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Etesian

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  1. Or you could just get an Ability Capsule and 2 Heart Scales, HP Rock isn't exactly necessary if you get 1-2 Leaf Storm buffs.
  2. That's a great set as well. Although it depends on what you're going for, now that Gym leaders' teams have EVs as well. I was thinking of taking advantage of Trick Room to dish out damage for the 4 turns it lasts, but if you have something like a 252EV Speed Durant, a Hone Claws set works just as well.
  3. Yeah, my bad. As for the darkness in the castle, I think it's supposed to be that, but I'm not 100% sure.
  4. It's the tree aaaaaall the way in the top left of the labyrinth.
  5. Good luck, Sky! Good *insert time of day depending on timezones*, Rose!
  6. Ah, then I misunderstood part of your post, my bad. I just wasn't sure if I got that Audino point across, which shows the power similarity. But yeah, this is done then.
  7. Zeta and Omicron are the same game in the same way Fire Red and Leaf Green are the same game. Or Black 2 and White 2. Or X and Y. The only differences are some of the obtainables and the names/designs of the antagonists, nothing else.
  8. That would be me. But although you could just contact me directly, you could also take the traditional route and make a topic in the Team Showcase section, if you want to hear more than one opinion. EDIT: Actually derped and forgot to say this: Welcome! Hope you enjoy your stay!
  9. According to this and several other sources I've seen, the STAB bonus is always 1.5, doesn't matter whether it's Super-effective or not. There's even an example in Reborn itself, in the Onyx Trainers' School in a book. It says that if Venonat used Confusion on Croagunk, Confusion would have 200 BP, while a Kadabra's Confusion would have 300 BP, x1.5 more damage due to STAB. That would mean SE Dragon Pulse from Noivern is 85x2x1.5=255 BP while Archeops' SE DC would have 160 BP. Looks like quite a difference, but if we add physical/special attack stats to the mix and check how much damage each would do to a foe with equal defenses such as Audino, as we see way above, it's really not that much of a difference.
  10. Yeah, that is a point. Archeops is more likely to live, but both likely have a 90%+ chance to be OHKO'd and there's also the slight extra speed. Although, like I showed above, it's not stronger by a lot, Noivern's Dragon Pulse is a bit stronger. But overall usefulness is a factor there as well, if you have a Noivern for the Dragon Gym, neat, but I wouldn't train one if I had an Archeops at a good level, if it's just for that, might as well stick with that Archeops' DC then. I'm not quite sure what you mean by the STAB being amplified because such modifiers stack. Archeops Dragon Claw if super-effective has 80x2 BP, while Noivern's Dragon Pulse has 85x2x1.5, the last part being the STAB.
  11. Yeah, they'd be stronger because of STAB, but 1)not a whole lot stronger because of Archeops high attack (no EV lvl100 Noivern's Dragon Pulse does 102-120 HP damage to level 100 no EV Audino, while no EV lvl 100 Archeops does 84-104 HP damage to the same Audino) 2)you'd mostly be using Dragon attacks on Dragons. Those same Dragons can mostly likely OHKO Noivern with a Dragon STAB of their own. Archeops stands a much higher chance to live a Dragon move than Noivern, letting it use 2 Dragon Claws.
  12. I'm not 100% sure whether I'm thinking of the right pillar because it's been a while since I've been there, but I'm pretty sure that
  13. As for Noivern....eh. It's Speed is pretty good, but everything else is mediocre IMO. It gets some neat moves, it has it's uses, so I guess you could keep it in your rotation, but I wouldn't choose Noivern over anything listed up there^^. I'd actually say Archeops is a better Noivern than Noivern, just a slightly slower than Noivern than Noivern. Even it's Dragon STAB is inferior to Archeops Dragon Claw. Sure, it's a tad weaker, but only Dragon is weak to Dragon, so Archeops is better of using Dragon moves because it's not weak to t hem. I wouldn't take it over Archeops Durant is actually more powerful. Hustle increases it's Attack stat by 50%, which essentially means it has 190 Base Attack, compared to Archeops' 140. Durant also has more resistances and is actually capable of taking physical hits, unlike Archeops (especially if we keep in mind Defeatist exists). Although neither takes at-least-neutral special attacks too well. I'd actually say Bug is more useful than Flying. Still, Archeops is quite amazing as well. I would've have a really tough time against rain-less Charlotte without mine. You'd be fine with having either in your team while the other waits for it's chance, as backup.
  14. No Hyponsis pls. Seriosly, not only does sleep last only 1-3 turns, Hypnosis has a pathetic 60% chance to hit. Your team can't really brag about it's Speed, except for maybe Serperior, so Trick Room would be a good move for Gardevoir. If you go back to E12, you can get it either Energy Ball (Lotad/Petilit>Phantump>Ralts) or Thunderbolt (Stunfisk). Shadow Ball is good as well and so is Hidden Power, depending on what type you get. I'm honestly surprised that someone is using Serperior without Contrary and Leaf Storm. Really, that's a 130 Base Power attack and a Nasty Plot boost in one turn. If you beat Flobot in E13 then you can get it Nature Power. Also, after just one boost from LS, Wring Out would kill most foes in one shot. Glare is a very good move. Also, Hidden Power Rock would cover all of Grass' weaknesses except for Poison, making a sweep all the more likely, but you've got Wring Out, so you could also go for HP Fire/Ground/Fighting to cover Steel types. If you don't want to use Contrary Leaf Storm, although I'd really recommend it, you could also do the event on Azurine Island for a Chikorita, go back to E12 and have a Serperior with Reflect and Light Screen. Since we have Healing Items in the game, Roost is...pointless. But Tailwind wouldn't be. In fact, it's Speed is pretty much the only thing stopping Honchkrow from being one of the most dangerous sweepers in the game (and it's defenses, but that doesn't matter with a combo of good Speed + Moxie). I'd also recommend you get this thing a Scope Lens from the Obsidia Department Store. With one of those, Night Slash has a 50% crit chance. Vulpix can get Energy Ball from Deerling back in E12. Quick Attack is pointless to have on something with an Attack Stat that low. Your team isn't terribly bulky, so Will-o-Wisp can be quite useful as well. There's also Dark Pulse, but I think you have more than enough Dark attacks already. Absol's health, defense and speed are far too low to let it put Swords Dance to good use. I'd say you put Super Luck to full use and get a Scope Lens from the O.Dept Store. With one of those, both Night Slash and Psycho Cut would have a 100% Crit chance each, so that's half a Swords Dance without having to set it up/get hit. You could also use a Smeargle to get it X-Scissor. Then send this guy out during Trick Room/Tailwind and enjoy disassembling opposing teams. Nidoking can get some great moves in E12. I'm thinking of Thunderbolt and Ice Beam. Just use a Smeargle for that. Also, just a thing I'd like to recommend to you is taking advantage of that Ninetales and getting Heliolisk. With Solar Power, this thing has more raw power than even Chandelure and it's 145 Base Power. It also gets quite a few good moves, such as Surf, Grass Knot, Thunderbolt, Hidden Power and Dark Pulse.
  15. 'ello. The Team Showcase section is what you're looking for if you want input on your in-game team.
  16. With that design, I'm gonna be really upset/confused if mega Beedrill doesn't have Extreme Speed. Seriously, just LOOK AT IT! And this finally means that Fell Stinger will be used in comp. At least I hope so.
  17. Dang it guys ;~; Whenever Mikzal guesses me and I'm right there, someone has to jump in. Ashes
  18. Welp, here we go: So I'd say keeping Scrafty and Swampert is just fine, I have both of those on my team as well and they're really earning their keep. Seems you also want Magnezone, a Fire type and a Psychic type. -First of, the Psychic type- Reuniclus or Gothitelle, and the reason for that is simple- Trick Room. With those 3^^, you already have 3 very slow Pokemon on your team. Sure, they're bulky enough so Speed won't matter that much to them, but their Speed is pretty much the only thing holding them back from sweeping. Trick Room makes their low Speed an advantage for them. I'd recommend Reuniclus over Gothitelle because it's bulkier and has a much stronger special attack stat. -Alakazam wouldn't be good for that purpose for the reason it has high Speed, which is detrimental in Trick Room, and due to the fact that Trick Room has -7 priority, so Alakazam's lack of bulk will stop it from setting up TR most of the time. Reuniclus also has barely less offensive power than Alakazam, but it gets a ton of bulk and it is "faster" than Alakazam in TR. -Second, the Fire type- there's no Magmortar. Magby and the Magmarizer are both in the game, but the latter needs to be traded for the former. Unless you got Magby under the bridge in the Opal Ward before it got replaced with Pansear. If you do have it however, go back to E12 and breed it with a member of the Gothita/Abra/Hypno evolutionary lines to get it Psychic. Thunder Punch and Flamethrower and ...something. I don't know, Brick Break? HP? It doesn't get too many good moves. -I'd actually say that Chandelure is better than Magmortar. Not only can it be your second Trick Room setter, it also hits much harder and has more attack options. -There's also Arcanine if you don't want a second Ghost/Dark weakness, but we're past those gyms, so it's fine. - Yeah, Magnezone should just run with Discharge, Charge Beam, Flash Cannon and some Hidden Power, depending on what other types you have. -But there's also another thing I'd want you to take a look at: Heliolisk. Let it have Solar Power, set up sunlight and fire away with Thunderbolt, Surf, Dark Pulse/Hidden Power/Grass Knot. Even Chandelure has less power than Heliolisk with activated Solar Power. It can also function very well outside of Trick Room. -Before we get to the 6th member, let's get to the individual moves: -Swampert (Torrent) Dive Earthquake Hammer Arm Avalanche (Bergmite) -Reuniclus (Magic Guard or maybe Regenerator) Trick Room Psychic/Psyshock Energy Ball (Petilil/Lotad>Cacnea>Solosis) Hidden Power/Light Screen/Reflect -Chandelure (Flame Body) Energy Ball (Reuniclus>Litwick) Flamethrower Shadow Ball Hidden Power/Memento/Curse/Will-o-Wisp -Magnezone (Analytic) Flash Cannon Discharge Charge Beam/Hidden Power/Thunder Wave or -Heliolisk (Solar Power) Thunderbolt Surf Grass Knot/Hidden Power Dark Pulse -Scrafty (Moxie) High Jump Kick Crunch Dragon Dance/Fire/Ice/Thunder Punch (Altaria/Horsea for DD, Hitmonchan>Buneary>Scrafty for the 3 Punches) -Now, the types you wouldn't have (unless you have an HP of that type) are Poison, Flying, Bug, Rock, Dragon and Fairy. My first recommendations would be Durant and Drapion. Both are very physically bulky and have great attack stats and moves. Durant (Hustle): Iron Head, Dig, X-Scissor and Rock Slide (Shuckle/Dwebble). Just keep it away from special attackers and this thing will have no trouble destroying opposing teams. You should also go Yanma hunting. Wild ones have a 5% chance to hold Wide Lens which boost accuracy by 10%, useful because of Hustle (20% chance to hold them if you lead with someone with Compound Eyes, also works if that lead has been fainted). Drapion (Sniper) (give it Scope Lens): Night Slash, Cross Poison, Bug Bite, Swords Dance (Ninjask). With a Scope Lens, Night Slash and Cross Poison have a 50% chance to crit and Sniper makes crits do x2.25 more damage instead of the standard x1.5. Archeops: Acrobatics, Rock Slide, Dragon Claw, Earthquake (Wooper>Corsola>Archen) Crustle (Weak Armor): Rock Slide, Earthquake (Geodude), X-Scissor, Shell Smash And there you go. Are you fine with that or would you want to change any of those team members? EDIT: Also, to breed TM moves you need to go back to E12. Egg moves can be passed on there as well of course, but only from E13 onward do both parents pass on egg moves, so don't bother trying to get both DD and elemental punches on Scrafty in E12.
  19. Welcome. Hope you enjoy your stay. Held captive? It's my kingdom! ...a poor one, currently, because tourism isn't doing too well. Why don't you visit, OP? But just to clarify, the Rate My Team subsection in the Onyx Trainers' School section is for competitive teams, the Team Showcase section is for in-game teams. We like to keep things organized around here.
  20. I actually forgot about HP for Magnezone, can be great depending on what you get, especially because of it's sorta-shallow movepool. But rather than Spark, Charge Beam has barely less power, but lets you buff yourself up. Doin' good, doin' good. But recommending actual moves for the Pokemon and going into detail a bit (see Hariyama up there) to show exactly what they contribute to the team and why that contribution is useful to actually make people pick those Pokemon up would be great. As for your team, OP, I'll get to it tomorrow. It's 1AM here and I kinda gotta be somewhere early tomorrow.
  21. For Magnezone, Flash Cannon and Discharge are obvious moves to have. As for other moves, Screech/MetalSound and Thunder Wave are quite good, Mirror Coat + Sturdy is also great, but I'd use Analytic over Sturdy. Then again, I don't have too much XP with it. As for the rest of the team, I'd tell you to switch out Pyroar and Meowstic. And Hariyama too, you have Scrafty. What you should add depends on what you'll get rid of, so what are you willing to part with?
  22. That is only so because it's still a work in progress and all that, once the game is done, once we enter Agate, we can't go back until we destroy the Sleep PULSE. And even before that, would you walk all the way from Route 1 to Peridot and back just for a name?
  23. Now you're making me question my identity. Excuse me while I go philosophise over that. *Points at Alias with one hand and at Mikzal with the other*
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