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DragoTamer

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Posts posted by DragoTamer

  1. 4 hours ago, qewou said:

    i like the thought of having a pve party where one slot is for a different reason and covers a decent amount of pve without having to change your party too much.. just wanted to know if these pokemon are still up to date as being bis for their reasoning

    This guide was very well written back then and still holds a lot of relevance for today, but some things have changed such as which pokes are better for which situations, optimal natures/builds, and what people tend to run. My main recommendation is that if you're limited by pokeyen, focus on the mons you need right now rather than building mons you may not use. For example, there's no need for a pickup pokemon like teddiursa, meowth, and munchlax if you don't plan to pickup. If you plan to farm hordes yourself to level up, i'd highly recommend teddiursa vs. Meowth, but Munchlax is another very popular choice. Pachirisu with pickup has more relevance now with Mt. Silver in order to combat seaking, golduck, and poliwhirl hordes. Rampardos with mold breaker EQ and other moves has seen relevance with Mt. Silver too.

     

    With catchers, it's always nice to have a breloom and soak smeargle. A conversion smeargle to catch hordes that have recoil moves like relicanth, tauros, chansey, etc. is useful.

     

    A slugma/magcargo is pretty nice for hatching eggs since both of its abilities are beneficial for egg hatching.

     

    Banette is a fantastic thief pokemon

     

    There are also alpha catching teams to keep in mind. I'd recommend writing down what you want to do and then looking over the PvE Pokemon section of the guide tavern:

     

  2. Updates

    We have received 3.5m pokeyen in donations so far and they have been added to the donors section in the main post.

    There is now a 4th place prize, a community vote!

     

    The single entry rule was updated to allow for multiple pieces of artwork, but you must indicate which piece of artwork will be submitted to the judges. If you do not indicate which one, the first piece submitted in this event will be submitted to the judges

  3. 18 hours ago, Dronad said:

    I’m going to adjust my Teddiursa as you suggest, it makes much more sense ! Many thanks for the update.

     

    Was just thinking about one benefit that Golduck/Seaking hordes may have. They give Special Attack and Attack EV’s so they could be nice for EV training Meowths, without having to bother changing spots (except for the last 4hp which don’t really matter), along with the highest EXP outcome of the game. And when EV’s are done just go back to Poliwhirls or Donphans/Dodrios 🙂

    That's a good call with Meowth training! I'll add that in for the Meowth section and credit you

  4. 12 hours ago, MaxiNyaNya said:

    i don't really agree with that, investing in tankyness (HP- Def -Sp Def / natured ) allows you to resist pretty much any hit that is not critical. ( my spinda still haven't die yet from any move so far, eventually it will happen and i'll edit this ) 

    So basically if you are running lagging tail the only hit that matters is the first one, as long as you survive the first hit you can lock the opposite monster, i have been using my set a lot lately and it works incredible well. 

    Turn 1 you take the hit and trick into lagging tail, now the alpha is holding lagging tail, this works as a secure for speed, no matter what, it will always hit second, so you don't really care if he boots its stats even after the contrary effect get reversed. 

    Turn 2 you will be faster than the alpha ( cause is holding lagging tail ) so you can freely skill swap and lock it. 

    if the alpha does a move like SS, DD, or any other boost stat move or support move you can Encore it ( cause it will be holding the lagging tail ), so after the encore you can skillswap disable for some damage before going back to your breloom/smeargle/parasect or any other spore/soak user according to the situation. 


    i think this set is super optimal for ppl that doesn't run rock smash, flash or strengh on their Spinda. 


     

    I appreciate you explaining more of your strat!

     

    The spinda I mentioned above can also tank all the applicable hits and it lasts long enough to also toss that first poke ball which allows for stat drops. It's convenient in that you can switch when needed, but also focus on letting it faint to toss in your next poke. The issue with switching it out mid battle is that often time some pokemon is going to take a hit. Also locking it into a move isn't always going to be ideal. Arbok with glare, alphas that use swagger, or moves that have 5 PP or less aren't as practical to lock a move onto. Of course I agree that you can use your strategy and find some way around it, but it does need a lot more exceptions to use it than the Spinda I listed at the beginning. Additionally if you fail to catch the alpha in enough turns, you'll have to reset lagging tail on the alpha if it runs out of PP. If the alpha happens to have self-recovery moves and you remove lagging tail, you risk it recovering its HP, getting paralyzed, etc. Additionally the set mentioned at the beginning of this guide has rock smash or strength on Spinda, strength being a STAB move. There's a red note I included that said if you have the ocarinas, you can use other moves as well. Jolly Spinda can also use the trick and focus sash strategy for alphas that don't have recovery moves to take the alpha down to 1 HP if needed and can pair with protect to turn stall for timer ball turns. To be clear though, your strategy does work and it's ultimately up to user preference, but it does have more shortcomings than a Jolly Spinda with 31 in its speed IV

  5. On 11/22/2023 at 12:12 PM, MaxiNyaNya said:

    Love the guide, without knowing about the existence of it i made my own, but i was wondering what's the ev distribution, so this is perfect, thank you so much ❤️ 

    i used mine with trick / lagging tail - skill swap - disable - encore 

    it even perform at level 1, the first day i tried it xD

    nvm while i was typing this i realize that my set doesn't really care about Spd, lagging tail will always make me go 2nd ( so i should invest in def- sp def ) and once the alpha is holding the lagging tail i will always attack first anyways, regardless of the stats or stats changes that the alpha may have. 

    anyways thank you so much for the guide :3 

    Thanks for your kind words!

     

    Lagging tail is indeed a viable strategy and while investing in defense is nice, you still miss out on the other stat. I explained some of the shortcomings for the lagging tail strategy in the spoilers section for Usage at the top. I can copy them below though for easier viewing

     

    • By having a Jolly spinda with a 31 IV in speed and 236 speed EVs, you are no longer stuck to use choice scarf, choice band, choice specs, lagging tail, and focus sash. It will also tank hits so you can another item as you see fit.
       
    • A spinda with this build will also outspeed alpha Electrode even if it's level 72 with a speed boosted nature and a 31 for its Speed IV
       
    • Another benefit to outspeeding and tanking hits (except a STAB move from alpha Slaking, but you have protect for that), is that you can skill swap before an alpha pokemon uses a stat boosting move such as swords dance, calm mind, etc. With lagging tail, the opposing alpha pokemon can use swords dance for +2 for example or arbok could use glare. Alphas nowadays have several moves that could hurt the lagging tail strategy
       
    • This build is especially useful when battling alpha Dragonite. You can skill swap immediately, throw a poke ball to activate contrary, and if spinda is still in, you can get chip damage or continue to poke ball. Spinda isn't so bulky that it will taste turns while it's in, but isn't so fragile that it'll faint right away. When you're at -1 at least, you can swap to a pokemon to soak Dragonite to remove STAB (except for aqua tail now) and then switcheroo with assault vest to have Dragonite avoid using rest. You can then use Breloom as a catcher. STAB aqua tail won't do much to Breloom and toxic heal + spore will help it keep up with any damage received.
  6. On 11/20/2023 at 3:31 PM, Dronad said:

    I used to breed Pachirisus just for fun and sell, but i'm thinking to make my own now for those Golduck/Seaking hordes.
    However, i'm still wondering if these hordes are really worth because of the path to get to them, needing repels. Without repels I feel like the loss of time due to random encounters may negate the extra 2K experience (compared to Poliwhirls).

    Hello!

     

    So i've just updated my guide. Teddiursa's EVs have been adjusted and it can handle both seaking and poliwhirl hordes. Munchlax doesn't need to be jolly and can remain as adamant nature to handle golduck hordes, Jolly Munchlax would also need scarf to outspeed. The issue is that you won't always OHKO Golduck hordes so it isn't as reliable. Pickup Pachirisu is a good option. As for if the distance is worth it, i'd say that's a judgement call because i'd probably go for the poliwhirl hordes in the water outside the PC after EV training. Donphan/Dodrio hordes are popular, but you'd need a mold breaker pokemon to handle the donphan and subsequently the dodrio.

  7. On 11/10/2023 at 3:27 PM, SphealTeamSix said:

    Do you find Heracross better than Dugtrio for single encounter increase? I was considering Dugtrio since Arena Trap both increases single encounters and prevents escape via Teleport, with the only downside being it doesn't have False Swipe.

     

    What's your opinion?

    Hey! I think Dugtrio is a nice idea with arena trap. A counter argument could be that dugtrio can't false swipe an abra, but you made a great point because Heracross can't trap it in battle and a smeargle with false swipe, mean look, spore, etc. doesn't have the swarm boost. With pokes like that, you could go for protect + ball spam to both keep dugtrio alive and increase the turn count.

     

    Good call!

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