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Everything posted by Zen
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Mamoswine and nidoking, dearie.
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Hmm, fair enough, though cloyster doesn't even need to setup to be a pain if you're not packing water and/or steel XD Conkeldurr basically trolls almost everyone once it sets up XD
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I do like your team - only possible issue I see with it is ferrothorn/scizor/serperior, but those can be handled with careful play Hmm, and those cloyster/conkeldurr can be deadly if whimsicott/espeon don't set up on time.
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You don't see Lum Berry on slowbro? Almost every time I use slowbro, it's holding a Lum, since most people use Toxic to try and get past its defences.
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Espeon and opponents with priority attacks would take down smeargle fast, so I'd be careful of BP if I were you.
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Two-turn setup is risky already, so three turns sounds a tad unfeasible - as Bullet said, bronzong is literally a Taunt magnet. Perhaps try it in triples, or let ferrothorn itself use Rain Dance (if it can learn it).
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Detergent - Poison moves are ineffective against holder. Item is consumed after use. Fertilizer - Grass pokemon holding this item gain 1/8 of their HP at the end of each turn. Gasoline - Holders that aren't of the fire or water types take double the damage that they normally would take from fire moves. Smoke Bomb - When hit by an attack, the holder's evasion is raised by one level. Item is consumed after use. Super Glue - Holder's speed is reduced by half, and enemy pokemon who use contact moves on it also have their speed halved. Cement - The holder may not be switched out (similar to Ingrain). Spray Paint - If held by kecleon, kecleon's type changes from normal to that of its opponent (similar to Impostor). Magic Tag - Enemy ghost pokemon that use contact moves against holder are forced to switch out. Eye Drops - Holder ignores changes to its accuracy (for increase/decrease - sort of like Unaware). Headphones - Holder ignores sound-based moves (similar to Soundproof). Insecticide - Holders that are bug pokemon lose 1/8 of their HP at the end of each turn. Itching Powder - Holder automatically loses focus for two-turn moves that aren't weather-reliant (such as Sky Attack, etc. Focus Punch is included). Umbrella - Holders with Dry Skin, Rain Dish, or Ice Body ignore the effects of those abilities. Grease - Steel pokemon holding this item gain a 1.5x increase in speed. Shiv - if holder is left with 1/8 of its total HP or less, the last pokemon to attack it loses 1/4 of its HP. Chain Mail - Holder's speed is reduced by half, but its Def and SDef are increased by 1.5x. Ice Minus - Grass pokemon holding this item are damaged normally by ice moves. Sedative - Holder falls asleep at the end of its turn (similar to Toxic Orb). Lithium - If holder is hit by a fire or water move, it and all adjacent pokemon lose 1/8 of their total HP. Water or fire pokemon holding this item lose that amount of HP at the end of each turn. Item is consumed after use. Sodium - If holder is hit by a fire or water move, it and all adjacent pokemon lose 1/4 of their total HP. Water or fire pokemon holding this item lose that amount of HP at the end of each turn. Item is consumed after use. Potassium - If holder is hit by a fire or water move, it and all adjacent pokemon lose 1/2 of their total HP. Water or fire pokemon holding this item lose that amount of HP at the end of each turn. Item is consumed after use.
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Couldn't recall it, so it remains as a contribution idea Like Maelstrom said, it's giving a new use to old items ^^
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Cue the abuse usage of everyday objects Well, along with some stuff that's common to battlefields. --- Magnet - Prevents enemy steel pokemon from switching out (sort of like Magnet Pull). Transformer - If held, raises the Atk and SAtk of electric moves by 1.5x, but the holder can only use that move (similar to the Choice items). Dry Ice - Raises evasion by one stage when the holder is hit by water moves. Item is consumed after use. Fuse - Nullifies all electric moves (damaging and non-damaging) that aren't super-effective against the holder. Item is consumed if the holder is hit by a super-effective electric move. Frosted Lens - Reduces the holder's accuracy. Puzzle Cube - The effects of Trick Room, Wonder Room, and Magic Room last for eight turns instead of five. Parka - Holder is not damaged by sandstorm or hail. Antenna - Electric attacks are redirected to the holder. Weedkiller - Negates the effects of Leech Seed and Worry Seed. Non-poison/steel holders lose 1/8 their HP at the end of each turn while holding Weedkiller. Firecracker - If holder is hit by a fire move or Spark, all pokemon adjacent to the holder lose 1/4 of their HP. Item is consumed after use. Mousetrap - Physical moves used against the holder are disabled until the user switches out (like getting your fingers caught in a mousetrap). Item is consumed after use. Time Bomb - If the user faints, all adjacent pokemon are defeated within three turns unless they switch out (similar to Perish Song). --- Well, that's just some whacky possibilities off the top of my head
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Slowbro has hideous defence, so even your breloom might not be able to kill it with one hit
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Like Ame said, offensive is decent. Hmm, but ShadowLure with a Scarf could eat up your team if you aren't careful. As much as gurdurr has good defenses with Eviolite, Overheat from a Modest chandelure's still nothing to sneeze at. The same chandelure would also kill lucario, breloom, and possibly even gallade (based on your EV's, the SDef seems lower).
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Hmm, just as another point, volcarona is badly affected by SR. In contrast, dragonite takes half the damage that volcarona would.
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Ah, got your meaning, then And like I said - on the average player, I'd not be intimidated by this particular team. But on someone like Sleepless, then I might get edgy.
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Don't you mean dragonite? Hmm, as for the team itself, how does it deal with whimsicott? Prankster-backed Taunt would wreck havoc with the large number of non-damaging moves, though I suppose your wide type coverage would offset that somewhat. In fact, I'm thinking that whimsicott behind a substitute could possibly be the bane of this team's function XD Breloom may be able to counter whimsicott, but if the whimsicott's user also has Magic Bounce on them (oh look, it's Ame's team!), breloom could be compromised. Otherwise, definitely a solid team if someone with your experience is fielding it (though really, all teams can be horrible if handled by inexperienced players). Having less ability in building mixed-type teams (I'm more partial to monotype teams), I can't really offer any more comments, alas.
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Blood On The Dance Floor - Let's Start A Riot.
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Two words: Seismic Toss Most chansey/blissey don't carry damaging moves other than that, and onix doesn't have the best HP count. I think steelix couldn't learn that moveset for some reason, otherwise I'd have used steelix.
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Gah, slipped up and forgot about the individual threads... so here's another set designed to kill chansey/blissey. Although frankly, the whole idea of killing those bastard eggs probably deserves a thread of its own --- Onix (F) @ Leftovers Trait: Sturdy EVs: 255 HP / 156 Atk / 96 Spd Adamant Nature (+Atk, -SAtk) - Sand Tomb - Toxic - Taunt - Rest
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A new moveset I made for my ghost monotype, specifically to kill blissey/chansey - however, it only works if the person running the damned bastard egg keeps it in against sableye. --- Soldier (Sableye) (M) @ Lum Berry Trait: Prankster EVs: 255 Def / 255 SDef Careful Nature (+SDef, -SAtk) - Mean Look - Taunt - Toxic - Recover --- What is this, you may say? Well, start off with Mean Look, and then Taunt. Poison it, and sit back to watch it die a painful death - Taunt it when necessary, and Recover if it actually has moves that can damage sableye. Lum Berry is in case they try to inflict a status on sableye while the Mean Look goes up.
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You could actually use differential equations for population studies. Can't recall the exact equation, but I think it had something to do with carrying capacity of a habitat. Hmm, come to think of it, calculus is a busybody that sticks its fingers into all the branches of maths.
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Not necessarily 1. The end result can be any definite value. It just needs to start at 0/0.
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Haha, it's nice to see someone trying new stuff out in maths! However, the rule is actually simpler than your calculator method - the explanations given are thorough to the point that they make it seem complex. The simplified explanation for L'Hopital's rule is as follows: - Assume you have a function in the form [ f(x) / g(x) ] - The limit has x tending to zero ( x -> 0 ) If the individual equations f(0) and g(0) both equate to zero, direct substitution yields 0/0 for the limit - this is an indeterminate form. So, if the derivatives of f(x) and g(x) are f'(x) and g'(x), respectively: lim ( x -> 0 ) [ f(x) / g(x) ] = lim (x -> 0 ) [ f'(x) / g'(x) ] Repeat the differentiation of f(x) and g(x) until direction substitution of x yields a definite value For example, if the limit is in the form lim (x -> 0 ) [(sin x)/x] (sin 0)/0 = 0/0 It is an indeterminate form, so the rule is applicable. Let f(x) = sin x, g(x) = x f'(x) = cos x, g'(x) = 1 So the limit is now lim ( x -> 0 ) [ (cos x)/1 ] = cos (0) = 1. if direct substitution gives you zero over zero, then change the limit to have the derivatives of the given functions in their respective places, and substitute ... And to think all this started with a codified rant. Wut.
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Alas, that's also what kills them occasionally - the detonators fail to trigger XD Hmm, come to think of it, Bulldoze could be adapted to a wide range of types for doubles/triples. I'm thinking ground/rock/steel/fighting, possibly - fighting/steel would rely less on weather, though, and more on pure power.
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Fair enough - although really, any decent pokemon with Bulldoze could fit the mold. Stuff like gastrodon, carracosta, empoleon, etc. are all viable
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Umm, what do you mean by 'bunkered down'? Never heard that phrase before. Ludicolo's Leech Seed is for double recovery, yes. And also in case I run into shedinja, somehow. I tend to use Leech Seed, and then switch out the Seeder, though - lets something else get healed.
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Same concept in the water monotype. --- Concretion (Cloyster) (M) @ Focus Sash Trait: Skill Link EVs: 236 Atk / 16 Def / 255 SDef Careful Nature (+SDef, -SAtk) - Ice Shard - Icicle Spear - Rock Blast - Shell Smash --- Epiphora (Politoed) (F) @ Leftovers Trait: Drizzle EVs: 176 Def / 255 SAtk / 76 SDef Bold Nature (+Def, -Atk) - Surf - Ice Beam - Perish Song - Protect --- KP (Seismitoad) (M) @ Rindo Berry Trait: Swift Swim EVs: 56 Def / 232 SAtk / 56 SDef / 164 Spd Modest Nature (+SAtk, -Atk) - Bulldoze - Scald - Earth Power - Sludge Bomb --- Cataract (Gyarados) (M) @ Lum Berry Trait: Moxie EVs: 112 Atk / 140 Def / 255 Spd Adamant Nature (+Atk, -SAtk) - Waterfall - Ice Fang - Earthquake - Dragon Dance --- VKH (Quagsire) (M) @ Leftovers Trait: Unaware EVs: 200 Atk / 116 Def / 192 SDef Careful Nature (+SDef, -SAtk) - Waterfall - Bulldoze - Recover - Rain Dance --- Mucormycosis (Ludicolo) (M) @ Lum Berry Trait: Swift Swim EVs: 96 Def / 212 SAtk / 200 Spd Modest Nature (+SAtk, -Atk) - Surf - Giga Drain - Ice Beam - Leech Seed --- Similar, but possibly more annoying to deal with since politoed has Drizzle, as opposed to the manual Sun in the grass version. Quagsire's there to negate electricity somewhat, as well as to be capable of Bulldozing even while a pimped gyarados uses Earthquake. Unaware allows the darling to survive a pimped, Moxied attack, after all. Swift Swim coupled with Bulldoze is also a decent means of countering Speed Boost, come to think of it.