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NotMyWaifu

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Everything posted by NotMyWaifu

  1. Plenty of relevant pokemon don't have a HA or won't use it if they get it, you could make those. You could also just go with semicomps for pokemon you're worried about being outclassed, though either way whatever comp you breed should retain value because of how breeding works. It'll just take a while to sell something if you don't want it anymore but it's not like your money is gone forever.
  2. Sitting at 41% and 18.5% usage I don't think the dragons are starved for additional options. They're plenty powerful as is. Hell, chomp just got its HA released which makes going physdef a lot more feasible. The knock off buff isn't just the base power increase, it's also increasing the damage by 1.5x when it removes an item. It's a move that very few pokemon really switch into given the absence of mega stones and Z-crystals. The dark types that would really benefit from the buff are already good. Knock off is currently a viable move in a healthy state, why buff it?
  3. Alternatively we just keep it the way it is because it's both viable and healthy that way. Which pokemon need buffed knock off exactly and why should the fighting types that can use the move have their options decreased for their sake?
  4. If people choose to build their team with another mon that likes running sash, sure, that is by no means essential though. I know how item clause works, you don't need to explain it to me, c'mon man. Raichu has a 67% usage for focus sash in doubles. Magnet and electric gem are both used more often than life orb on it. The newly released assault vest is a viable item for it, as are shuca berry and sitrus berry. Regardless, the role overlap between Raichu and Mienshao (them being fast fake out users with a decent damage output) means you wouldn't really want to put them on the same team either way. You can build a team that leaves life orb free for Mien to use, it's not completely restricted the way you're saying it is. It can viably run black belt, assault vest or a coba/payapa berry. It may very well be more restrictive than other pokemon in terms of items, sure, but that does not mean it's not viable. The first point I made still stands:
  5. If your argument is that item clause destroys its viability then you need to prove not only that Mienshao absolutely needs focus sash to function, but also that it needs to be paired with something else that uses a focus sash to function. You haven't done that at all. Because maybe the other 5 pokemon on your team don't need a sash. Maybe your team prefers the increase in power and speed Mien has over Top. Maybe you already have an intimidate pokemon and don't want to double up on that and create a huge weakness to defiant/competitive pokemon. Maybe the U-turn + regenerator combo fits your team well. Maybe you want a fast taunt user, or something with knock off. There are lots of reasons to use Mien over Top, it just depends on the rest of your team.
  6. I don't think they should go as far as removing everything under the sun that isn't a direct attack or directly lowering something's stats. There is some room between trivializing something and just being good for something. There should absolutely be some utility pokemon that are specifically good for alphas. It's healthy for there to be more PvE niches. Endeavor Aron wasn't exactly healthy. It's extremely low effort to get, just a level 1 sturdy aron with a tutor move could bring the alpha to 1hp in a single turn. With a shell bell it could live and stall out more turns if the opposing pokemon had a healing move. Berry juice could let sturdy tank multihit moves so long as they hit twice. If alpha pokemon are meant to be a longer fight that you need to prepare for, endeavor's damage output is too high and aron is too fast to prepare. It also worked against essentially every alpha so long as you had a pokemon with soak. Trick and switcheroo are completely fine with choice items because they come with significant preparation and drawbacks. You need to get a choice item to trick which is a good amount more expensive than an aron. If you lock an alpha into a move you have to have something that can take that move repeatedly. Even if you do, you are still potentially going to have to deal with the alpha mon using struggle because it will eventually run out of PP. Lagging tail and sticky barb are arguably more risky because the pokemon is still free to select any of its 4 moves. Magic bounce, fling and taunt also shut this strategy down entirely. Seismic toss and night shade are completely fine, their damage output isn't that high. Super fang's damage output is only high for one turn, it's not as free as endeavor and is fine imo. Setting trick room to deal with something that has boosted speed is completely healthy. Power split is fine because these alphas will still hit hard and lots of them either boost their stats with moves or use status. Pain split is the only move I really agree with you on and it's only because you can get it on a low level pokemon with sturdy. It's basically aron except with more PP for endeavor. As for the abilities: Preparing an unaware mon so you can deal with the boosts is precisely what they want you do do with how the fight is designed. It's not a foolproof strategy either. Wonder guard has been nerfed in PvE already precisely for this. Prankster adds +1 priority, you still need to outspeed anything using a priority move and dark types are completely immune. Cottonee isn't as problematic because it dies without sash. Impostor ditto is giving up a full team slot just to scout the moveset, that's completely fair. You should be able to mostly prevent yourself from wiping if you prepare well, I don't think we should try to completely remove someone's agency by disabling shell armor. Taking away a lot of strategies just isn't a good thing imo. Alphas without the HA won't have a diamond next to their sprite, it's pretty clearly visible and you can also just filter the GTL to only show you alphas with HA.
  7. Praying that I haven't been telling people the wrong info for over a week now
  8. Back in July during the part 1 patch timer balls were buffed, the following was said in the patch notes: However, if you look ingame you can see that timer ball starts at 1.33 instead of 1.30. Can July's patch notes please be edited with the correct information, it's such a common misconception that timer balls take 10 turns to max their catch rate when it's actually 8. It would be nice if the clarification could be added to the most recent patch as well.
  9. Except it has been officially confirmed they are permanent
  10. I'd obviously like better rewards for PvP they can feel a bit lackluster. What would also be fantastic is if you could actually see what's inside the mystery boxes, I haven't been able to find a good resource for it. Gift pokemon are a pain and should just be breedable but pass down their gift ribbon.
  11. Kyu confirmed that there will be ~60 lines that get released with this update.
  12. Crawdaunt should absolutely start in OU. It might not have knock off but crunch works just fine to hit things hard with dark stab. If Gator is on the overwhelming side in UU then Daunt is absolutely too much.
  13. Drago's Aron box profits in shambles rn
  14. As Suigin mentioned lots of fighting types have access to knock off and it would become more difficult for psychic and ghost types to handle them. We both don't have the base 65 power or the damage increase if an item is actually knocked off. Conk is example of a pokemon that would benefit massively from buffs to knock off. Cofagrigus is a common answer so let's use that as a thing to calc against. Knock off currently: 252+ Atk Guts Conkeldurr Knock Off vs. 252 HP / 252+ Def Cofagrigus: 44-52 (13.7 - 16.2%) -- possible 7HKO Knock off boosted to 65 base power: 252+ Atk Guts Conkeldurr Knock Off vs. 252 HP / 252+ Def Cofagrigus: 136-162 (42.5 - 50.6%) -- 2.3% chance to 2HKO Knock off 65BP + damage boost on item removal 252+ Atk Guts Conkeldurr Knock Off (97.5 BP) vs. 252 HP / 252+ Def Cofagrigus: 204-242 (63.7 - 75.6%) -- guaranteed 2HKO Over 70% of Confagrigus run leftovers, even taking 40% losing leftovers is a huge deal if you want to keep checking Conk with them. One the few things that can check it defensively would no longer be able to. Even if you predict the move, it's very difficult to punish. Nothing really likes taking a knock off, bar maybe justified Lucario, but that can't really take a fighting move. It's already a move worth using even at the low base power it has. The dark types that would benefit from having it are already good without it or would still be bad with it. It would just make Conk and Mien a lot harder to deal with.
  15. Please mention that these are a permanent addition to the game. Phrasing these as "part 3 alphas" is gonna give people the wrong idea. The change to make them all 2x31 was implemented after the Crobat and Patrat swarms.
  16. I assumed jolly + scarf on raptor given its base 100 speed.
  17. There's quite a lot in UU that can take its reckless boosted hits or CC and it really struggles with longevity in general, I think it'd be okay to test it there. Here's some quick calcs. 252 Atk Reckless Staraptor Brave Bird vs. 248 HP / 252+ Def Slowbro: 151-178 (38.4 - 45.2%) -- guaranteed 3HKO 252 Atk Reckless Staraptor Double-Edge vs. 252 HP / 0 Def Bronzong: 98-116 (28.9 - 34.3%) -- 99.5% chance to 4HKO after Leftovers recovery 252 Atk Staraptor Close Combat vs. 252 HP / 0 Def Bronzong: 109-129 (32.2 - 38.1%) -- 1.1% chance to 3HKO after Leftovers recovery 252 Atk Reckless Staraptor Brave Bird vs. 252 HP / 4+ Def Eviolite Dusclops: 108-127 (38 - 44.7%) -- guaranteed 3HKO 252 Atk Reckless Staraptor Brave Bird vs. 0 HP / 4 Def Mamoswine: 267-315 (73.9 - 87.2%) -- guaranteed 2HKO 252 Atk Staraptor Close Combat vs. 0 HP / 4 Def Mamoswine: 296-350 (81.9 - 96.9%) -- guaranteed 2HKO 252 Atk Staraptor Close Combat vs. 252 HP / 4 Def Gigalith: 198-234 (52.9 - 62.5%) -- 99.6% chance to 2HKO after Leftovers recovery 0 Atk Gigalith Rock Blast (3 hits) vs. 0 HP / 4 Def Staraptor: 288-342 (92.6 - 109.9%) -- approx. 43.8% chance to OHKO 252 Atk Reckless Staraptor Brave Bird vs. 0 HP / 4 Def Blastoise: 222-262 (74.2 - 87.6%) -- guaranteed 2HKO 252+ SpA Blastoise Ice Beam vs. 0 HP / 0 SpD Staraptor: 244-288 (78.4 - 92.6%) -- guaranteed 2HKO 252 Atk Reckless Staraptor Brave Bird vs. 252 HP / 16+ Def Donphan: 171-202 (44.5 - 52.6%) -- guaranteed 3HKO after Leftovers recovery 252 Atk Staraptor Close Combat vs. 252 HP / 252+ Def Umbreon: 168-198 (42.6 - 50.2%) -- guaranteed 3HKO after Leftovers recovery 252 Atk Umbreon Foul Play vs. -1 0 HP / 4 Def Staraptor: 294-346 (94.5 - 111.2%) -- 62.5% chance to OHKO 252 Atk Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Forretress: 127-150 (35.8 - 42.3%) -- 93% chance to 3HKO after Leftovers recovery 252 Atk Reckless Staraptor Brave Bird vs. 248 HP / 92+ Def Mandibuzz: 178-211 (42 - 49.8%) -- guaranteed 3HKO I can still see it ending up in UUBL though, so maybe not yet.
  18. I noticed the way TMs are organized has changed, has anyone noticed any other changes that went unmentioned?
  19. I can make out that "Psycho-Slash" is the move Psycho cut, but what move is "Shred"? Do you need double kick specifically to get around sturdy or substitutes? I'm not sure why you wouldn't use a better fighting type move otherwise. Also do you not know about Assurance? It's a physical dark type move that doubles in power if the target has been hit before. It'll do more damage than crunch so it'd be nice for ttar and krook.
  20. I don't really know the history but my best guess is they had numbers at some point but lost them at some point. It makes sense with having multiple generations, lots of tutor moves as TMs and no real way to sort the inventory. The wiki is generally pretty dated, if you look at the edit history the last time that page saw an edit was over a year ago. I might start cleaning it up soon, I'm kinda surprised no one else has.
  21. Loading's a little slow but that'll probably get better with time. Looking forward to what this will become, seems very promising. I can't speak for Bestfriends with regards to the project but I can clarify that there isn't any value estimation. It's just the lowest GTL value at the time of the update.
  22. It needs Glare in order to outspeed possible choice scarf pokemon that it could otherwise lose to. Hydreigon, Pelipper, Togekiss, Darmanitan, Dragonite, Gengar, Weavile, Infernape, Chandelure, Salamence, Cloyster, Heracross and Mamoswine come to mind. It also needs Glare in order to outspeed swift swim users in the rain like Kingdra, Ludicolo and Kabutops. And it also needs Glare in order to outspeed a few pokemon that are naturally faster than it like Starmie, Crobat and Aerodactyl. That is a significant amount of pokemon that can outspeed it. Yep, a bunch of the pokemon I just mentioned don't enjoy switching into leaf storm. The ones that don't mind are usually hit super effectively by HP fire or ice. But Serp's base special attack is only 75. So while these pokemon don't like being chipped, they can switch into a hit and then outspeed and deal enough damage to stop the snake. It's not like you always have to switch them in directly either with the prevalence of U-turn, volt switch and teleport. You cannot tell beforehand which Serperior set your opponent is running. If it's Glare you can't switch in your offensive checks, if it's SubSeed you can't switch in your defensive checks. The presence of both of these sets is a big factor in how difficult it is to deal with. If it did not have Glare the things that hate being paralyzed would become a much more reliable answer. If it didn't have SubSeed the things don't like that set would become a much more reliable answer. It's not just the combination of Leaf storm and Contrary; until you know its moves you have to respect the glare set, the subseed set and the possible coverage it has. That on a pokemon that you'll mostly want to revenge kill is what pushes Serp to be as powerful as it is. There isn't a whole lot that likes switching into Conkeldurr either, but on top of the speed difference Conk not having as much utility is definitely a factor in how it's viewed. If you were to remove Glare or Leech seed you remove one of those options and because you have to cover for fewer options it becomes easier to bring a reliable check. It also means that the matchups it won using that option are no longer winning. I don't see how that isn't a nerf. Unless you meant it's not enough of one, and fair enough that could be the case. Echoing what Kaynine said, removing Contrary would also do this. But given that that comes with gutting Serp's viability in doubles where it's not an issue, dropping it back to NU and killing off Servine's viability in NU I would prefer they didn't do that. We don't have an Ubers or Anything goes tier, so outright banning things should be a last resort. Looking at Serp's usage and winrate and what's being said I'm not convinced that that is necessary just yet.
  23. So I'm gonna preface this with the fact that my only experience with pokeMMO OU is spectating it while I wait for eggs to hatch. I used Serp quite a bit back in gen 6 and it is a pokemon I'm very fond of so I wouldn't like to see a ban or HA removal. That being said there are definitely far fewer effective tools available to work around it so I can definitely see why change might be necessary. That's already been said before though so let me actually try to add something to the discussion. Serperior's relatively good bulk is rightfully pointed out in the first post. It's base 95 in both defenses is pretty good, 75 base hp is definitely workable. What I haven't really seen anyone talk about is investing some EVs into bulk. All the calcs in the first post are done with 0 EVs which is odd to me. Serp's base speed is incredibly good. So good in fact that it doesn't need to invest 252 EVs in speed. It's fairly safe to drop your speed to 179. The only pokemon in that range are Rampardos and Scrafty, neither of which are a problem. This then gives you 16 EVs to put into bulk. Serp's base 75 special attack isn't the best, contrary's boosts are what gives it the damage output. It'll still be a threat even with lower special attack investment. 56 HP was a common investment back in gen 6 OU to let your substitute survive uninvested hydro pumps from Rotom-W. Investing 220 EVs into special attack still lets you guarantee a 2HKO after leftovers on Blissey at +6. Chansey is a little tougher to crack, requiring 236 EVs and rocks damage for a 2HKO. I wouldn't know exactly how much is practical, 236 seems to be but I can't say for sure. I'm not saying that its absurdly good defensively but the snake has the room to be a little bulkier than you might expect. Leftovers along with access to giga drain, substitute, leech seed and synthesis make for a decent amount of longevity already. So, I think that this room for investment into bulk, while it's a small thing, shouldn't be overlooked. Removing Glare seems like a good solution to me. Leech seed could maybe also work if a smaller nerf is desired. I could see it not being enough though.
  24. Have you considered rematching the trainers in the snowpoint gym while you're already there? They're all ace trainers so give a good amount. I currently use the typhlo strat and my cloyster is easily able to take care of all of them on its own. Could save a decent amount of time if you also do the 6h trainer rerun.
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