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Rache last won the day on April 17
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About Rache

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The only time this ever occurs is when a player purchases RP, spends it, then issues a chargeback which results in the account's current RP balance becoming negative. The account cannot be re-instated until the balance returns to 0. We do not request or accept payment to unban accounts closed for any other reason.
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It's shiny locked.
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This is planned for a future update, likely within the next few months and replacing 6v6 doubles as the matchmaking and tournament format. At the time of the above, the Covert Mantle flash will be reverted as we will be including an "open team sheet" mechanic for the new format which accomplishes the same goal. The flash will remain until then as removing it would be detrimental to the current doubles format.
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They're not teleporters, they make obstacles disappear to allow you to pass through other areas of the cave.
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To be as clear as possible, this is a doubles discussion thread. The question being asked is whether the change is an improvement in doubles. Singles is not relevant and focusing on it is derailing. Please stay on topic and take singles discussion elsewhere.
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I wish the AI was better but it's not something I personally have control over. In my ideal world it would be using Seed Flare into your Sash mons 100% of the time. With the way it currently works though, what you're describing is a scenario where the RNG is frustrating because you're opening yourself up to it then not doing anything to deal with it. A few of your options would be: Figure out a plan which doesn't require Focus Sash. It's okay for it to not always be a good option. Use Focus Sash on the last mons affected by the Seed Flare✫ hazard (it doesn't inflict drops on Flying / Levitate / Clear Body / Contrary / Air Balloon). Some mons still deal 5-6% after the hazard debuff, save them until after it goes up. Use Mist to prevent the debuffs from occurring at all. Blame losses on RNG, retry until you win. Although option 5 can win eventually, planning to reroll if you don't get lucky makes it a poor strategy. These will always exist for every piece of content but that's okay as long as better strategies are reasonably achievable. Preventing the boss from using Seed Flare✫ with careful teambuilding actually was intended, that's why the entry hazard is tied to a damaging move instead of being applied automatically. There are always multiple ways to approach each raid and that's not something I want to change.
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When designing fights, I like to use RNG as a tool to force players to get better at the game. I'm not a fan of coin flips which just make you lose with nothing you can do about it during preparation or gameplay. In the case of repeatable grinds like hard mode Pumpking, the goal is to introduce enough variance that players trying to follow a guide will still need to think and learn as they play. It's difficult at first but once you understand the mechanics and AI well enough, you can almost always figure out how to come back from a bad situation. Although the "problem" is sourced from which adds randomly appear, you are rewarded for your skill with improved consistency. I'm usually able to achieve a 95%+ win rate against it each year. In the case of Shaymin's adds, there are 2/6 which will survive a hit (Sturdy Steelix + Focus Sash Tauros). This isn't really an RNG problem though, the only variance (which is out of your control) is the order in which they appear, you will always see both of them at least once due to the way adds currently cycle. You can deal with them by having two AoE attackers on the left each turn or by using Stealth Rock or Spikes to damage them when they enter. If you need to reset a raid as soon as something goes even slightly wrong, that usually just means that your strategy isn't very good. If raw damage isn't working out, players might find that slowing down and focusing a bit more on survivability produces more consistent results. Anything that lives a turn provides double the value and it only takes two moves (prevent or remove the SpAtk boost + Light Screen) to make that a reality. Three for Mist if you're not using Flying/Levitate mons to avoid the Seed Flare✫ hazard. Sometimes I do get it wrong (AncientPower was more obnoxious than expected during Xmas), but the overall goal is always to reward good teambuilding and adaptability. When used well, RNG in a format where you get 3-4 actions per turn should only feel unfair if you're not willing to do anything to mitigate or respond to it.
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There is no life in the void.
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Changelog: 10/02/2025 Update 3 Bug Fixes The Shaymin Sky Forme raid boss now has the correct base stats and typing. Previously it had Land Forme's.
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PLEASE make Pc Pokemmo as good as Android Pokemmo
Rache replied to LLuckTv's question in Suggestion Box
You can already enable the mobile UI within the PC client. Menu > Settings > Interface > Theme -
The item was nerfed to benefit doubles at the request of the tier council, but it flashes in singles and PvE too for consistency. It's confusing when mechanics differ between formats so we try to keep that to a minimum.
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When you teach something Fling and destroy an item with it, you receive points based on its coin value.
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If noobs are beating nerds, something has gone very wrong. I'll give you a hint though, Wigglytuff is good for this event because it's a "bad" mon. It was given a moveset that allows it to achieve a lot of KOs because it requires you to plan around its flaws to reach its full potential, whereas the strongest mons contribute less value in exchange for their ease of use. The goal for this year's event balancing was to reward groups skilled enough to run as many "bad" mons and awkward damaging moves (Copycat etc) as possible. No separate leaderboard, you'll just have to figure out the best team composition and play it well if you want the shiny hood.
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Make all GIFT Pokemon count as OT (in Raids)
Rache replied to PrinBruce's question in Suggestion Box
Event Reward and PvP Reward OTs already count as your own. -
We have plans for Mew and Victini sometime in the future, but they won't be coming during this event. Darkrai will remain a summon. Summon mechanics may change over time, but we do not plan to ever make it permanent.