any random trainer would give you trouble, you'd "perform well", because almost anything would work on them. Riiiiiight, sorry for not stalking your every move on this site and memorizing it. If you did outspeed said Rotom, you were either over-leveled by quite a bit, or it had a -Speed Nature. And I took a look at said sets, all of which are either Choiced (and pretty much everything runs max Speed with Choice items) or they have exactly the same low 44 EVs, clearly stated to only be there to outspeed one thing. Other than that, only a Doubles Rotom-H runs more than 44 EVs and isn't Choiced. "I already addressed this. The problem with a Trick Room build is that Chandelure is hamstrung into underspeeding everything, including Pokemon in minor trainer battles. In order to make Chandelure functional in major battles, the player has made it worse in minor battles." Your words. Which state that TR makes it "functional in major battles". More like slow stuff like Venusaur, Clefable, Magnezone, Chandelure, Heracross and Walrein, half his team. Nice job being objective and picking only the part of his team that aids your cause. And no, his team isn't designed specifically for Trick Room, no one ever stated that, I don't know why you'd even bother asking. Or ignoring 50% of his team. Are you saying that Heracross example you chose to ignore isn't one in which TR would be greatly beneficial? And before you claim I'm just "cherrypicking", it's an example, there's plenty of such uses for it.
  22. Well, not-weak-to-Ice Dragon-move users are Kingdra, Ampharos, Lucario, Lapras and Clawitzer with Dragon Pulse.
  23. Why would you stop at 3 Stockpiles? You can't stop to heal during Ice Ball, so it's best to ensure survival by going all the way. So it's +6 from DC as opposed to +6/+6 from Stockpile. There's also nothing stopping you from healing every now and then while buffing with either move, so you'd be getting the same phys-defense and substantially different spec-defense, which allows it to do less damage (or rather "lose a turn"), since nothing would stop it from keeping up the attacks after defensive buffs are up. First you suggest even more buffing moves, then you say offense reigns supreme. Critical hits are a problem with both DC and Stockpile, so I don't see why it's worth mentioning, considering we're discussing which move to run here. For Blizzard, it doesn't matter that you're not locked into it. At max defenses, you can afford to get locked into a move. The AI can't choose a move it doesn't have, and the majority of important foes' teams' doesn't have any non-attacking moves. Do tell how Charlotte team which doesn't have a single non-attacking move, would use a non-attacking move, which you could then lock into. I didn't contradict myself. I only said Walrein has the bulk to take A hit, not five. Bulldoze would also only help with the current foe. Also, you're saying Walrein can KO with the first hit of Ice Ball? Really? Minor trainers aren't worth mentioning because they're much easier than the important battles. I have yet to hear on anyone stuck on some random trainer, because they're not even challenging. They're walking XP bundles. Maybe your Diggersby happened to end up with high Speed EVs and/or a boosting nature, but that doesn't disprove my claim, a claim based numerical proof, facts built utilizing the game's stat-calculation formula. You also said "With only modest speed investment", but I'll repeat it, no one runs any Speed on Rotom. In fact, Jolly Diggersby with 0 Speed EVs outspeeds neutral-nature Rotom-C. Neutral-nature Diggersby with only 64 Speed EVs has the same Speed as neutral-natured Rotom-C. If your Diggersby was neither +Speed-natured nor did it have at least 64 Speed EVs, something's wrong with your game, because that would mean you've broken the game's stat-calculation formula. Ah, so you do admit that TR Chandelure is better in important battles than regular Chandelure. Once more, minor battles are just that, minor, unimportant, not a challenge. Also, looking at both of your options, both require a turn of set-up. However there's no denying that OP has quite a few slow things on his team, which would benefit greatly from having Trick Room support. While Heracross would be utterly worthless against someone like Ciel (whenever we get to her) due to Speed, in TR it could just spam Stone Edge/Rock Slide and basically earn a free badge. There's also the matter of whether OP EV-trains, which is something not a whole lot of people decide to do. And even if he does, both options you've listed require a turn of set-up, making them essentially the same, but with TR, EVs can be put into something else, Chandelure with Health investment is far from rare.
  24. It's true that DC gets you more immediate strength, but Walrein likely won't even make it to turn 3 of IB with just one Defense boost, which is especially true against special attackers. Plus it's very bulky, especially after defense boosts, so you can take your time setting up comfortably. Your argument is that the double strength gets you a kill one turn sooner, but if you get your defenses up, waiting that extra turn is no issue at all. And makes it much more likely that you'll be able to live long enough to get all 5 IB hits, heal up and go again. Without any Special defense, you can count yourself lucky if you can get to even turn 3. For the other moves you listed, Blizzard has terrible accuracy and is the same type as IB, making it completely pointless. Encore would see very little use, considering that the vast majority of important foes won't bother with non-attacking moves anyways. And Bulldoze is just bad, it's very weak and has an effect you won't even care about, because Walrein doesn't mind taking a hit since it's bulky. 65 Speed is also bad since the majority of foes will be outspeeding you, but then again, you don't have to care, since Walrein doesn't mind taking hits. I really don't see why trainers which aren't gym leaders or major foes deserve to even be mentioned. Have you ever come close to losing to even one of them? And no one ever stated that everything runs max-speed, only a lunatic would do that for a Rotom, same goes for non-Mega Gardevoir. And how about addressing outslowing foes? Only things from 56 Base Speed downward can outslow no-IV Quiet Chandelure, and there's way more fully evolved Pokemon faster than Trevenant than there are slower. Chandelure can outslow a lot more than it can outspeed.
  25. Sure thing. No need to give both of them TR right away, I was thinking of Sigilyph only being back-up, in case of an unfortunate match-up for Chandelure.
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