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Pokémon Academy: Ymora Region [OOC / Registrations Closed]


Chim

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oh Really? cause off the top of my head, I can come up with multiple ways to defeat a teleport spam strategem, such as...

  • Modifying the abilities of Shadow Tag and Arena trap to make Teleport completely unusable when pokemon with those abilities are around/ on the field
  • The moves of Mean Look, Block, and Spider Web have the same effect when used, disallowing for mons hit by it to use TP (none of them ever fails) until the mon who used it on them has been KO'd. But we go a step further and remove Magic Bounces and Magic Coats protection against these 3 particular moves.
  • Even if a mon were TP out of an attacks path and launch an attack from behind, there are priority+ moves which can pretty much outspeed it's counter attack and either intercept or intercept, over power, and hit it, and because of TPing being something that's straining, chances of being able to TP away again from THAT strike will be between slim and none unless we're talking really high level and high experienced fighters, and even then, if the two sides are on equal levels, then... still slim and none.
  • Setting up moves like Protect or detect, which have priority and always go first, after a mon TPs behind, making their counter attack useless and leaving them open to retaliation strikes since they need time before being able to port again.
  • In doubles, having one mon focus on the TPer, and have the other sit back and keep eyes open for when they pop up again and be ready to immediately launch an attack- in other words, expecting an ambush and turning it right around on the user.
  • The moves Lock-On and Mind Reader- moves can never miss if used in conjunction with these two, and even if a mon TPs, they're gonna have to either get hit by it following em or intercept it, which will take away from an opportunity to counter attack.
  • The moves of Aerial Ace, Shadow Punch, Feint Attack, Swift, Magnet Bomb, Magical Leaf, and Shock Wave all have perfect accuracy- as in they do not miss period unless stopped by an interception or moves like protect and detect, so they can hit TPers even if they port away from the attack's initial path/ they'll outspeed it before it can execute the port.
  • The move destiny bond never fails to hit the target, IE, it has perfect accuracy, so beware all yee who doth seekith to knock out the foe with a porter...
  • AoE moves, in other words, moves that hit everyone on the field with the exception of the user (IE, lava plume, discharge, Boom Burst, Earth Quake, Explosion, Magnitude, Parabolic charge, Petal Blizzard, Searing Shot, Self Destruct, Surf, Sludge Wave, Synchronise (this one right here is the biggest threat), and Teeter Dance)can all be used immediately after a TPer comes in to counter, and well... give them a nice blast or two right to the face.

And I'm just gonna keep adding on more and more and more as I think up/ discover them. But there are ways to keep this in check, rest assured. And I for one intend not to rely too heavily on it for battle strategy, Mareek will more or less just be focusing some time on training that particular move for utility purposes of getting to places easier/ faster- He won't want to rely on it like an ace because he would see it as cheap and cowardly and just flat gimmicky- to him, relying on it too much would imply that someone doesn't have the skill to fight without using a crutch move, and this is them showing that he's right, ergo, he himself would not exploit it much out of pride in his own abilities, though he CAN recognize that there would be a FEW situations where getting the drop, even via TPing, could have more strategic importance to overcome the cheapness of it, so it won't even be in common battles, but when something important is at stake and he's in a bad bind and losing would spell very bad news... you see where I'm going with this, right? the ends would have justify the means for him.

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Surge, I was talking more about singles then doubles (in those, almost anything can be checked). Priority moves and Protect seem fair enough and I guess could counter it since a lot of Pokemon have access to those. Truthfully, I'm not worried about you abusing it, but I'd rather beat the subject now and stop a very deep mess somewhere down the line should someone else want to use the move.

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I know, And I completely agree it needs to nipped in the bud before it begins, which is why I'm still searching for ways to absolutely wreck any foolish soldier who wishes to abuse this in the future.

Oh, and I forgot to put, but there's also Lock-on and Mind Reader for some mons, I figure even if you TP away, the attacks will act like friggin heat seeking missles and keep following you until either they're intercepted or they get ya.

And then there's moves thay never miss like Feint attack and Aerial Ace- those two would probably outspeed/ catch the TPer completely off guard and hit either before it can port or catch it immediately after it does

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I know, And I completely agree it needs to nipped in the bud before it begins, which is why I'm still searching for ways to absolutely wreck any foolish soldier who wishes to abuse this in the future.

Oh, and I forgot to put, but there's also Lock-on and Mind Reader for some mons, I figure even if you TP away, the attacks will act like friggin heat seeking missles and keep following you until either they're intercepted or they get ya.

Isnt that what Shock wave does anyways?

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I know, soldier, the post and list has already been edited to include moves that never miss.

And then... there's also D-Bond... yeah, that's right, D-bond.

That Reminds me of Cacturne who I was originally going to use for the Sandstorm Team

Name: Gumbo (Male)

Ability: Sand Veil

-Sucker Punch

-Needle Arm

-Dynamic Punch

-Power-Up Punch

-Destiny Bond

-Double Team

That right there is what we call a broken as hell Pokemon. I didn't drop it because it was broken, but because I wanted to use a different Grass type. There are a couple of checks against this thing such as an AoE (attack on everyone). AoEs also work against teleporting mons as well.

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yes, yes... well, at this point, I do believe we have thoroughly gutted, ransacked, and utterly destroyed any hope of using a TP based stratagem with absolute impunity.

What say you all? has it been beaten into deep enough submission?

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Leave the poor move alone for now...it's still gunna be really good as a last resort because Large Moves take lots of energy=If your mon is about to be hit by a Hyper Beam that'd knock em out Teleport would be perfect.

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Leave the poor move alone for now...it's still gunna be really good as a last resort because Large Moves take lots of energy=If your mon is about to be hit by a Hyper Beam that'd knock em out Teleport would be perfect.

The way HBeam is depicted, that's like a nuke.I'm so very tempted tto give something of mine Hbeam but I dun know what. Also, I should write down my ideal team somewhere more permanent cuz this OOC moves too fast to find it easily, even if there are sgements where it's easier to find

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The way HBeam is depicted, that's like a nuke.I'm so very tempted tto give something of mine Hbeam but I dun know what. Also, I should write down my ideal team somewhere more permanent cuz this OOC moves too fast to find it easily, even if there are sgements where it's easier to find

There's always Google Docs, soldier. an account with 15 GB of space is free and you can keep all you're notes and such in it.

At least, that's what I do for all the teams I have, like Galen's, Alexandra's (Ms.Sisto), and for Mareek himself. I also have a doc with every single stratagem he has up his sleeve on it, for each and every individual mon on the team.

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Yeah, I'm pretty satisfied with our checks and counters. I have zero doubts something like this will come up again though as the fighting style is a hybrid of the anime and the game, but with it's style with the combo system.

Also, not too into Hyper Beam (or Outrage for the matter). Likely we might want to give it a buff seeing as only a very small handful can use it effectively, especially with how vulnerable the user becomes.

@Dobby: I pretty much have all my team movesets memorized so I don't use that fancy word or google docs stuff.

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For all if any pokemon i'll have with Hyper Beam it'll be a finishing move(Like Horn Drill for Kurotsuchi the Rhyperior).Any other time would leave them absolutely defenseless for the next minute or so...

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I was considering having Hyper Beam as one of the final moves for Java- kinda like a Coup de Grace of sorts with Lock-on grade accuracy... he needed a good stab move and for the final arrangement, I wanted something better than Tri Attack... but now...

*Scurries off to find a replacement move...*

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Ah, well then I'll copy it over after a teensy bit more editing

Doux/ Cottonee Fairy/Grass (2)

Lancelot the Escavalier Bug/Steel (4)

Colere the Tyrantrum Rock/Dragon (6)

Aethon the Rapidash Fire (7)

Blackjack the Zebstrika Electric (8)

Roy the Conkeldurr Fighting (9)

Nyxiel the Cofagrigus Ghost (10)

Arcturus the Starmie Water/Psychic (12)

Lupin the Krookodile Ground/Dark (14)

Dan the Staraptor Normal/Flying (16)

If anyone can figure out why I called Staraptor Dan, and no it isn't cuz of the Dan we all know, I will give you a medal. My one hint is Lt Surge.

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