Arimanius
-
Posts
1667 -
Joined
-
Last visited
-
Days Won
1
Reputation Activity
-
Arimanius reacted to Quakkz in TrainerTower Movetutor Index
Aerodactyl
[spoiler]Rock Throw 10000 BP[/spoiler]
Snorlax
[spoiler]Lovely Kiss 20000 BP
Splash 5000 BP
Sweet Kiss 10000 BP
Refresh 15000[/spoiler]
Dragonite
[spoiler]Hydro Pump 10000 BP
Heal Bell 25000 BP
Extreme Speed 25000 BP[/spoiler]
Furret
[spoiler]Dizzy Punch 20000 BP[/spoiler]
Noctowl
[spoiler]Night Shade 20000 BP[/spoiler]
Ledian
[spoiler]Refresh 15000 BP
Barrier 20000 BP[/spoiler]
Ariados
[spoiler]Refresh 15000 BP
Growth 10000 BP[/spoiler]
Lanturn
[spoiler]Light Screen 20000 BP[/spoiler]
Togetic
[spoiler]Tri Attack 25000 BP
Uproar 10000 BP
Helping Hand 10000 BP[/spoiler]
Xatu
[spoiler]Baton Pass 30000 BP
Safeguard 15000 BP[/spoiler]
Ampharos
[spoiler]-none-[/spoiler]
Bellossom
[spoiler]Leech Seed 20000 BP[/spoiler]
Azumarill
[spoiler]Hydro Pump 25000 BP
Dizzy Punch 20000 BP
Scary Face 10000 BP[/spoiler]
Politoed
[spoiler]Growth 10000 BP
Lovely Kiss 20000 BP[/spoiler]
-
Arimanius reacted to OrangeManiac in Competitive UU (tier 2) Guide - Post 19.8.2014 update
Tentacruel
[spoiler]
- Tentacruel can be quite diverse as it can be a special/mixed sweeper or even a Rapid Spinning utility for your team.
Special Sweeper
Item: Lum Berry
Nature: Timid
EVs: 252 Speed 252 Sp. Atk
Surf
Ice Beam
Giga Drain
Toxic / HP Electric
- Pretty self-explanatory.
Swords Dance + Sludge Bomb
Item: Lum Berry
Nature: Hasty
EVs: 252 Speed 252 Atk
Swords Dance
Sludge Bomb
Surf
Ice Beam / Giga Drain
- Really good set to surprise the likes of Grumpig and Hypno, which may think they can easily check Tentacruel with high Special Defense and Psychic attack.
Special Defensive Utility
Item: Leftovers
Nature: Calm
EVs: 252 HP 252 Sp. Def
Surf
Toxic
Rapid Spin
Ice Beam / Giga Drain
- Despite the high speed and seemingly good sweeping abilities, Tentacruel can work easily as a Sp. Def tank and clear the battlefield from Spikes.
Other options: Mirror Coat will surely surprise quite a lot, but Tentacruel is mainly getting hit to physical side.
Checks and Counters: Very difficult to counter or even check, especially with the buff of Giga Drain. Electric types don't generally have the necessary bulk against Tentacruel, even Lanturn doesn't work too well with 75 base Giga Drain. Psychic types work seemingly well, but Tentacruel's SD Sbomb is a nice little surprise against that.
[/spoiler]
Victreebel[spoiler]
- With the ability Chlorophyll and now the access Weather Ball makes Victreebel an amazing SunnyDay Sweeper.
SunnyBeam
Item: Lum Berry
Nature: Mild/Rash/Modest
EVs: 252 Sp. Atk, speed to reach ~93 speed stat, rest on HP
Sunny Day
Solarbeam
Weather Ball
Sludge Bomb / Sleep Powder / Morning Sun
- After the sun having a 120 base stab Grass move and 150 power fire move makes SunnyDay Victreebel to be one of the most frightening UU sweepers. Victreebel has very low bulk, but being able to put relatively decent amount of EVs to it makes it to survive the weakest hits.
Swords Dance
Item: Lum Berry
Nature: Lonely/Naughty
EVs: 252 Atk 252 Speed
Swords Dance
Sludge Bomb
HP Ground
Giga Drain
- This is mainly to surprise Fire-types such as Flareon and very high special defensive tanks, such as Tentacruel and Hypno which could live easily the SunnyBeam hit like it's nothing. Even with relatively bad bulk, Victreebel can always live an Ice Beam from Tentacruel (however works the best hitting the HP Ground on the switch)
Other options: Encore, if you're JonazDK.
Checks and Counters: Flareon, Ninetales and Rapidash are the best because they can turn the Sunny Day into their own benefit. Golduck is also very good with Cloud Nine if Victreebel is damaged a bit since it can lock the opponent Victreebel to a Solarbeam. Tentacruel works well, unless it's a surprise HP Ground set.
[/spoiler]
Vigoroth
[spoiler]
- One of the best users of EndureFlail due to having stab to this move AND Reversal. However, having a Endure set as your best by far rarely works. Vigoroth is still a decent Choice Band user.
EndureFlail AND Reversal
Item: Salac Berry
Nature: Adamant
EVs: 252 Atk 252 Speed
Endure
Flail
Reversal
Shadow Ball
- This set can really pack up a nice punch with two 1hp moves to use.
Choice Band
Item: Choice Band
Nature: Jolly
Evs: 252 Atk 252 Speed
Return
Shadow Ball
Earthquake
Brick Break / Low Kick
- Vigoroth can also work as a somewhat decent Choice Bander with access to a physical set that is usually enough.
Checks and Counters: Priority. Priority. Priority. Did I say priority? That shuts down the main set of Vigoroth. Other than that, just bulky Pokemon avoiding super effectives such as Blastoise and Donphan.
[/spoiler]
Vileplume[spoiler]
- The last update did something I didn't think was even possible. It made Victreebel outclass Vileplume at something - and very badly so - as a SunnyBeam sweepers with access to Weather Ball. Nonetheless, Vileplume is a really good Pokemon that may work best as a bulky Grass Pokemon like no other is in UU.
Cleric Tank
Item: Leftovers
Nature: Calm
EVs: 252 HP 252 Def
Aromatherapy
Giga Drain
Leech Seed (event move) / Toxic / Sleep Powder
Moonlight / Synthesis / Sleep Powder
- Aromatherapy is one of the best moves for Vileplume since it can contribute to its team so well. Leech Seed and Giga Drain made Vileplume quite a staller, however Grass is one of the worst defensive typings in the game.
SunnyBeam
Item: Lum Berry
Nature: Modest
EVs: 252 Sp. Atk, speed to 93~ rest on wherever
Sunny Day
Solarbeam
HP Fire
Sleep Powder
- Like I mentioned, because of the inferior HP Fire Vileplume isn't the best Pokemon for this set but obviously can work really well.
Other options: Running mixed Vileplume is an option to surprise Fire types.
Checks and Counters: Flareon and Ninetales primarily since they with good luck take advantage of the SunnyDay. Fearow is also a very good counter due to resistance on Grass attack and really hard hitting Drill Peck. Hypno, Grumpig and Xatu work due to type advantage and high special defense. Muk works nicely against Plume too with very nice Special Defense and no possible ways to take super effectives.
[/spoiler]
Walrein[spoiler]
- Hail Walrein Hail. Walrein is a very diverse Pokemon with nice all around stats and two nice special stabs.
Tank
Item: Leftovers
Nature: Bold
EVs: 252 HP 180 Def, rest sp. Def
Surf
SuperFang
Toxic / Ice Beam
Rest / Ice Beam
- The set for basic stallrein. SuperFang is a really nice move since it can do so much damage, no matter how low your attack is. 180 Defense let's you survive 2 EQs from Choice Banded Nidoking so that's a nice thing to set up your Walrein.
CurseRein
Item: Leftovers
Nature: Sassy
Evs: 252 HP 252 Sp. Def
Curse
Earthquake
Ice Beam
Rest
- Walrein has access to Curse, which makes it a really tough tank to break after some Curses and then can deal some major EQ damage.
IceBall
Item: Leftovers
Nature: Modest
EVs: 252 HP 252 Sp. Atk
Defense Curl
Ice Ball
Rest / Surf
Toxic / Surf
- Sounds a bit gimmicky, but hey - I've been personally swept by this thing so I know how scary it can be. Defense Curl doubles the Ice Ball's damage, so lead off with that and start rolling.
Other options: Since Blizzard has now 100% accuracy in hail, running Hail and Blizzard together in a stally set could be something very cool.
Here's fredrichnietzes's sets of Walrein and minus the part of Rhydon being UU, these are still very relevant:
[spoiler]
perfect coverage
item:leftovers
nature:relaxed/sassy
EV's: 252 hp split def.spdef
moveset
earthquake ice beam rest encore / toxic /superfang earthquake/ice beam allow walrein to have perfect coverage. this set is rather anoying to deal with.
am fast u mad?
item:leftovers
nature:timid/bold
EV's enough to hit 113 speed 252 hp rest in def/spdef
moveset
encore ice beam superfang rest / toxic [/spoiler]
Checks and Counters: The only idiotproof counters to Walrein are Fight types and pretty much all of them. Other than that countering isn't very easy, due to Walrein having access to Earthquake which makes Electric types be very cautious.
[/spoiler]
Wynaut
[spoiler]- Okay, maybe it's actually time to write a real build about Wynaut in this guide.
Well, not me but I got someone else to write it for me because I just couldn't do it.
[spoiler]lol jk [/spoiler]
Other options: No.
Checks and Counters: What are those? I'm battling a Wynaut..[/spoiler]
Xatu [spoiler]
- Xatu might be one of the best special sweepers in the whole tier with amazing special movepool of Psychic, Heat Wave and Giga Drain which all give you more than you need.
Calm Mind sweeper
Item: Lum Berry
Ability: Synchronize
Nature: Timid
EVs: 252 Speed 252 Sp. Atk
Calm Mind
Psychic
Heat Wave
Giga Drain
- This is quite amazing, since it can even beat the likes of Lanturn and Blastoise when Calm Minded on the switch.
QuickNap
(a.k.a. NICETOTEM - credits to NICEGUY)
Item: Leftovers
Ability: Early Bird
Nature: Bold
EVs: 252 HP 252 Def
Calm Mind
Psychic
Rest
Heat Wave / Giga Drain
- Xatu can have some nice physical protection with Bold 252 HP def and with Calm Minds it comes unbeatable. Xatu can rest only it will sleep only 1 turn because of Early Bird, therefor Xatu can easily get to amazing buffs to sweep your opponent's team.
Checks and Counters: Xatu is one of the rare sweepers that sometimes feels like impossible to fully counter. Flareon might be the best Pokemon against Xatu, though with high special defense and Shadow Ball to always OHKO Xatu. Special attacks don't got anything on Xatu after CMs up and a majority of physical attackers got a 1 or more super effectives from Xatu's set.
[/spoiler]
-
Arimanius reacted to OrangeManiac in Competitive UU (tier 2) Guide - Post 19.8.2014 update
Raichu
[spoiler]
- Rarely you will see a evolved form being inferior to it's pre-evolution, but in competetive play Raichu might even be that, because of Pikachu's Light Ball. Raichu's movepool got a nice buff with access to especially Surf.
Sub Puncher
Item: Lum Berry / Leftovers
Nature: Hasty / Mild
EVs: 252 speed, 252 sp. atk
Thunderbolt
Surf
Substitute
Focus Punch
SubReversal
Item: Liechi Berry
Nature: Hasty/Naive
EVs: 252 speed, sp. atk and atk where you need it most
Thunderbolt
Surf (Event move)
Substitute
Reversal
- Nice set late game. There aren't a lot of things that can outspeed Raichu so it can do some nice work late game with Reversal, while hitting hard those notorious bulky waters with Thunderbolt.
Other options: Extremespeed is nice but Raichu outspeeds the majority of the used meta of UU. HP Grass is nice against Quagsire, which could think it's a safe switch after the last update. HP Ghost is a nice move for more physically invested because it can hit hard special defensive tanks like Hypno.
Checks and Counters: Lanturn is the best counter with Volt Absorb and resistance to Surf. Vileplume is also quite perfect against Raichu. Quagsire is also very often a perfect solution against Raichu, unless Raichu has HP Grass. Running Surf and HP Grass together isn't really beneficial so Surf basically tells it doesn't have HP Grass.
[/spoiler]
Rapidash[spoiler]
- Look at my horse, my horse is amazing... Well not really. Rapidash, like so many of the Gen3's Fire-types suffers from being offensively based mixed attacker with quite terrible defenses. Because of base stats Rapidash would looks like it might have a chance to be quite a nice mixed sweeper with unpredictability whether Rapidash is more physical or special, but unfortunately Rapidash's physical movepool is quite horrible.
SunnyBeam
Item: Lum Berry
Nature: Hasty/Naive
EVs: 252 speed, 252 sp. atk
Sunny Day
Flamethrower
Solarbeam
Return
- Works really well when predicted a switch out correctly to a Water/Ground/Rock type.
Choice Band
Item: Choice Band
Nature: Hasty/Naive
EVs: 252 Speed 252 Atk
Return
Iron Tail
Overheat
HP Ground / HP Rock / HP Fight / Low Kick / Quick Attack
- The best set to utilize Rapidash's very good attack.
Checks and counters: In case Rapidash goes Sunny Day for predicted switch, countering Rapidash may suddenly turn to a problem. Rock and Water types would have to take a Solarbeam and that isn't usually good. Other than that any Rock and Water type will wreck Rapidash any day of the week and Pokemon like Hypno and Grumpig can easily take Flamethrowers and KO one without any problem.
[/spoiler]
Sandslash
[spoiler]
- Quite nice reliable physically bulky Pokemon, that can work well as a tank or hard hitting Choice Bander.
Choice Band
Item: Choice Band
Nature: Adamant
EVs: 252 HP 252 Atk
or
Nature: Jolly
EVs: 252 speed 252 Atk
Earthquake
Rock Slide
HP Ghost
Brick Break
- Pretty much the only physical set Slash gets but it gets the job done.
Rapid Spinner tank
Item: Leftovers
Nature: Impish
Evs: 252 HP 252 Defense
Earthquake
Rapid Spin
Rock Slide
Toxic
- Rapid Spin is a huge help for your team and this probably is the best set to build around it.
Swords Dance
Item: Leftovers
Nature: Adamant
EVs: 252 Atk 252 HP
Swords Dance
Earthquake
Rock Slide
HP Ghost
- SD variant of CB set.
Other options: SubPunch because why not.
Checks and Counters: Bulky Waters, bulky Bellossom. Stuff like Haunter needs prediction.
[/spoiler]
Scyther[spoiler]
- Very nice physical sweeper that is in the top of UUs speed tier, and therefor aside by being a very good CB user and Swords Dancer it can really lategame sweep with SubReversal.
Choice Band
Item: Choice Band
Nature: Jolly
EVs: 252 Atk 252 speed
Silver Wind
Wing Attack / HP Flying
Brick Break / HP Rock / Ground / Quick Attack
Steel Wing / Quick Attack
- Scyther really needs the Jolly nature, even for Choice Banding because outspeeding the 95 and 100 base speed tier is crucial. With a nice Hidden Power, Scyther can have quite a nice CB set.
Swords Dance
Item: Lum Berry
Nature: Jolly
EVs: 252 Atk 252 Speed
Swords Dance
Silver Wind
HP Flying / Wing Attack
Brick Break / Steel Wing / HP Rock / HP Ground
- Swords Dance variant of Scyther. Works the best when switched in vs a Psychic type and scared it out.
SubReversal
Item: Liechi Berry
Nature: Jolly
EVs: 252 Atk Speed
Substitute
Silver Wind
HP Flying
Reversal
- Because Scyther outspeeds the majority of the UU speed meta (loses only to rarely used Persian and Sneasel) the best Reversal set for Scyther is to Substitute down to Liechi range and sweep.
Checks and Counters: Donphan and Golem are the primary counters to Scyther which can't really do much anything against those. Bulky waters like Cloyster, Blastoise, Lanturn etc work well too although SubReversal might cause them problems.
[/spoiler]
Sharpedo[spoiler]
- Possibly the most ultimate glass cannon in Pokemon's existance. Sharpedo has very respectful attacks of 120 physical and 95 special, but your thoughts about this Pokemon really goes bad when you see its absolutely ridiculously terrible defenses of 40 each. What is significant of Sharpedo, however is that with Endure and Rough Skin it's one of the primary solutions to Sub/Endure Flail/Reversal Pokemon since it can deal damage with Rough Skin without getting KOd.
Mixed Sweeper
Item: Salac/Petaya/Liechi Berry
Nature: Hasty/Naive
EVs: 252 speed, 252 Sp. Atk or Atk
Surf
Endure
Earthquake / Ice Beam / HP Grass
Crunch / Ice Beam / HP Grass
- The primary set to take advantage of Sharpedo's low defenses and sky high attack.
Choice Band
Item: Choice Band
Nature: Hasty/Naive
EVs: 252 Atk 252 speed
Earthquake
HP Rock / Ancientpower
Surf / Hydro Pump
Return / Double-Edge
- The set to maximize Sharpedo's 120 attack
Checks and Counters: Not like you would have switch away from this thing in the first place, but if you had to then the best options would be Blastoise, Hitmontop or a bulky Vileplume.
[/spoiler]
Shuckle
[spoiler]
- Oh shucks, it's Shuckle. Say hello to the absolute defensive god of Pokemon. Shuckle can serve as a great utility for your team with ability to basically spam Toxic, Knock Off, go to sleep and repeat. Your opposing walls lacking Leftovers might be a bigger benefit in longer run than you might think.
Knock Off
Item: Leftovers
Nature: Bold/Calm/Careful/Impish/Sassy/Relaxed
EVs: 252 HP, split defs
Knock Off
Rest
Toxic
Encore / Sleep Talk
Other options: Swagger is nice if you wanna force your opponent Choice Bander to switch out if you have some spikes set up in fear of hitting itself to death.
Rollout
Item: Leftovers
Nature: Careful
EVs: 252 HP 252 Attack
Defense Curl
Rollout
Toxic
Knock Off
- Yes. This is nothing but for shits and giggles. Defense Curl doubles the power of Rollout. After the later hits Shuckle can hit quite hard, yet obviously it's getting easily destroyed while being locked to Rollout.
Checks and Counters: Substitute and Taunt. There you go, opposing Shuckle can't do anything anymore. If you have don't have those, then everything that can 3HKO Shuckle, and those are usually only something that carries a Super Effective move.
[/spoiler]
Sneasel[spoiler]
- The fastest UU after Electrode packs a fairly nice power with Choice Band. Sneasel, however really suffers for not having a physical stab quite a lot.
Choice Band
Item: Choice Band
Nature: Jolly
EVs: 252 Atk 252 Speed
Shadow Ball
Brick Break / Low Kick
HP Rock / HP Ground
Iron Tail / Double-Edge / Return / Quick Attack
- Sneasel's offensive movepool is solid with the combo of Shadow Ball and Brick Break, yet it doesn't really pack amazing surprise value by its moveset and pretty much always needs a Hidden Power to fill the set. Low Kick is a nice alternative option to Brick Break hitting hard against Sneasel's hard counters, such as Donphan and Forretress.
Swords Dance
Item: Lum Berry
Nature: Jolly
EVs: 252 Atk, 252 speed
Swords Dance
Shadow Ball
Brick Break / Low Kick
Iron Tail / Return / HP Rock / HP Ground
- SD set of Sneasel.
Checks and Counters: Fight-type Mach Punchers are the best counter to Sneasel, due to its 4x weakness. Any Bulky Pokemon without a Fight/Ghost weakness works as a reliable check.
[/spoiler]
Solrock[spoiler]
- The newcomer of the world of PokeMMO. While as Lunatone is the Special Attack and Defensively amazing Solrock finds to be the exact counterpart with high Attack and Defense, therefor a good Pokemon for Choice Banding.
Choice Band
Item: Choice Band
Nature: Adamant
EVs: 252 HP 252 Atk
Rock Slide
Earthquake
Shadow Ball
Explosion
- Pretty much the only physical set for Solrock, yet it gets the job done.
Calm Mind
Item: Chesto Berry
Nature: Bold
EVs: 252 HP 252 Defense
Calm Mind
Psychic
Flamethrower / Fire Blast
Rest
- Although Lunatone is waay better choice of a Calm Minder, can Solrock work as one too with the unpredictability.
Other options: Light Screen and Reflect.
Checks and Counters: Solrock is hard if not impossible to counter with the Rock Slide/EQ combo. Blastoise works as a really nice check as well as Vileplume which only problem would be a fire attack.
[/spoiler]
Stantler[spoiler]
- The (rein?)deer that loses from diversity only to Smeargle. This thing can do it all. Literally. It has access to moves like Solarbeam, Calm Mind.. Stuff you didn't think it could ever be possible. The biggest downfall for Stantler, sadly, is that its base stats are quite awful like you might have guessed it. I don't know why Stantler has Intimidate, but it's a cool ability for it.
Choice Band
Item: Choice Band
Nature: Jolly/Adamant
EVs: 252 Speed 252 Attack
Return / Double-Edge
Shadow Ball
Megahorn
Earthquake
- The CB set of Stantler. Coverage and damage-wise one of the best Choice Banding sets in the UU tier.
Mixed sweeper
Item: Lum Berry
Nature: Hasty/Naive
EVs: 252 Speed, split or one side the other attack
Thunerbolt
Megahorn
Earthquake / Return / Shadow Ball
Psychic
- What's so good about this set is that Pokemon that are expected to check Stantler easily, such as Cloyster and Blastoise will suddenly have to take a Thunderbolt and Hitmontop has to take a Psychic. The primary set has a super-effective on 11 out of 17 types in the game.
Calm Mind
Item: Leftovers
Nature: Bold
EVs: 252 HP, 252 Defense
Calm Mind
Psychic
Thunderbolt
HP Grass / Water / Dark etc.
- Yup. This deer can Calm Mind. It's really good combined with ability Intimidate which helps you setting up against physical attackers.
Checks and Counters: Again, one these Pokemon you cannot counter without prediction. Just can't. However, Stantler's firepower is quite bad so there's not a lot you need to switch out against this thing.
[/spoiler]
Steelix
[spoiler]
- Steelix is a physical defensive god. Having 200 base defense, it can eat physical super effectives for breakfast but after the implementation of Choice Band it's easier to hit this thing harder now. Steelix itself is a very good Choice Bander with stab Iron Tail and EQ as well as great Tank for Roaring.
Standard Wall
Item: Leftovers
Nature: Impish
EVs: 252 HP, 252 Sp. Def
Earthquake
Iron Tail / Toxic
Roar
Explosion / Toxic
- The best use for this set is to have spikes up on the field and Roar down the opponent hoping to constantly get a Pokemon against you that can't do anything. With the Choice Band meta, it has got a lot harder.
Choice Band
Item: Choice Band
Nature: Impish/Adamant
EVs: 252 HP 252 Atk
Earthquake
Iron Tail
Rock Slide / HP Rock
Explosion
- The CB set for Steelix, which is really nice with 2 physical stabs. Impish nature could be better for Steelix because the stat boost it gets from it is insane.
Checks and Counters: Blastoise, Cloyster, Dewgong, HP Fire Vileplume, Donphan and Quagsire are the best ones against Steelix, all of which can beat Steelix quite easily.
[/spoiler]
-
Arimanius reacted to OrangeManiac in Competitive UU (tier 2) Guide - Post 19.8.2014 update
Ninetales[spoiler]- The update turned Ninetales from a very rarely used special sweeper to the one of the best UUs out there. The ability to Calm Mind and Sunny Day Solarbeam makes Ninetales one of the most frightening forces out there. The Pokemon that was easily hard countered by bulky waters can finally retaliate with a base 120 Grass move. Ninetales also has a lot of utility value with Will-O-Wisp and Confuse Ray
Sunny Beam
Item: Lum Berry
Nature: Timid
EVs: 252 Speed 252 Sp. Atk
Sunny Day
Flamethrower / Fire Blast
Solarbeam
Calm Mind / Extrasensory / Will-O-Wisp / Hypnosis / Confuse Ray
- Force switch with Ninetales against Steelix/Forretress/Vileplume or something like that and set up Sunny Day to see Bulky Waters to take a base 120 Grass move. So powerful.
Calm Mind tank
Item: Leftovers
Nature: Calm
EVs: 252 HP, 252 speed
Calm Mind
Flamethrower
Extrasensory
HP Grass / Will-O-Wisp
(or just Sunny Day and Solarbeam combo for last two moveslots)
- A bulkier version of the Sunny Day sweeping set. What makes Calm nature and 252 HP so good is that even without speed nature you will still outspeed the 85 base speed group containing a lot of Pokemon by just 1 stat. For this set first go for Calm Mind and then set up Sun.
Pain Split
Item: Leftovers
Nature: Calm
EVs: 252 HP, 252 Defense
Calm Mind
Pain Split
Flamethrower
HP Grass
- Ninetales has access to quite a cool move, Pain Split. What Ninetales can do is to set up itself and whenever taking damage just Pain Split it all back.
Checks and Counters: Flareon and Rapidash are basically the only remaining counters for Ninetales since bulky waters are no longer reliable. Flareon and Rapidash however work as a really good counters with Flash Fire since they can turn it all to their benefit while there's nothing Ninetales can do.
[/spoiler]
Octillery[spoiler]
- One of the least used UUs out there. Octillery's base stats just cry for mixed sets, however its movepool isn't that amazing. Octillery isn't very bulky and when considering the fact it's one of the slowest UUs, it usually gets 2HKO by a lot of things.
Mixed
Item: Leftovers
Nature: Quiet
EVs: 252 Sp. Atk 252 HP
Surf
Ice Beam
Fire Blast
Return / Rock Blast / HP Ground / Signal Beam
- The main coverage you get is from the special side. Try to switch in against a fire type and predict the incoming switch correctly.
Checks and Counters: Ampharos and Lanturn will destroy Octillery with blinking an eye. Any specially bulky without weakness to those 3 special moves is at least a good check.
[/spoiler]Omastar[spoiler]
- The rain dance sweeper of UUs. The Special variant of the fossil trio really enjoys hitting that hard Stab Surf in the rain. This Pokemon can easily turn into every lategame to a sweep. Omastar can also work as a nice Spiker.
Rain Dance Sweeper
Item: Lum Berry / Mystic Water
Ability: Swift Swim
Nature: Modest
EVs: 252 Sp. Atk, 252 speed OR speed to 93 base stat
Rain Dance
Surf
Ice Beam
HP Grass
- Pretty self-explanatory. Set up rain and sweep. Mystic water is nice to boost your amazing damage to the absolute max, however Lum Berry is usually just way too good not to use.
Spiker
Item: Leftovers
Ability: Shell Armor
Nature: Bold
Evs: 252 HP 252 Sp. Atk
Spikes
Surf
Ice Beam / HP Grass
Toxic / HP Grass
- Omastar has a really impressive defensive stat of 125, that usually gets forgotten over the amazing sweeping abilities.
Checks and Counters: Lanturn and Golduck with Cloud Nine are Pokemon that really can be considered counters, especially Lanturn can even take the rain into its advantage. Vileplume is also very good, it can Giga Drain Omastar to oblivion or even set up Sunny Day to outspeed Omastar for the sweep of its own. Other than that Rain Dance Omastar is really hard to check. It can 1HKO and 2HKO so much stuff, it's really hard to check Omastar.
[/spoiler]
Pikachu
[spoiler]
- Just when you thought you couldn't overpower this rodent anymore after Light Ball and everything. Guess what. Last update gave Pikachu Extremespeed and Surf making Pikachu even better in sweeping that it was before.
Mixed sweeper
Item: Light Ball
Nature: Hasty
EVs: 252 Speed, 252 Sp. Atk/252 Atk
Thunderbolt
Surf (event move)
Extremespeed (Event move)
HP Grass / Fake Out / Brick Break / Iron Tail / Focus Punch / Signal Beam
- The best overall coverage and damage set for Pikachu. Even though Pikachu is fast, it isn't the fastest so taking the fast sweepers with Extremespeed is amazing.
Checks and Counters: Basically the only counters to Pikachu are Lanturn and a bulky Vileplume. From the checks pretty much only Hypno and Grumpig. That's how hard Pikachu hits. Carrying priority because of this mouse is very recommended.
[/spoiler]
Pinsir
[spoiler]
- One of the only Gen3 Choice Banders that actually have a whole set of powerful physical moves. Pinsir can also work nicely as a Swords Dance user and a SubFlail user.
Choice Band
Item: Choice Band
Nature: Adamant
EVs: 252 Atk 252 speed
Hidden Power Bug
Earthquake
Rock Slide
Brick Break / Superpower
- Hidden Power Bug is the primary move for Pinsir, being the hardest hitting attack with stab. Also Bug types has reliably good coverage and it's not resisted by a lot of Pokemon.
Swords Dance
Item: Lum Berry / Leftovers / Salac Berry
Nature: Adamant
EVs: 252 Atk, 252 Speed
Swords Dance
Earthquake / Brick Break / Superpower / Quick Attack
Hidden Power Bug / Hidden Power Ghost / Quick Attack
Rock Slide
- Swords Dance variant of Pinsir. This is the primary set for HP Ghost Pinsir, since with Choice Band it would do plenty than enough against Ghost type Choice Band counters with HP Ghost. Salac Berry is nice if you get lucky and get hit into Salac Berry range, which can provide you a sweep if you're lucky.
SubFlail
Item: Salac Berry
Nature: Adamant
EVs: 252 Atk, 252 speed
Substitute
Flail
Hidden Power Bug / Hidden Power Ghost
Rock Slide
- Quite self-explanatory SubFlail set to try to lategame sweep the opponent.
Checks and Counters: Due to Pinsir's amazing movepool, it's really hard to get a 100% safe switch against Pinsir if not rather impossible. Donphan is really good against Pinsir with high bulk and Rock-type move.
[/spoiler]
Politoed
[spoiler]- The non tadpole but actually a real frog of the Poli family. Politoed is by no means a bad Pokemon, however it is hardly outclassed by other water-types and it doesn't have really any more coverage than anything else.
Standard
Item: Leftovers
Ability: Water Absorb
Nature: Calm / Modest
EVs: 252 HP, 252 Sp. Atk
Surf
Encore / Toxic
Psychic
Ice Beam
- Kinda overall nice bulky water set.
Other options: Running Politoed mixed is an option due to decent-ish 75 base attack, with the likes of Earthquake. Hypnosis is also an option, yet the accuracy and sleep nerf makes that more almost unbearable to use.
Checks and Counters: Lanturn, Ampharos are the best. Also Raichu and Electabuzz can take any hit without a problem unless lost already HP. Other than that, Toxic users are pretty good.[/spoiler]
Poliwrath[spoiler]
- The second you look at Poliwrath's base stats and movepool you can say it can do it all. However, Poliwrath has proven to work the best a physical sweeper.
Belly Drum
Item: Salac Berry
Ability: Water Absorb
Nature: Adamant
EVs: 252 Atk 252 Speed (HP dividable by 4)
Belly Drum
Substitute
Brick Break
HP Ghost / HP Rock
- Along with Linoone, the best sleep/para/confusion/encore abuser in the game. Get a free sub, Belly Drum, activate Salac and sweep. You want your Salac to activate at the highest possible HP, therefor Pokemon like Flareon can't necessarily take you down with a Quick Attack.
SubPunch
Item: Leftovers
Ability: Water Absorb
Nature: Jolly/Adamant
EVs: 252 Atk 252 speed
Substitute
Focus Punch
Earthquake
HP Ghost / HP Rock
- Force switch and hit hard with STAB 150 Fighting attack.
Bulk Up
Item: Leftovers / Chesto Berry
Nature: Careful
EVs: 252 HP 252 Sp. Def
Bulk Up
Brick Break
Earthquake / Rest
HP Ghost / HP Rock
- The bulky variant of Poliwrath, which can really can surprise. Especially the unexpectedly high Special Defense. Running this set as a Chesto-Resto variant is possible, however be sure to have something against Ghost types.
Special attacking variant
Item: Leftovers
Nature: Rash/Quiet
EVs: 252 HP 252 Sp. Atk
Surf
Psychic
Ice Beam
Brick Break
- The set if you wanna surprise some Donphan, Gligar, Lunatone and Vileplume but other than running special isn't really recommended
Other options: Hypnosis, but the accuracy.
Checks and Counters: Another Pokemon difficult to counter but only if getting very badly predicted on. Vileplume is the only almost idiot proof counter against Poliwrath unless it has some special attacking trickery. Other than the best are Xatu, Grumpig, Hypno if not getting badly predicted. Running priority to avoid getting swept by Belly Drum helps.
[/spoiler]
Porygon2[spoiler]
- The primary - if not the only reason - why so many Pokemon in UU has run Toxic in the history of UU. Amazing special tank with BoltBeam and Recover for HP Recovery.
BoltBeam Tank
Item: Leftovers
Nature: Calm
EVs: 252 HP, Split def and sp. atk
Recover
Ice Beam
Thunderbolt
Toxic / Psychic
- Boltbeam is known to have amazing coverage, so with 2 only attacking moves it works really well. Toxic is nice to put up a status against incoming counters and just get away from the scene and especially against other Porygon. Psychic is a nice move to blind predict an incoming Fight-type.
Specially offensive tank
Item: Leftovers
Nature: Modest
EVs: 252 HP, 178 Sp. Atk, rest on Defense/Sp. Def
Recover
Ice Beam
Thunderbolt
Psychic
- More offensive variant of Porygon's tank set.
Physical Tank
Item: Leftovers
Nature: Careful
EVs: 252 HP, 68 Sp. Def, rest on Atk
Sharpen
Return / Facade
Shadow Ball
Recover / Toxic
- Less used, but it really has some nice surprise value. It's primarily good against Grumpig, because P2's special set has nothing on Grumpig. However, this set not only gets 4HKOd by +1 Psychic from Grumpig but only 2HKOs 252 HP Grumpig.
Checks and Counters: Fight types are nice, but can't be really consider counters because of possible Psychic on Porygon2. Choice Band gave physical attackers a lot more firepower, therefor running Choice Banders to 2HKO this thing is very viable. And running Toxic helps.
[/spoiler]
Primeape
[spoiler]
- High attack and low defenses almost cry for Endure-Reversal. Other than just decent Choice Bander with the biggest downfall that it cannot switch in against really anything.
Choice Band
Item: Lum Berry
Nature: Adamant/Jolly
EVs: 252 atk, 252 speed
Cross Chop
Rock Slide
Earthquake
HP Ghost / Overheat
- The Choice Banding set for Primeape.
Reversal
Item: Salac Berry
Nature: Adamant
EVs: 252 atk, 252 speed
Endure
Substitute
Reversal
HP Ghost
- Primeape with 105 base stab Reversal can do some serious havoc if succeeded. Primeape can choose whether it Endures against faster Pokemon or Substitutes down to Reversal.
Other options: Encore.
Checks and Counters: Because of the fast SubReversaling, it's scary to switch out from Primeape. If you can pull it off, the usual Psychic types Grumpig and Hypno as well as Haunter unless getting predicted on.
[/spoiler]
Quagsire[spoiler]
- The greatest tank in UUs with the downfall of having 4x weakness of Grass hurt from the Giga Drain buff and Hidden Power buff even more. It's one of those Pokemon you so often don't wanna run because you're so unsure of its reliability.
Curse
Item: Leftovers
Nature: Careful / Quiet
EVs: 252 HP, 252 sp.def
Curse
Earthquake
Recover
Ancientpower / HP Ghost / Surf
- The standard PokeMMO set for Quagsire.
Other options: Quagsire can be a really nice Counter user.
Checks and Counters: Vileplume and Haunter are by far the best. Anything with HP Grass or Giga Drain can be considered as a check, though.
[/spoiler]
Qwilfish
[spoiler]
- Overshadowed by poor base stats, Qwilfish does have a lot of ways to use.
Spiker
Item: Leftovers
Nature: Jolly
EVs: 252 HP, 252 speed
Spikes
Substitute
Destiny Bond / Selfdestruct
Sludge Bomb
- Qwilfish is a really fast spiker and after it's done, can it even easily try to take the opponent out with Destiny Bond / Selfdestruct.
Swords Dance
Item: Leftovers/Lum Berry
Nature: Jolly/Hasty
EVs: 252 speed, 252 attack
Swords Dance
Sludge Bomb
Selfdestruct
Hydro Pump / Surf
- If Qwilfish can pull a Swords Dance in the switch, 95 base attack +2 stab Sludge Bomb will hurt anything not resisting it. In case it faces a Steelix/Golem or something resisting Poison, can it just Hydro Pump or Surf it.
Flail
Item: Salac Berry
Nature: Adamant
EVs: 252 atk, 252 speed
Flail
Swords Dance
Endure
Shadow Ball
- Well if it isn't a good attack stat Pokemon with bad defenses and Flail set. Like all Salac/Endures, if this works out it can provide as a great late game sweeper.
Checks and Counters: Quagsire is easily the most reliable counter since Qwilfish can't even be sure about Selfdestructing because of the possible ability Damp. Other than that Donphan can quite reliably live a water move from Qwilfish with pretty limited 55 base sp. atk and just easily EQ it off. Ampharos also resists attacks well and just OHKO with Thunderbolt.
[/spoiler]
-
Arimanius reacted to OrangeManiac in Competitive UU (tier 2) Guide - Post 19.8.2014 update
Lunatone[spoiler]- Lunatone's cool. That's all. The biggest downfall for Lunatone is that it barely has 4 moves it can use and its primary moveset is pretty much outclassed by Xatu, Grumpig and Hypno.
Calm Mind sweeper
Item: Chesto Berry / Leftovers
Nature: Bold
EVs: 252 HP, 252 Defense
Calm Mind
Psychic
HP Fire / Ice Beam
Rest / Pain Split / Moonlight
- Pretty basic Calm Mind set.
Other options: Explosion is always a nice move, but 55 base attack isn't really the best stat around it.
Checks and Counters: Grumpig basically shows Lunatone the middle finger coming in, setting up own Calm Mind and Whirlwinding Lunatone away when feeling threatened. Bulky waters also quite easily take this thing down.[/spoiler]
Magmar[spoiler]- Magmar has nice tricks on its "sleeves" with nice special movepool including Psychic and Thunderpunch, also can Cross Chop seemingly good walls against it like Clefable and Porygon. Magmar also has one of the best abilities in the game as Flame Body, if it was a bit more bulky you would really afraid to contact this thing.
Mixed sweeper
Item: Lum Berry
Nature: Mild
EVs: 252 Sp. Atk, speed to outspeed the massive 85 base speeders, rest on HP
Fire Blast / Flamethrower
Thunderpunch
Cross Chop
Psychic / HP Grass
- Set has really nice coverage, but Magmar can't help being overshadowed by quite bad base stats.
Other options: Belly Drum + Mach Punch if you wanna go yolo.
Checks and Counters: Bulky waters, Rock/Ground types and Porygon2/Clefable seemingly would be nice counters typewise but Magmar has an answer to all of those. However, Magmar isn't base stat wise any monster so not like it forces anything out in the first place.[/spoiler]
Magneton[spoiler]
- The thing you won't see that much around, but the existence of this thing really makes you concern you with teambuilding in terms of Steel-type Pokemon. With Magnet Pull, Magneton's main reason of team slot is to get rid of Forretress.
Get Trapped
Item: Leftovers
Ability: Magnet Pull
Nature: Modest
EVs: 252 HP, 252 Sp. Atk
Thunderbolt
HP Fire
Substitute
Metal Sound
- Pretty simple. Switch in against Forretress, or lower HP Steelix or Aggron and KO them while there's nothing they can do.
Other options: HP Grass is a nice surprise on Quagsire and HP Ice against Gligar.
Checks and Counters: Gligar just laughs entering the battlefield against this thing, especially if it had confirmed Magneton has no HP Ice. Gligar with Swords Dance can set itself even for a sweep. Donphan also is one of the best counters which again needs to be afraid of HP Grass. Other than that, special walls pretty much destroy Magneton without a problem, such as FirePunch Grumpig and Hypno.
[/spoiler]Mantine[spoiler]
- First thing you see from Mantine is its UU topping 140 base special defense. What makes Mantine so good, though, is that it can work as a good utility or a Rain Dance sweeper.
Rain Dance Sweeper
Item: Lum Berry / Leftovers
Nature: Modest
Ability: Swift Swim
EVs: 252 Sp. Atk, 252 HP (make sure you put a little speed to reach 93 base stat)
Surf
Rain Dance
Ice Beam
HP Grass / Toxic
- Pretty basic rain dance sweeping set. Mantine's special movepool is quite narrow so this is pretty much the only avaliable set.
Tank
Item: Leftovers
Nature: Calm
Ability: Water Absorb
EVs: 252 HP, 252 Defense
Surf
Ice Beam
Toxic
Haze / Confuse Ray
- Even though Baton Pass is banned, having Haze for the likes of Grumpig is very crucial. Other than that, just Toxic everything you can and hit Surf and Ice Beam against something that will take decent enough damage from it. Water Absorb also is a great ability to keep your opponent from using its water type attacks.
Checks and Counters: Despite the amazing special defense, Mantine has one crucial weakness on the special side and that's 4x electric. Therefor Ampharos, Electabuzz and Raichu are the best counters - except the last of these are quite fragile Pokemon. Therefor switching in isn't really easy with these. Any Choice Bander with decent special defense and no Water weakness works also at least as a decent check.
Team Synergy: Water Absorb is excellent in a team with some Water type weakness, to make opponent afraid to use it in fear of healing your opponent. Rain Dance sweeper can have like Electrode setting up the rain or Kabutops to gain benefit from it if you had to switch.
[/spoiler]
Misdreavus[spoiler]
- Missy D. Known as having the most evil set in the game: Perish Trapping. Also very nice with Calm Mind set, since it can easily set itself up against a Choice Band pokemon who predicted wrong and hit Misdreavus with any of Misdreavus' immunity types: Normal, Fight or Ground.
Perish Trapper
Item: Leftovers
Nature: Calm
EVs: 252 HP 252 Def
Mean Look
Perish Song
Taunt / Destiny Bond
Protect
- The idea is to Mean Look on the switch, then Perish song. Protect once or twice depending on your luck - and get the hell out of there to see the opponent faint.
Calm Mind
Item: Leftovers
Nature: Bold
EVs: 252 HP 252 Def
Calm Mind
Psychic
Thunderbolt
Substitute / Taunt
- The most effective use of this set is to trap your Choice Band opponent locked into a resistance move against Misdreavus and start to set up. Taunt is against phazers but there isn't so much of these after the ban of Baton Pass.
Checks and Counters: Against Perish trapping set, something with a lot of Fire power - preferably Ghost type attack. Same goes with Calm Mind set too. Absol and Flareon work as the best counters for Missy.
[/spoiler]
Mr. Mime[spoiler]
- The Pokemon that used to be one of the best - if not the best - Baton Passer in the game with ability to Calm Mind and Barrier Baton Pass. After its era of terror with BP has ended, it is badly outclassed by its fellow Psychic types in terms of sweeping with Calm Mind.
Calm Mind sweeper
Item: Lum Berry
Nature: Timid
EVs: 252 Speed 252 Sp. Atk
Calm Mind
Psychic
Thunderbolt
Fire Punch / HP Grass / Ice Punch
- Pretty much the only set that can do something anymore.
Other options: Frustration. It's so pissed of Baton Pass got banned so I guess with some weird magic Mime would get like a 500000 base power to this move.
Checks and Counters: Any special defensive tank with any physical move. Flareon is the best one from these as well as Absol works well unless not getting predicted on. With the low base HP of Mr. Mime Clefable or Hypno can pretty much take this down with some 3 Seismic Toss.
[/spoiler]Muk [spoiler]
- A great special tank Pokemon, that wishes it wasn't hard countered by Gligar and Donphan and Calm Mind Psychic types like Grumpig, Hypno and Xatu.
Curse
Item: Leftovers
Nature: Careful
EVs: 252 HP, 252 Special Defense (maybe some attack instead)
Curse
Sludge Bomb
Shadow Ball
Brick Break / HP Ground
- Curse is the best set for Muk because only with a couple Curses it's suddenly turns into unbreakable tank unless the opponent has a Stab EQ.
Choice Band
Item: Leftovers
Nature: Adamant
EVs: 252 Atk 252 HP
Sludge Bomb
Shadow Ball
Brick Break
Explosion
- CB variant of Curse set. Explosion is always a nice move.
The 4X abuser
Item: Leftovers
Nature: Brave
EVs: 252 HP, 252 Sp. Atk
Sludge Bomb
Shadow Ball
Fire Blast
Ice Punch
- The only purpose of this set is to completely destroy your seemingly hard counters, such as Gligar and Forretress.
Other options: Explosion is a nice move to a non Curse physical set.
Checks and Counters: The mentioned above Gligar, Donphan, Sandslash (to lesser extent) as well as Grumpig, Hypno from Psychic types but those 2 have to be scared of incoming Shadow Ball.
[/spoiler] Nidoking
[spoiler]
- The faster and even more attacking variant of Nidos is a great mixed sweeper and possible Choice Bander.
Mixed sweeper
Item: Lum Berry/Soft Sand/Leftovers
Nature: Hasty/Naive
EVs: 252 Atk 252 Speed
Earthquake
Shadow Ball
Megahorn / Superpower / Ice Beam / Thunderbolt
Megahorn / Superpower / Fire Blast / Thunderbolt
- The primary set for Nidoking, in my opinion. Good way to utilize the both great attacks and not that bad having a hindering nature on defense with a Pokemon that's weak to the best attacks of Gen3. Ice Beam and Fire Blast are to abuse the Gligar and Forretress 4x while as Thunderbolt is a nice surprise against the likes of Cloyster. Megahorn just sounds a way too good not to use. Running Sludge Bomb isn't that wise in this set because the coverage it has is absolutely nothing other than Bellossom.
Choice Band
Item: Choice Band
Nature: Jolly
EVs: 252 Atk 252 Speed
Earthquake
Shadow Ball
Megahorn
Superpower
- The set to go if want some physical firepower combined with Choice Band.
Checks and Counters: Quite impossible to counter because you cannot know which set Nidoking has. Blastoise and Cloyster however are quite reliable so if not getting destroyed by Thunderbolt these two should work very well.
[/spoiler]
Nidoqueen [spoiler]
- One of those jack-of-all-trades-but-master-of-none types of Pokemon. Very solid from every base stat, however the multiple weaknesses makes it best for Nidoqueen work as a Choice Bander of mixed attacker.
Choice Band
Item: Choice Band
Nature: Hasty/Naive/Jolly
EVs: 252 Speed 252 Atk
Earthquake
Superpower
Shadow Ball / Ice Beam
Fire Blast / Ice Beam
- Earthquake, Superpower and Shadow Ball combo gives enough coverage to hit anything hard. Therefor the stab Sludge Bomb is a bit lost cause. Fire Blast and Ice Beam are for prediction against Gligar or Forretress.
Mixed with more Bulk
Item: Leftovers
Nature: Lonely/Naughty/Brave
EVs: 252 HP, 252 Atk
Earthquake
Superpower
Shadow Ball
Fire Blast / Ice Beam
- Same set but more bulky version and no Choice Band.
Wall-Queen
(credits to fred)
Item: Leftovers
Nature: Impish
EVs: 252 hp 252 def
Counter
Roar / Moonlight / Toxic
EQ
Ice Beam / moonlight
Other options: Lovely Kiss is a really nice move, and Nidoqueen can have the speed to run the move effectively. Thunderbolt is nice against bulky waters.
Checks and Counters: Due to Nidoqueen amazing movepool, it's hard - if not impossible - to get a safe switch against Nidoqueen and therefor counter Nidoqueen. Blastoise is the only bulky water not weak to Superpower or Earthquake. Mantine seems like a good option, but then there's a fear of Thunderbolt. Psychic types have to be afraid of Shadow Ball, etc. You just need to predict correctly.
[/spoiler]
-
Arimanius reacted to OrangeManiac in Competitive UU (tier 2) Guide - Post 19.8.2014 update
Grumpig[spoiler]- One of the most dominant UU Pokemon out there. Amazing user for Calm Mind, as well as very nice speed for a tank to Whirlwind every other set up rival out of the battlefield.
Calm Mind
Item: Leftovers
Ability: Thick Fat
Nature: Bold
EVs: 252 HP, 252 Defense
Calm Mind
Psychic
Fire Punch
Whirlwind
- Best CM tank in the UUs. Just.. enough said. Whirlwind on a fast set up Pokemon like Grumpig is just amazing.
Counterpiggy
Item: Leftovers
Nature: Calm
Ability: Thick Fat
EVs: 252 HP, rest idk
Psychic
Mirror Coat
Counter
Toxic
- Toxic on the switch, and after trying to get attacked go for the Mirror Coat or Counter depending which one you think is coming - physical or special attack. In this gen3 it's rather easy to guess which one will be coming.
The troll
Item: Macho Brace (yes, you read correctly)
Nature: Calm/Modest
Ability: Thick Fat
EVs: 252 HP, rest on wherever
Trick
Psychic
Fire Punch
Ice Punch
- The purpose of this set is the most evil ever. Lure an opponent to switch in a Pinsir, Scyther or Absol or something would think that can work against Grumpig. What they don't know is that their physically weak Pokemon and only based on speed will get completely crippled by Macho Brace - therefor becoming useless from the getgo.
Other options: Grumpig has access now to Heal Bell, if you wanna run Grumpig wally then it's one of the best option for it.
Checks and counters: The mentioned Absol and Pinsir are overall best ones. Flareon works very nicely too with high Special Defense as well as CB Shadow Ball and Return.
[/spoiler]
Haunter
[spoiler]- Arguebly no Pokemon gained so much benefit from the implementation of Choice Band than Haunter. Its immunity to 3 major physical types: Normal, Fight and Ground makes it an excellent switch in against so many Choice Banders leaving them completely trapped while Haunter can do whatever it wants.
Special sweeper
Item: Lum Berry
Nature: Timid
EVs: 252 speed 252 sp. atk
Psychic
Thunderbolt
Giga Drain
Will-O-Wisp / Destiny Bond / Substitute
- These 3 special moves have amazing coverage as well as crippling physical attackers with 85% Will-O-Wisp is just amazing.
SubDisable
Item: Leftovers
Nature: Timid
EVs: 252 Speed, 252 Sp. Atk (odd HP stat)
Substitute
Disable
Psychic / Thunderbolt / Giga Drain
Psychic / Thunderbolt / Giga Drain
- SubDisable is an ideal set for Haunter for having immunity for 3 physical types. Basically sub against your opponent physical attacker, Disable its hopefully only coverage move and there's nothing it can do against you.
Other options: Haunter has now access to Ice Punch and Fire Punch, which are a nice option to run. Haunter is also able to run SubSplit, which can work except Haunter's defenses are pretty paper.
Checks and Counters: Haunter is a Calm Mind set up bait for Grumpig and Hypno. Other than that special walls like Clefable and Porygon will be a pain for Haunter since there just isn't enough firepower to take them down. Flareon works very nicely too with high special defense and Flash Fire for possible Will-O-Wisp on the switch.[/spoiler]
Hitmonchan
[spoiler]
- Hitmonchan is outclassed notably by its brothers Lee and Top. Hitmontop is a better choice for Bulk Up set while Hitmonlee works better as a Choice Bander with high Attack and Speed.
Bulk Up
Item: Leftovers
Nature: Adamant
EVs: 252 Atk, 252 speed
Bulk Up
Sky Uppercut / Superpower
HP Ghost
Earthquake
Choice Band
Item: Choice Band
Nature: Adamant
EVs: 252 Atk, 252 speed
Sky Uppercut / Superpower
Mach Punch / HP Ghost
Mach Punch / Earthquake
Rock Slide
Other options: SubPunch is an option but Hitmonchan doesn't really force a lot of switches to be effective.
Checks and counters: Psychic types are seemingly pretty nice counters, but against Hidden Power Ghost set and Hitmonchan's ability to outspeed and hit them hard makes them not to be a safe bet always. Blastoise and Donphan are relatively good.
[/spoiler]
Hitmonlee[spoiler]
- One of the best Endursal UU Pokemon with able to get a stab on it and to outspeed the whole metagame with Salac berry even with Adamant nature. Also, very good Choice Bander. The fact that your opponent doesn't know which one is coming can make Lee be quite frightening thing to deal with.
Endursal
Item: Salac Berry
Nature: Adamant
EVs: 252 Atk 252 Speed
Endure
Reversal
Hidden Power Ghost / Rock Slide
Earthquake / Rock Slide
- Because of the lack of good priority moves in Gen3, this set can be rather monstrous when succeeding.
Choice Band
Item: Choice Band
Nature: Adamant/Jolly
EVs: 252 Atk, 252 speed
Superpower / Brick Break / Hi Jump Kick
Mach Punch / HP Ghost
Mach Punch / Earthquake
Rock Slide
- Pretty self explanatory. Superpower is the best Choice Band option because it hits insanely hard.
Checks and counters: Psychic types are seemingly pretty nice counters, but against Hidden Power Ghost set and Lee's ability to outspeed and hit them hard makes them not to be a safe bet always. Donphan is very good with high defense and ability to destroy Lee without any problem. Oh yeah and remember to bring priority to UU match. Seriously.[/spoiler]
Hitmontop
[spoiler]- By far, the most popular Hitmon-form. Reason to this is that its ability Intimidate and the base stats which are like made for Bulk Upping.
Bulk Up
Item: Leftovers
Nature: Careful
EVs: 252 HP, 252 Sp. Def
Bulk Up
Mach Punch
Earthquake
Rock Slide / HP Ghost
- Switch in against a physical attacker to get it Intimidated, Bulk Up and have amazing special defense to protect you from that side.
Other options: Choice Banding is always an option and would surprise opponents with rather higher than expected damage.
Checks and Counters: Stab Psychic attack is a nice way to take down even this special defense. Grumpig and Xatu are the best being faster than Hitmontop, but they need some prediction to get in. Not even Xatu can always OHKO this thing with Psychic, though. Other than that, CB Fearow works nicely when not getting Rock Slide'd. [/spoiler]
Hypno[spoiler]
- Jeez. I don't even know where to start from. Hypno is pretty much the best Jack-of-all-trades-but-master-of-none Pokemon. The very definition of 4 moveslot syndrome Pokemon. The diversity makes it amazing Pokemon because you have no idea which way to take it down.
Wall
Item: Leftovers
Nature: Calm
EVs: 252 HP, 252 Defense
Toxic
Wish (event move)
Seismic Toss / Counter
Psychic / Counter
- There's a very limited amount of Pokemon that can 2HKO Hypno on this set, and getting Wish makes this wall set be nothing short from insane. Hypno is one of the best users of Counter, because of high HP stat and no one really wants to try it hit specially.
Calm Mind + ElePunches
Item: Leftovers
Nature: Calm/Modest/Bold
EVs: 252 HP, 252 Sp. Atk
Calm Mind
Psychic
Fire Punch
Thunderpunch / Ice Punch
- Pretty simple, yet nice CM set that is very viable for Hypno.
Other options: Hypno can work really well as a physical attacker too. The physical attack is actually tied with special, therefor adding a move like Focus Punch could work. If you wanna take the physical experiment even further, you could try to run Belly Drum set.
Checks and counters: Absol works as the ultimate counter for Hypno typewise. Other than that special tanks with high physical attack are the best, such as Flareon. However it is VERY difficult to OHKO Hypno, therefor Counter might be coming and because of Hypno's amazing HP stat it is almost always a OHKO.
[/spoiler]
Kabutops
[spoiler] - Good overall physical sweeper, but shines the best in a Rain Dance team. From the two fossiles, Kabutops is the physical one while Omastar is the special sweeper.
Rain Dance Sweeper
Item: Lum Berry
Ability: Swift Swim
Nature: Adamant/Naughty
EVs: 252 Atk, speed to reach 93 and rest on HP
Rain Dance
Rock Slide
Brick Break / Superpower
Surf
- Rain Dance to out speed the meta with Swift Swim and Kabutops is ready to wreck.
Swords Dance
Item: Leftovers / Lum Berry
Nature: Adamant/Naughty/Jolly/Naive
EVs: 252 Atk, 252 speed Swords Dance
Rock Slide
Brick Break / Superpower
HP Ghost / Surf
- Swords Dance based Kabutops set.
EndureFlail
Item: Salac Berry
Nature: Adamant
EVs: 252 atk, 252 speed
Endure
Flail
Rock Slide Swords Dance
- Not the best endure+flail user, but hey - it can surprise at least.
Mixed Rain Dance Kabutops
Item: Lum Berry
Ability: Swift Swim
Nature: Naughty
EVs: 252 Atk, 93 speed and rest on Sp. Atk
Rain Dance
Rock Slide
Surf
Giga Drain
- Although 65 base Sp. Atk is quite bad to build anything around, here's where lies the surprise. Since Giga Drain got buffed to respectful 75 base power, it can definitely surprise the likes of other Kabutops, Omastar, Quagsire and Golem.
Other options: You could try Choice Band, but the movepool is a bit too narrow. Low Kick is also a nice move against the likes of Steelix and Donphan.
Checks and Counters: Vileplume and Bello are the best counters to Kabutops with 4x Giga Drain which needs no more explination. Any Pokemon with Grass move will be a threat to Kabutops which can't really handle a single move with rather low Special Defense. Blastoise, Lanturn and Golduck with Cloud Nine are really nice ones too.
Team synergy: A member of a Rain Dance team. [/spoiler]
Kadabra
[spoiler]
- The biggest glass cannon in the UU tier after Pikachu. Kadabra is the best revenge killer in the UU tier with sky high Special Attack and Speed stat.
ElePunches
Item: Lum Berry
Nature: Timid
EVs: 252 Speed 252 Sp. Atk
Psychic
Thunderpunch
Fire Punch
Ice Punch
- Pretty self-explanatory.
Other options: Encore is a great move for Kadabra but requires a lot of prediction to get in and trap the opponent for a set up move or status move. Especially since Kadabra is so weak so making a mistake will be costly. Calm Mind is also something nice to have but also requires a very nice predict to pull it off. Not a lot will switch out from Kadabra in the first place.
- Checks and Counters: Kadabra is quite impossible to counter because of the coverage of elemental punches. The only safe switches Hypno, Grumpig and Clefable can't really hit Kadabra that hard and Kadabra might set up itself for a Calm Mind sweep as the worst case scenario. Priority moves are also a must have in UU tier, Kadabra being one of the reasons.
[/spoiler]
Lanturn[spoiler]
- One of the greatest - if not the greatest tank of the UUs. Also one of the most used, Lanturn is great selection of a bulky Water-type with two great special stabs: Surf and Thunderbolt. After getting the access to Heal Bell not is Lanturn only amazing attacker, but it also can really contribute to its team with Heal Bell, Thunder Wave and Toxic.
Status Tank
Item: Leftovers
Ability: Volt Absorb
Nature: Modest/Calm
EVs: something
Surf
Thunderbolt
Toxic / Thunder Wave / HP Grass
Heal Bell / Confuse Ray / Thunder Wave / HP Grass
- The best set for Lanturn. Toxic really hurts incoming checks, such as Porygon. Heal Bell is amazing to heal itself, because it's most likely getting Toxic'd at one point or another as well it can help its own team so much. HP Grass is nice for Lanturn and Quagsire, but I expect the latter losing so much usage.
Other options: Ice Beam is a nice move, but because of the coverage of Thunderbolt and Surf the only real purpose for it is Vileplume.
Checks and Counters: Grumpig and Hypno with ability to Calm Mind are the best, especially if they have rest to cure themselves from the status Lanturn might give them. Vileplume is also a premier counter to a Lanturn, unless it has Ice Beam.
[/spoiler]
-
Arimanius reacted to OrangeManiac in Competitive UU (tier 2) Guide - Post 19.8.2014 update
Donphan
[spoiler]- Donphan is a beast. Nothing short from a beast. Amazing straight Choice Bander as well as a Choice Band check with amazing defense. Also it's a nice Pokemon to run down your opponent with Spikes. The main flaw of Donphan is the weakness to Special attacks - having Hidden Power to buffed 70 didn't really help Donphan's case.
Choice Band
Item: Choice Band
Nature: Adamant
EVs: 252 atk, 252 HP
Earthquake
Rock Slide
Superpower
HP Ghost
- One of the premier user of Choice Band with base 120 Atk Stab EQ. Not a lot can take this while smiling.
Other options for CB set: Jolly/Adamant 252 speed. This can really surprise, even if it shouldn't. Outspeeding the non-speed-invested meta helps.
Utility Tank
Item: Leftovers
Nature: Impish
EVs: 252 HP, 252 def
Earthquake
Rock Slide / Roar
Rapid Spin / Roar
Toxic
. Works best when your opponent tries to safe switch against CB, instead of you Roar and you get to scout your opponent as well as run down opponent with spikes.
Checks and Counters: Blastoise, Cloyster etc. bulky waters are best counter against a Donphan. Haunter and Xatu works on a lower HP Donphan if they predict the EQ. Generally very hard if not impossible to safely switch against this thing. [/spoiler]
Electabuzz[spoiler]
- It's fast, it's versatile. One of the most used UUs I've personally seen lately, and for a good reason.
Special sweeper
Item: Lum Berry
Nature: Timid
EVs: 252 speed 252 Sp. Atk
Thunderbolt
Fire Punch
Psychic
Ice Punch / HP Grass
- Not really rocket science. Pretty solid coverage with these moves.
Other options: Cross Chop. It's also an option to go for Hasty nature and run Cross Chop for likes of Porygon and Clefable.
Checks and Counters: Because of the nice coverage, fully countering from any Ground type isn't even possible. Therefor Lanturn is the best counter to Electabuzz with Volt Absorb. Flareon works as a good check, but needs some HP to avoid getting 2HKOd from Thunderbolt.[/spoiler]
Electrode[spoiler]- The fastest non-legendary Pokemon of Generation 3. However, the only way it stands out from likes of Electabuzz is the ability to Rain Dance and Explode - therefor it's the ultimate lead for Rain Dance team.
Suicide Lead
Item: Lum Berry
Nature: Hasty/Naive
EVs: speed invest to 184 stat, rest on Sp. Atk and Attack
Rain Dance
Thunder
Explosion
HP Grass / HP Ice
- Pretty self-explanatory. Set up rain and go boom. However, this may be easy to predict so better not always pull the Explosion before scouting opponent for Rock, Steel or Ghost types.
Checks and counters: Nidoking, Nidoqueen, Donphan, Lanturn are work as good counters. Having something to take Explosion will also help, when the Electrode senses it's gonna die next hit - pull a switch to absorb the possible boom.[/spoiler]
Fearow[spoiler]
- The bird that jumped from NU tier to UUs after Choice Band and without hesitating started to destroy everything around it even in UU. An insane late game sweeper with very high speed, high attack and access to stab Return/Double-Edge, last of which started to need Pokemon like Steelix or Aggron to actually live that stuff.
Choice Band
Item: Choice Band
Nature: Jolly (Adamant could be too, but takes a way a lot from late-game sweep potential)
EVs: 252 Speed 252 Atk
Return/Double-Edge
Drill Peck
Quick Attack
HP Ground / Steel Wing
- Simple, yet very effective set.
Other options: Not running Choice Band is an option but you'll see it won't be pretty smart one.
Checks and counters: The physical walls of UUs, Steelix and Golem works the best. Cloyster works decent enough check, Aggron works only if Fearow doesn't have HP Ground - which more often or not it has.
[/spoiler]
Flareon[spoiler]
- The forgotten member of the Eeveelution family. It is the only UU tier Eeveelution but on this battlefield Flareon can really dominate. Flareon has amazing both attacks and Special defense so it works best as a check against special sweepers.
Mixed sweeper
Item: Choice Band (or Lum Berry / Leftovers if don't wanna get locked into move)
Nature: Lonely/Brave
EVs: 252 Attack, mix between HP and Sp. Atk or max HP
Return
Overheat / Fire Blast
Shadow Ball
Superpower / Quick Attack / HP Rock / HP Ground
- The primary set for Flareon to take advantage of both physical and special attack. Running a special move like Overheat doesn't sound too bad with Choice Band, because you're going to switch out from -2 most likely anyways.
Other options: Running Flareon Mild with 252 Special Attack is also an option to maximize the power of HP Grass, and therefor be the ultimate troll against likes of Kabutops, Omastar, Quagsire and Golem.
Checks and counters: Bulky waters, such as Blastoise, Lanturn and Walrein are the best counters. Pokemon with bulk, good physical attack and preferably faster than Flareon work as good checks, likes of Hitmontop, Nidoqueen, Poliwrath etc.[/spoiler]
Forretress
[spoiler]- The most common spikerspinner in UU before Magneton's Magnet Pull. Also very good tank that can Earthquake and explode whenever it feels like.
Spiker
Item: Leftovers
Nature: Impish
EVs: 252 HP, 252 sp. def
Spikes
Earthquake
Explosion
Rapid Spin
- Not rocket science. Spikes on the field and absorb hits.
Other options: Running Forretress more physical with moves like HP Steel + Signal Beam is an option. HP Ghost is also amazing move against Ghost-type spin blockers.
Checks and Counters: Fire attacks. Hard hitting special attackers work as good checks though.
Team synergy: Flash Fire. Predicting fire attack and switching can really help your Ninetales/Flareon/Rapidash.[/spoiler]
Girafarig
[spoiler]- Another Pokemon, like Gligar that really got hurt for Baton Pass getting banned. It still can be a nice Calm Minder but there's just so many better Psychic types that can get it done. Girafarig's base stats are also inferior to others in the same role, although Girafarig's typing is perhaps one the best in the game.
CM sweeper
Item: Lum Berry
Nature: Timid
EVs: 252 speed, 252 sp. atk
Calm Mind
Psychic
Thunderbolt
Crunch / HP something
- Basic set taking advantage of Girafarig's nice speed.
CM Wish Tank
Item: Leftovers
Nature: Bold
EVs: 252~ HP, 252~ Defense, SOME SPEED INVESTMENT
Wish
Calm Mind
Thunderbolt
Psychic
- Wish is a nice feature for your team,also can heal itself quite well after Calm Minds up with nice Defense.
Other options: Rest works really well with bulky Girafarig because of Early Bird, of which makes you wake up only after 1 turn of sleep.
Checks and Counters: Jolly Pinsir with HP Bug is the best counter for Girafarig, Sharpedo is also quite perfect unless getting predicted on. Other than that, Choice Banders with some special bulk shouldn't have any problem.
[/spoiler]
Gligar
[spoiler]- Most known as a notorious Baton Passer, but even after the ban it can really work as amazing physical sweeper.
Choice Band
Item: Choice Band
Nature: Jolly/Adamant
EVs: 252 Atk, 252 speed
Earthquake
Wing Attack / HP Flying
Quick Attack
Iron Tail / Rock Slide / HP Ghost / HP Fight
- Probably don't have to say a lot about this one.
Swords Dance
Item: Leftovers
Nature: Jolly/Adamant
EVs: 252 Atk, 252 speed
Swords Dance
Earthquake
HP Flying
Quick Attack / Rock Slide
- Swords dance variant of Gligar that works when it forces switch against something that would generally run away from Gligar.
Checks and counters: Bulky water types, such as Blastoise, Dewgong, Cloyster and Walrein are the best. Everything that resist Earthquake are very viable too, like Xatu and Haunter.[/spoiler]
Golduck
[spoiler]
- One of the premier sweepers in UU metagame. Really nice simple movepool with Calm Mind combined powerful attacks like Surf, Ice Beam and Psychic. Golduck can also have nice trickery, especially with a move like Encore.
Calm Mind Sweeper
Item: Lum Berry
Ability: Cloud Nine
Nature: Timid
EVs: 252 speed, 252 sp. atk
Calm Mind
Surf
Ice Beam / HP Grass / Encore
Psychic / HP Grass / Encore
SubPunch
Item: Leftovers
Ability: Cloud Nine
Nature: Hasty
EVs: 252 speed, split atk and sp.atk
Substitute
Focus Punch
Surf
Ice Beam / Psychic
- Especially nice against Sp. Def Porygon and Clefable, but not really much else.
Other options: The move Cross Chop is nice to utilize the good Attack stat, but CM set just has proven to work better. Also the CM set could be Bold 252 HP 252 Defense, but Golduck needs speed to sweep. Damp is by no means a bad ability, however the way Golduck can lock sunnybeamers to their move with Cloud Nine is amazing advantage.
Checks and counters: Lanturn and Ampharos are the only even somewhat safe switches against Golduck. It can beat a lot of stuff you wouldn't think it can after it gets Calm Minds up.
Team synergy: If Sunny Day UU has any chance of causing problems, get one now.
[/spoiler]
Golem
[spoiler]
- Great physical threat with stab Earthquake and Rock Blast makes it a great Choice Band user. A lot of similarity for Rhydon in terms of base stats, which is now banished in the land of the unforgiven OU metagame.
Continuing at where Rhydon was
Item: Choice Band
Nature: Jolly
EVs: 252 Atk, 252 speed
Earthquake
Rock Blast
Explosion
Superpower / HP Ghost
- Rhydon used to cause a lot with Jolly nature outspeeding the whole non speed invested meta and hitting hard. There's no reason why Golem couldn't do it too, other than having 20 lower base attack.
Other options: A bulkier version of Golem is also an option, however the bulk could at worse to be completely lost cause against any OHKOing HP Grass or HP Water attack. The new update gave Golem some utility value with a move like Rapid Spin, however Pokemon like Haunter could switch in to take your CB Earthquake and accidentally would even spinblock you.
Checks and counters: It's quite hard to switch in against Golem, it hits just that hard. However, there is very rare cases where you actually should even run away from this thing. Every Grass or Water type attack literally OHKOs this thing as well Rock has some major physical weaknesses.
Team synergy: Switching in against predicted Thunderbolt from Lanturn or Ampharos can make this shine the best. If your team is rather weak to Tbolt, this is a nice answer to it.
[/spoiler]
-
Arimanius reacted to OrangeManiac in Competitive UU (tier 2) Guide - Post 19.8.2014 update
Absol[spoiler]
- Despite the amazing movepool, due to UU topping 130 base attack Absol is mostly seen as a hard hitter physical attacker. Being one of only 3 Dark types in UU tier, it's nice to have something against rather dominant Psychic types such as Grumpig, Hypno, Xatu and Kadabra.
Choice Band
Item: Choice Band
Nature: Adamant/Jolly
EVs: 252 Atk, 252 speed
Megahorn
Superpower
Shadow Ball
HP Ground / Quick Attack / Rock Slide / Iron Tail
- The best set for Absol's base stats. Absol cannot live a lot of hits due to quite awful defense, so when you're going to attack your foe - better make it KO. Therefor Choice Band is one of the premier options for Absol. HP Ground is a nice move against Muk and Nidoqueen, Pokemon which could really well resist Absol's two main attacks.
Swords Dance wallbreaker
Item: Lum Berry
Nature: Adamant/Jolly
EVs: 252 Atk, 252 speed
Swords Dance
Superpower
Shadow Ball
Substitute / Quick Attack
- A more prediction based set which can predicted correctly even turn into a late game sweep.
The 4X abuser
Item: Lum Berry
Nature: Hasty/Naive/Lonely/Naughty
EVs: 252 Atk, 252 speed (Gligar will always get one shot by Ice Beam unless 252 HP, add some Sp. Atk if you wanna OHKO Forretress though)
Ice Beam
Fire Blast
Superpower
Shadow Ball
- This set is to abuse the 2 notable 4x attacks in the UU tier - vs Forretress and Gligar.
Checks and counters: Hitmontop with nice bulk and Intimidate is by far the best counter to absol. Other than that due to amazing attack with Choice Band, it's quite hard to sometimes switch in vs Absol. Other fight types, like Primeape and Hitmonlee have quite bad defenses so switching in requires good prediction. Bulky Pokemon like Blastoise works well too.
Team synergy: Excellent teammate to any Fight-type that would be an easy Calm Mind set up bait for a lot of Psychic types.[/spoiler]
Ampharos
[spoiler]- The boltsheep that can't just get any love. Pure electric type is a bit boring compared to the likes of Lanturn, for example. Ampharos has very notably good base total of 500, however mixed attackers usually happen to underperform in Gen3. Ampharos' one downfall is also its quite narrow movepool for a mixed attacker.
Mixed SubPunch
Item: Leftovers
Nature: Quiet
EVs: 252 HP, 252 sp. atk or split atk and sp. atk
Thunderbolt
Substitute
Focus Punch
Hidden Power Ice / Grass
- Pretty self-explanatory. Works best when opponent is locked in CB Iron Tail or flying type move so you can get a guaranteed Substitute. Focus Punch or Tbolt after that will definitely not be good news to your opponent.
UtilitySheep
Item: Leftovers
Nature: Calm/Modest
EVs: 252 HP, split defs
Thunderbolt
Heal Bell (event move)
Light Screen/Reflect
Toxic
- Heal Bell gives Ampharos amazing utility value. Combine it with a Screen and Toxic and you could Ampharos really see contributing on its team.
Other options: Fire Punch is a really good move for Ampharos, especially for going fully special for example.
Checks and counters: Ground types, such as Nidoking, Nidoqueen, Donphan and Gligar are the best and in the worst case for Ampharos it might even work as a set up bait vs Gligar. Because of pedestrian 75 base defense and slow speed, a lot of Choice Banders will work a good check against Amphy.
[/spoiler]
Aggron[spoiler]
- Typing wise maybe one of the most terrible Pokemon ever existed with 4x weakness against Fighting and Ground - both on its better side of defense. Aggron, however could have got one of the biggest benefits of Choice Band for having opponent being locked on its move, therefor can make Aggron absorb Flying/Normal/Rock/Steel hits like it's nothing and hit back hard.
Choice Band
Item: Choice Band
Nature: Adamant
Ability: Rock Head (with D-E)
EVs: 252 Atk, 252 HP (optionally, could do the OU Marowak and going 252 speed)
Iron Tail
Rock Slide
Earthquake
Superpower / Double-Edge / Brick Break
- Predicted opponent's Choice Bander correctly this can really cause havoc.
Other options: Aggron can also 4x abuse Gligar and Forretress with Fire Blast and Ice Beam.
Checks and counters: Hitmontop, Donphan from physical side and Cloyster and Blastoise from special side work as the best counters against Aggron no matter what set it has. Other than that, any faster Fight or Ground type attacker works a decent enough check if it has some bulk.
Team synergy: Excellent filler if your team lacks physical bulk and would be easily swept from likes of CB Fearow.[/spoiler]
Azumarill
[spoiler]- Doubling attack with Huge Power makes Azumarill have physical attack stat of 224 making it the best non-Uber physical attacker statwise. Known as a beast in Generation 6, Azumarill happens to be rather mediocre at best due to no physical stab.
Choice Band
Item: Choice Band
Ability: Huge Power
Nature: Adamant
EVs: 252 Atk, 252 HP or 252 Atk, 252 speed
Return/Double-Edge
Brick Break / Superpower
HP Ghost /Rock / HP Ground
Iron Tail
- Pretty standard Choice Bander set.
SubPunch
Item: Leftovers
Ability: Huge Power
Nature: Adamant
EVs: 252 Atk, 252 HP
Substitute
Focus Punch
Return
HP Ghost
- SubPunch, always a good option to consider. However, the biggest problem with Azumarill is that it doesn't force a lot of switches - other than maybe Fire types.
Checks and Counters. Ampharos, Lanturn and Vileplume are the most reliable checks.. Coverage-wise Azumarill don't have a good move against those, however hits hard. Of course running HP Ground is always an option. Other than that, Azumarill can be hard to switch in against with CB set but other than that quite easily checked against.[/spoiler]
Banette[spoiler]
- Statwise offensive Pokemon but by movepool amazing utility Pokemon. It's hard to get a good Choice Banding set for Banette so generally the best option is a mixture of these two.
Physical Will-O-Wisper
Item: Lum Berry
Nature: Adamant
EVs: 252 Atk, 252 HP
or
Item: Lum Berry
Nature: Jolly
EVs: 252 Atk, 252 speed
Shadow Ball
Will-O-Wisp
HP Fighting
Destiny Bond
- Best set to utilize amazing attack and the amazing two moves of WOW and Dbond.
Mixed Attacker
Item: Lum Berry
Nature: Lonely/Hasty
EVs: idek
Shadow Ball
Thunderbolt
Psychic
HP Fighting
- Having a pretty nice special stat gives you an option to go special as well.
TrickBand
(Credits to YagamiNoir)
Item: Choice Band
Nature: Adamant
EVs: 252 Atk, 252 speed
Shadow Ball
HP Fighting
Trick
Destiny Bond / Taunt / Will-O-Wisp
- Banette can hold Choice band itself to hit really hard or cripple the opponent with it.
SubSplit
Item: Leftovers
Nature: Jolly
EVs: 252 speed, 140 Atk, rest HP (odd HP)
Substitute
Pain Split
Shadow Ball
HP Fighting / Will-O-Wisp / Knock Off
- Substitute till you're down to 1 HP, then Pain Split.
Checks and Counters: Will-O-Wisp makes physical types really scare this devil. Since physical attackers are holding more and more Choice Band, switching against this can be almost a bad idea. However, Banette stat or type wise doesn't force a lot of switches so the best choice is to play conservatively vs Banette.[/spoiler]
Blastoise[spoiler]
- Arguebly, this everyone's favorite Gen 1 starter (at least should be) is one of the strongest Pokemon of UU. This all arounder Pokemon gives you great bulk and nice special support when needed. Works also as a premiere Choice Band check with very nice defense.
Attacker
Item: Leftovers
Nature: Relaxed/Quiet/Bold/Modest
EVs: 252 HP 252 sp. atk
Surf
Ice Beam
Earthquake / HP Grass
Toxic / Rapid Spin
- This set has nice coverage and Earthquake is always a nice move to have if your both special and physical attacks are good. If your team is lacking a Spinner, can Blastoise easily work as one.
Chesto Resto staller
Item: Chesto Berry
Nature: Bold
EVs: 252 HP, 152 Defense, rest Sp. Atk
Surf
Ice Beam
Toxic
Rest
- Good set for counter tanking against other tanks. Put toxic up, possibly recieve one and just rest it off. The Bold 152 Defense is to avoid getting 2HKOd by Choice Band Absol and Flareon with Superpower.
CounterTurtle 1.6
Item: Leftovers / Chesto Berry
Nature: Bold
EVs: 252 HP, 152 Defense rest on Special Defense
Surf
Mirror Coat
Counter
Rest / Toxic
- Blastoise now gets the both Mirror Coat and Counter. It is one of the best users of this combo with really amazing defenses. Therefor, getting KOd isn't really a problem. The Bold 152 Defense is to avoid getting 2HKOd by Choice Band Absol and Flareon with Superpower.
Checks and Counters: Electabuzz, Ampharos, Haunter and Lanturn (if no EQ) are only Pokemon that can make Blastoise in a really big trouble. Grass types such as Vileplume are good too but Ice Beam from Blastoise will also hurt. Other than that just deal as much damage against you can on Blastoise - then possibly revenge kill it with a Sweeper[/spoiler]
Claydol
[spoiler]
- High defensive stats but able to contribute to your team in a lot of ways. Excellent Rapid Spinner since spinblockers like Haunter can't even counter Claydol.
Utility
Item: Leftovers
Nature: Sassy/Relaxed
EVs: 252 HP, split defs
Rapid Spin
Earthquake
Psychic
Toxic / Ice Beam / Light Screen / Explosion
- The best set to utilize the Claydol's equal attack stats and stabs. Rapid Spin is amazing help to your team which makes Claydol so good. The last move can be anything from Toxicing the opposing wall (primarily Porygon2), Ice Beam can hit stuff like Xatu pretty hard and Gligar even harder. Explosion is also nice little overpowered move in this gen.
Other options: You could add some more firepower to Claydol to mess up other people's calcs.
Checks and Counters: Other Bulky Water types than Lanturn are pretty much an idiot-proof choice against Claydol unless getting super hard predicted from a special attack variant's HP Grass. A fast Banette is an ideal counter with the ability to spinblock and hit very hard with a stab Shadow Ball.
[/spoiler]
Clefable[spoiler]- THE annoyer. By far the best utility in the UU tier that can also be so versatile it's unreal.
Cleric
Item: Leftovers
Nature: Bold/Calm
EVs: 252 HP split defs
Wish
Aromatherapy / Heal Bell (lol same thing)
Toxic / Seismic Toss
Protect / Seismic Toss
- One of the only no damaging sets that are amazing in this game. This set is primarily to help your team out as well as preventing yourself to get knocked out with WishProtecting yourself.
CM BoltBeam
Item: Leftovers
Nature: Bold
EVs: 252 HP 252 Defense
Calm Mind
Softboiled
Thunderbolt
Ice Beam
- Oh look. Clefable can also CM BoltBeam. And you know BoltBeam is hyped for a reason.
Belly Drummer
Item: Salac Berry
Nature: Jolly
EVs: 252 Atk 252 speed (HP stat dividable by 4)
Substitute
Belly Drum
Return
Shadow Ball
- Is there something Clefable can't do? Even though Clefable is slow, predicted a switch right with Belly Drum and Sub and activated Salac Berry this can outspeed everything except Electrode in the UU meta.
Other options? A lot. So much I could even write a book. The most notable, however can the move Psychic which works as a perfection when predicted against an incoming Fight-types.
Checks and Counters: Fight types are the best counters while as Choice Banders are one of the only things able to hit Clefable over 50% to actually finish this thing off.
Team synergy: The best friend of any bulky Pokemon. Avoid getting too low on HP when Wishing and switching in and Clefable can multiply the longevity of your Pokemon by a lot.[/spoiler]
Cloyster
[spoiler]- Very good spiker and two special stabs. Oh yeah, and has 180 base defense. Works as amazing Choice Band check except if getting predicted and hit with a Rock or Fight attack.
Spiker
Item: Leftovers
Nature: Bold/Relaxed/Lax (yes, you read correctly)
EVs: 252 HP, rest Def/Sp. Atk
Spikes
Surf
Ice Beam
Rapid Spin / Explosion
- If your team is not lacking Spinner (or isn't bred) and don't have negative attacker nature, explosion can be a nice thing to pull or something that resists Water and Ice, such as Lanturn.
Checks and Counters: Pretty much any special attackker wins Cloyster 1v1 if Cloyster is slower and won't resist the attack. Grass and Electric attacks from anything will most likely OHKO Cloyster due to Cloysters terrible special defense.[/spoiler]
-
Arimanius reacted to OrangeManiac in Competitive UU (tier 2) Guide - Post 19.8.2014 update
So much happened after the last update in terms of new moves as well as items like Choice Band and so much movement from in and out of UUs. Instead of modifying my old thread like crazy, I thought it would be easier to everyone if I just started a whole new one.
Old thread is at: https://forums.pokemmo.eu/index.php?/topic/36547-lv-50-competitive-uu-tier-2-guide-pre-1982014-update/
My inputs of this thread are now ready. The mandatory disclaimer: I don't consider myself as a good UU player, I just play it a lot so I think I know relatively well what's going on in the tier. I'm looking forward to hear any feedback and you may add your own sets or tell me if I wasn't aware of a certain Pokemon getting a viable move that should be listed. Anyways, hope you find something useful from it and hf playing UU.
Shoutout to YagamiNoir for helping me out a lot overall with this guide.
Current official PokeMMO UU tier:
Absol
Ampharos
Aggron
Azumarill
Banette
Blastoise
Cacturne
Claydol
Clefable
Cloyster
Dewgong
Donphan
Electabuzz
Electrode
Fearow
Flareon
Forretress
Girafarig
Gligar
Golduck
Golem
Grumpig
Haunter
Hitmonchan
Hitmonlee
Hitmontop
Hypno
Kabutops
Kadabra
Lanturn
Linoone
Lunatone
Magmar
Magneton
Mantine
Misdreavus
Mr. Mime
Muk
Nidoking
Nidoqueen
Ninetales
Octillery
Omastar
Pikachu
Pinsir
Politoed
Poliwrath
Porygon2
Primeape
Quagsire
Qwilfish
Raichu
Rapidash
Sandslash
Scyther
Sharpedo
Shuckle (Testing)
Sneasel
Solrock
Stantler
Steelix
Tentacruel
Victreebel
Vigoroth
Vileplume
Walrein
Wynaut
Xatu
-
Arimanius reacted to RysPicz in [Storyline Guide] Kanto complete walkthrough & Hidden item Guide
Hidden items locations:
Route 1- Potion
Viridian Forest- Antidote, Potion
Pewter City- Pokeball
Mt. Moon- 3x Tiny Mushroom, 3x Big Mushroom, Ether, Moon Stone
Route 4- Great Ball
Cerulean City- Rare Candy
Route 25- Elixir, Ether
Route 6- Rare Candy
Vermillion City- Max Ether
S.S. Anne- Hyper Potion
Route 11- Escape Rope
Route 9- Ether, Rare Candy
Route 10- Super Potion
Celadon City- Rare Candy
Rocket Hideout- Rare Candy, Net Ball, Nest Ball
Pokemon Tower- Big Mushroom
Route 17- Max Potion, Revival Herb, Rare Candy, Elixir
Fuchsia City- Revival herb
Safari Zone- Leaf Stone, Revive
Route 14- Zinc
Route 13- Poison Barb
Route 12- Rare Candy, Hyper Potion
Silph Co.- Ultra ball, Protein, Iron, PP Up, Elixir, Carbos, Zinc, Antidote, Max Potion, Calcium, HP Up, Revive
Seafoam Islands- Water Stone
Pokemon mansion- Moon Stone, Rare Candy, Elixir
Treasure uguu- 2x Ultra Ball
Mt. Ember- Ultra Ball, Fire Stone
Cape brink- Rare Candy
Island 3- Full Restore, PP Up
Bond Bridge- Max Repel
Power Plant- Max Ether, Elixir, Thunderstone
Route 23- Max Ether, Ultra Ball, Full Restore, Elixir
Victory Road- Full Restore, Ultra Ball
Island 4- Ultra Ball
Green Path- Ultra Ball
Resort Gorgeous- Nest Ball
Rocket Warehouse- Net Ball, Nest Ball
Tanoby Ruins- Heart Scales
Cerulean Cave- Ultra Ball
-
Arimanius reacted to RysPicz in [Storyline Guide] Kanto complete walkthrough & Hidden item Guide
Route 22
Key items: None
Items: None
Route 23 first side
Key items: None
Items: Leppa Berry, Max Ether, Ultra Ball, Aspear Berry, Max Potion, Cheri berry
Victory Road:
Key items: None
Items: Max Potion, Tm02, Ultra Ball, Rare Candy, TM07, Full Heal, TM50, Max Revive, Guard Spec, TM39
Others: Double- Edge Tutor
Route 23 second side
Key items: None
Items: Lum Berry, Elixir
Island 1 revisited
Key items: Rainbow pass
Items: None
Kindle Road
Key items: HM06
Items: Carbos, Ether, Max Repel
Others: Yellow shard Tutor (inside of Mt. Ember spa)
Yellow shard Tutor moves:
Mt. Ember
Key items: Ruby
Items: Dire Hit, Ultra Ball, Fire Stone, Ultra Ball, Fire Stone
Others: Explosion Tutor
Island 4
Key items: None
Items: Ultra Ball, Antidote, Antidote
Others: Body Slam Tutor
Icefall cave
Key items: HM07
Items: Full Restore, Nevermeltice, Ultra Ball
Island 6
Key items: None
Items: Leppa Berry
Water Path
Key items: None
Items: Elixir, Oran Berry, Dragon Scale
Others: Blue shard Tutor
Blue shard Tutor moves:
Pattern Bush
Key items: None
Items: None
Green path
Key items: None
Items: Ultra ball
Outcast island
Key items: None
Items: PP Up, Antidote, Net Ball
Ruin Valley
Key items: None
Items: Sun Stone, Full Restore, HP Up
Dotted hole:
Key items: Sapphire (stolen)
Items: None
Island 5
Key items: None
Items: None
Resort Gorgeous
Key items: None
Items: Antidote, Antidote, Nest Ball
Lost Cave
Key items: None
Items: Lax Incense, Max Revive, Rare Candy, Sea Incense, Silk Scarf
Five Island Meadow
Key items: None
Items: Max potion, PP Up
Memorial Pillar
Key items: None
Items: Metal Coat, TM42
Others: Green shard Tutor
Green shard Tutor moves:
Rocket Warehouse:
Key items: Sapphire
Items: Antidote, Antidote, Up-Grade, TM36, Net Ball, Nest Ball
OPTIONALS:
Island 7
Key items: None
Items: None
Others: Swords Dance Tutor
Seavault Canyon
Key items: None
Items: Antidote, King's rock, Max Elixir, Lucky Punch, Cheri Berry
Tanoby Ruins
Key items: None
Items: Heart Scale x4
Others: Red shard Tutor
Red shard Tutor moves:
Three Isle Path
Key items: None
Items: Nugget
Cerulean Cave
Key items: None
Items: Full Restore, Ultra Ball, Antidote, PP Up, Full Restore, Ultra Ball, Max Elixir, Max Revive, Ultra Ball
And voila! We are finished.
Estimated time is around 6-7 hours, depending on how advanced in alt runs you are.
-
Arimanius reacted to RysPicz in [Storyline Guide] Kanto complete walkthrough & Hidden item Guide
Pokemon Tower
Key items: None
Items: Escape Rope, Elixir, Awakening, Great Ball, Big Mushroom, Cleanse Tag, Antidote, X Accuracy, Rare Candy, Soothe Bell
Routes 16 & 17 (Cycling road)
Key items: None
Items: Leftovers, Amulet Coin, Max Potion, Revival Herb, Rare Candy, Elixir
Fuchsia City
Key items: HM04, HM03
Items: Revival herb, TM06, Rare Candy
Others: Substitute Tutor
Safari zone
Key items: HM03, Gold Teeth
Items: Antidote, Leaf stone, TM11, Max Potion, Full Restore, Quick Claw, TM47, Protein, TM32, Revive, Max Potion, Max Revive
Route 15
Key items: None
Items: Exp Share, TM18
Route 14
Key items: None
Items: Zinc, Pinap Berry
Route 13
Key items: None
Items: Poison Barb
Route 12
Key items: Super Rod (not necessary)
Items: Rare candy, Iron, Leftovers, Hyper Potion, TM48
Saffron City
Key items: None
Items: Antidote (not worth it), TM29, TM04
Others: Mimic Tutor
Silph Co.
Key items: Card Key
Items: Revive, Master Ball, Hyper Potion, Protein, Ultra Ball, TM41, Full Heal, Escape Rope, Max Revive, PP up, Elixir, Protein, TM01, Carbos, HP up, X special, TM08, Zinc, Calcium, Iron, Antidote, Max Potion, Calcium, HP up, Carbos, Rare candy, Ultra Ball, Zinc
Others: Thunder Wave Tutor
Cinnabar Island
Key items: None
Items: TM38
Others: Metronome Tutor
Seafoam Islands
Key items: None
Items: Water Stone, Ultra Ball, Antidote, Water Stone, Revive, Ice heal
Pokemon Mansion
Key items: Old Key
Items: Moon stone, Escape Rope, Protein, Max Potion, Zinc, Calcium, Iron, Rare Candy, HP Up, Carbos, Full Restore, Elixir, TM14, TM22, Iron
Island 1
Key items: Tri-pass, Town map, Meteorite
Items: 4 Antidotes, 2 Ultra Balls (Treasure Beach)
Island 2
Key items: None
Items: Revive, Moon Stone
Cape brink
Key items: None
Items: PP Up, Rare candy
Island 3
Key items: None
Items: Full restore, Zinc, PP up
Bond Bridge
Key items: None
Items: Max Repel
Berry Forest
Key items: None
Items: Berries (um...) Full heal, Max Ether, Max Potion
Viridian Gym
Power Plant
Key items: None
Items: Max Ether, Max Potion, TM17, Elixir, TM25, Thunderstone, Elixir, Thunderstone
-
Arimanius reacted to RysPicz in [Storyline Guide] Kanto complete walkthrough & Hidden item Guide
Pallet town
Key items: None
Items: 5x Pokeball (from Prof. Oak after delivering him the package)
Route 1
Key items: None
Items: Potion (NPC)
Viridian City
Key items: Oak's parcel
Items: Potion, Macho Brace, TM26
Others: Dream Eater tutor
Route 2
Key items: None
Items: Paralyz heal, Ether
Viridian Forest
Key items: None
Items: Antidote (hidden), Potion (hidden), Pokeball, Potion, Antidote, Potion
Pewter City
Key items: Old Amber (NPC)
Items: Pokeball, TM39
Others: Seismic Toss Tutor
Route 3
Key items: None
Items: Oran Berry, Persim Berry
Mt. Moon
Key items: Dome or Helix Fossil
Items: TM09, Paralyz Heal, Antidote, Potion, 3x Tiny Mushroom, 3x Big Mushroom, TM46, Ether, 2x Moon Stone, Revive, Rare Candy, Escape Rope
Route 4
Key items: None
Items: Great Ball, Razz Berry, TM05
Others: Mega Kick, Mega Punch Tutors
Cerulean City
Key items: Bike
Items: Rare Candy, TM28, TM03
Route 24
Key items: None
Items: TM45, Pecha Berry
Route 25
Key items: S.S. Ticket
Items: Elixir, TM43, Oran Berry, Bluk Berry, Ether
Route 5
Key items: None
Items: None
Underground Path
Key items: None:
Items: None
Route 6
Key items: None
Items: Cheri Berry, Rare Candy
Vermilion city
Key items: Bike voucher, Old rod, VS Seeker
Items: Max ether
S.S. Anne
Key items: HM01
Items: TM31, Pecha, Chesto, Cherri berries, Great Ball, Hyper Potion, Super Potion, Ether, TM44, Antidote, X attack
Surge's Gym
Key items: None
Items: TM34
Route 11
Key items: Itemfinder
Items: Awakening, X defend, Escape rope, Great Ball
Route 2
Key items: HM05
Items: Paralyz heal, Ether
Route 9
Key items: None
Items: TM40, Ether, Burn heal, Chesto berry, Rare candy
Route 10, first side
Key items: None
Items: Persim berry, Everstone, Cheri Berry, Super Potion
Rock Tunnel
Key items: None
Items: Repel, Revive, Escape Rope, Max Ether, Antidote
Others: Rock Slide Tutor
Route 10, second side
Key items: None
Items: Nanab Berry
Lavender town
Key items: Pokeflute
Items: None
Route 12
Key items: None
Items: TM27
Route 8
Key items: None
Items: Rawst, Cheri, Leppa Berries.
Underground Path
Key items: None
Items: None
Route 7
Key items: None
Items: Wepear berry
Celadon City:
Key items: Tea, HM02
Items: Rare Candy, Ether, TM16, TM20, TM33, TM19
Others: Eevee, Counter Tutor, Softboiled Tutor
Game Corner
Key items: None
Items: None
Rocket Hideout
Key items: Lift key, Silph scope
Items: Rare Candy, Escape Rope, TM21, Antidote (hidden), Rare candy, Max Ether, Blackglasses, TM49, Moon stone, X Speed, TM12, Super Potion, Hyper Potion, Calcium, Net Ball, Nest Ball
-
Arimanius reacted to RysPicz in [Storyline Guide] Kanto complete walkthrough & Hidden item Guide
Hello there, future pokemon masters. In this guide, I'd like to help you gathering funds and items for your Pokemon Master journey. It's more as a complete walkthrough with all hidden items locations- but it's made to maximize the spoils and minimize the playtime and effort put into it. The alt acc guide I made is here to show you things that not everyone knows, give you the shortest paths and, eventually, helping you to become the Pokemon Master.
Preparations
Spoils
The guide, part 1
The guide, part 2
The guide, part 3
Hidden items locations with screenshots
1. Preparations
Okay, so if you are up to do an alt run as fast as it's possible, you need few things prepared before you go.
a) First thing is a sweeper. There are a lot of viable pokes for this task. I usually prefer a Starmie (modest, nc, surf + tbolt + icebeam + psychic). Others like to use Alakazams, but with elepunches being physical they lost a lot of coverage. Gengars are doing really fine too. Basicly a fast and strong special sweeper will serve you through the game. It would be really nice if that sweeper would have a +spatk nature (except quiet, ew). If you are cheap and do not want to re-moveset your sweeper every time you use it (TMs do cost a bit, hue) then re-breeding it for every run might be quite efficient. (Credits to BurntZebra for that tip)
Now when it's hard to get a hand of a good sweeper, you have to rely on something that is easy to catch and does not require a lot of effort to run. Gastly makes a perfect choice- evolves quickly into Gengar, learns useful moves, has good typing. Get yourself a regular Gas, teach it TBolt, Psychic and Shadow Ball along the way and you have an awesome special sweeper that will surely help you through storyline.
In case you wouldn't have one due to breeding becoming a fusion, you can power-level your starter (Squirtle recommended) and some of the gift pokes you will obtain during storyline (such as Eevee; the eeveelution you will choose will surely be very helpful asset to the team along with your starter).
There are still wild pokes that can serve you through storyline as your sweepers, but you would need to bring multiples to cover everything you will need to. A lot of those depend on your resources. I even used a Hitmonlee and Natu I had in my box laying for ages- Natu actually works perfectly (mine had Giga Drain + Psychic + Heat Wave- fantastic thing).
b ) Second thing is a HM slave. To cover everything you will need (Flash, Cut, Strength, Surf, Rock Smash, Waterfall, Fly, Teleport and Dig) you will need 3 HM Slaves. My advice? Use Claydol with Strength, Rock Smash, Teleport and Flash. 2 other HM Slaves are your choice- I took Lanturn and Charizard (Lanturn is also for Hoenn storyline as it has Dive). There are a lot of options and combination of those HM Slaves is all up to you =)
c)[optional] If you are not 100% convinced about your starter-sweeper rushing through elite four, you can transfer another, higher level e4 sweeper along.
d)[optional] If you are feeling lucky and think you might encounter a shiny, you can bring a catcher. False swipe + Spore Smeargle, Breloom or even the almighty Parasect will do good.
e) Items that you will need to transfer are: Amulet Coin (we want max profit, right?), Repel/ Super Repel/ Max Repel (it's only to go through Viridian forest without encountering bugs), Water Stone for your Staryu if you chose it to be your sweeper and/ or a lucky egg if you didn't have a low-level storyline sweeper and have to rely on your starter. If you are afraid that your sweeper might overlevel, bring an expshare and give it to one of HM slaves. It will cut the exp earned by sweeper by half. Also at least 4000$ to buy few Repels in Pewter. Then you will just rely on Max Repels (it comes cheaper later on).
f) You need to ask a friend to fill your pokedex with 50 diffrent entries in order to obtain the items from Oak's aids. 50 is the required amount for Exp Share.
After filling the pokedex, transfering the necessary pokes along with items and money, you can start your journey! But first, let's check the spoils from the play.
Spoils
The essential part of this guide. I'm only going to avoid writing down berries because they only sell for 10$ each.
Money from trainers you sweep while holding amulet coin through the game: ~250.000
Valuable TMS: Focus Punch (15.000), Dragon Claw (25.000), Water Pulse (10.000) Calm Mind (6.000), Toxic (25.000), Sunny Day (7.500) Blizzard (15.000), Light Screen (7.500) Protect (20.000), Rain Dance (10.000), Giga Drain (25.000), Safeguard (7.500), Solarbeam (15.000), Thunder (30.000) Earthquake (30.000), Return (25.000), Dig (12.500) Psychic (30.000), Brick Break (25.000), Reflect (7.500), Shock Wave (10.000), Sludge Bomb (30.000), Fire Blast (30.000), Aerial Ace (6.000), Facade (10.000), Secret Power (15.000), Rest (20.000), Thief (20.000) Overheat (10.000): ~440.000
Money from selling the suggested items on GTL and in shops: ~900.000
A good e4 sweeper you can sell on tard chat
Access to ladies on isl5 and trainers on islands 6/7 (additional money)
Total: MORE OR LESS 1.550.000$ (-tax from gtl which would be like 75k I think)
Not counting some items and less valuable tms.
Items marked with "Not counting" are either worthless or it isn't worth it to put them on GTL.
-
Arimanius reacted to Desu in Changelog: 19/08/2014
Features
General Artificial Intelligence Added support for basic attacking moves. Added support for swapping mid-battle Added support for choosing party members post-fainting Move Tutors People from far-off lands seeking rare Shards have been spotted throughout the Sevii Islands. Players looking to trade may be rewarded for their efforts. Environmental Effects It may now rain in the overworld. This effect is dynamic and will cause rain in-battle. Certain caves will now have fog effects. Certain areas in the world will now have night-time light effects. Added various environmental animations. Teams Added team disbanding. Once requested by the team's leader, a Team will disband after 24 hours Reworked Team Ranks: Added 3 additional Ranks Renamed rankings Leader -> Boss MOTD character limit 255 -> 500. Team maximum player counts have been increased from 100 -> 150. Latin-Extended charsets enabled for Team Tags/Team Names (encompassing ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖØÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõöøùúûüýþÿ ) Team Information is now broadcast to all online players when it is updated. Team members will now have a teal name indicator in the overworld. Duels Added automated Tiering support for Standard/Tournament Mode duels. Added ruleset selection support for Standard duels (incl. non-standard Freeze / Item rulesets). Added optional time limit enforcement. Direct item trading is now available through the Trade interface. This function allows players to directly trade large stacks of items. Expanded Friends List / Block List capacities to 250. Client / GUI Move Animations: DOOM DESIRE PSYCHO BOOST WATER PULSE RAIN DANCE SANDSTORM HAIL SUNNY DAY Sleep (Status Ailment) Burn (Status Ailment) Poison (Status Ailment) Paralysis (Status Ailment) Frozen (Status Ailment) Confusion (Status Ailment) Added controller support for all in-game GUIs The main HUD may now be accessed through a keybind. Added "Nearby Players" menu to interact with other players directly. This may be accessed through the Game Menu or through a specified keybind. Added Borderless Window Mode. Added Gold font for Shiny chat links. Various sprite/texture improvements. Added option for displaying your own nameplate during gameplay. Party member sprites now render behind Substitute sprites. Hidden Power typings will now be displayed in the Summary window when it has been confirmed via the Hidden Power Diviner. Adjusted how Summary windows spawn to be more user-friendly. Genders are now shown during the Breeding removal dialogue. DND response messages will now be in the Whisper chat type. Trainer Tower (PvE) The Trainer Tower is a PvE instance in which players battle against NPCs while climbing the tower. This area has 8 floors to conquer. Opponents in this instance will have their party members' levels scaled to the highest level of your current party, with a minimum of 50. This instance requires a small entry fee to participate in. This instance may be repeated infinitely with no cooldown. Players are rewarded with Battle Points based on their performance. The higher you climb, and the less healing you take, will result in higher Battle Point rewards. Battle Point payout rates are currently at a reduced rate for initial Artificial Intelligence evaluation. These will be increased at a later date. Balancing
General NPC Trainer Rematches will now scale based on the player's current progress in the game.Trainers will now scale their party's levels and compositions based on the player's current badge progress. Money gain is not scaled up and will respect standard VS Seeker gains. TMs / HMs will no longer completely renew PP upon applying to a move slot. e.g. If a 5 PP Move is overwritten with a 40 PP HM/TM, the remaining PP will still be 5/40. Existing Move Tutors will now be reusable, but cost a small amount of money for their services. This applies to the first and subsequent usages of the Tutor. Moves already available via a Move Tutor are no longer able to be passed on via breeding. Fishing Rods will now consume Repel/Safari steps on usage at a rate of 1 step per cast. Moon Stones may now be sold. Certain TM/HMs now have expanded species lists with accordance to later generations. These are; Dragon Claw Calm Mind Taunt Blizzard Hyper Beam Light Screen Rain Dance Safeguard SolarBeam Earthquake Shadow Ball Brick Break Reflect Shock Wave Flamethrower Sandstorm Rock Tomb Aerial Ace Torment Thief Overheat Fly Surf Strength Flash Rock Smash Moves Critical Hit changes: Damage boost by Critical Hits has been reduced to 1.5x (from 2x). Crit chances changed to 6.25%/12.5%/50%/100%/100% (for each stage, respectively). Crit stage increases for High Critical-Hit Ratio moves reduced from +2 to +1. Focus Energy crit stage increase improved to +2. Taunt's duration is now 3 turns. Encore's duration is now 3 turns. Hidden Power's Base Power has been increased to 70. Sleep's status effect will now last from 1~3 turns. Overheat will no longer make Contact. AncientPower will no longer make Contact. Thunder Wave will now be prevented by Volt Absorb. Blizzard will now have 100% accuracy during Hail. Skill Swap / Role Play / Trace will now trigger swap-in ability effects after the new ability is copied. (e.g. Opponent swap-In with Intimidate -> Traced Intimidate! -> Opponent is now Intimidated.) ORAN/SITRUS berry will now activate at <50% HP and give 25% HP heal. Added WATERFALL secondary effect: Waterfall now also has a 20% chance of causing the target to flinch. BIND-type skills' durations are now 4-5 turns, from 2-5. WHIRLPOOL power changed to 35. Accuracy changed to 95. Wrap accuracy changed from 85% to 90%. Bind's accuracy changed from 75% to 85%. Clamp's accuracy is increased to 85. FIRE SPIN power changed to 35. Accuracy changed to 95. SAND TOMB power changed to 35. Accuracy changed to 95. Bubble's power changed from 20 to 40. Recover's PP reduced to 10. Psywave's accuracy changed from 80% to 100%. Meteor Mash's power changed from 100 to 90. Accuracy changed from 85% to 90%. Scary Face's accuracy changed from 90% to 100%. Burn no longer halves Facades Attack. LIGHTNINGROD now gives immunity to all electrical attacks, and raises SPATK of the user by 1 stage whenever they are hit by one. Color Change now activates after the last hit of a multi-strike move. Future Sight's power is changed from 80 to 100, its accuracy from 90% to 100%, and its PP from 15 to 10. Future Sight will now use Psychic-type damage. Sunlight from Drought activation now only lasts 5 turns. Rain from Drizzle activation now only lasts 5 turns. Sandstorm from Sand Stream now only lasts 5 turns. Snatch can now steal Wish and Conversion. Curse is now a Ghost-type move Conversion can now be used on Curse Conversion2 can now be used on Curse Air Cutter has a base power of 60 Crabhammer now has 100 Base Power and 90% accuracy. Leaf Blade now has 90 base power Toxic now has an accuracy of 90% Will-O-Wisp now has an accuracy of 85% Glare now has 100% accuracy GigaDrain PP Increased to 10. Base Power increased to 75. Absorb PP Increased to 25. MEGA DRAIN PP Increased to 15. VINE WHIP PP Increased to 25. Base Power increased to 45. Disable lasts 4 turns. Disable accuracy is changed from 55% to 100%. Cotton Spore accuracy increased to 100. Snore's power changed from 40 to 50. Covet's PP is changed from 40 to 25. Thief's power changed from 40 to 60. PP changed from 10 to 25. Uproar's power changed from 50 to 90. Uproar now lasts 3 turns. Mirror Coat's compatibility has been updated in accordance to later generations. Updated During-Turn priority. Ordering is now: +7. Pursuit (If target opponent switches, otherwise priority is 0)
+6. Switching out, using items, escaping, charging of Focus Punch
+5. Helping Hand
+4. Detect, Magic Coat, Protect, Snatch
+3. Endure, Fake Out, Follow Me
+2. ExtremeSpeed,
+1. Bide, Mach Punch, Quick Attack
0. All other moves
-1. Vital Throw
-2. None
-3. Focus Punch
-4. Revenge
-5. Counter, Mirror Coat
-6. Roar, Whirlwind
-7. Fleeing
Updated End of Turn priority for moves. Ordering is now: Weather Effects (Hail, Rain, Sandstorm, Sun) Rain Dish Doom Desire/Future Sight hit Wish activation Shed activation Leftovers activation Ingrain effects Leech Seed effects Burn/Poison status ailments Nightmare effects Curse effects Bind-type effects (Bind, Clamp, Fire Spin, Sand Tomb, Whirlpool, Wrap) Taunt ends Encore ends Disable ends Yawn activation Perish song effects Reflect-type effects end (Reflect, Light Screen, Mist, Safeguard) End of Outrage, PetalDance, Thrash Uproar ends Speed Boost activation Stat Stage increasing berries now activate immediately instead of at the end of the turn. Bug Fixes
Client Fixed crash issues related to skill animations on very low-end PCs. Fixed many memory-related client performance issues. Fixed movement sometimes not being restricted by hotkeyed items' usage. Fixed GBA battle start animations. Added default animations for move types that have an applicable animation to be shown. Added evolution animations for evolution stones. If you cancel this animation, you will not get your evolution item back. Fixed eggs showing up as active party members in party indicators in spectator mode / battles. Fixed client deadlock due to Destiny Bond's interaction with Ingrain-type skills. Fixed certain items (e.g. Amnesia Brace) not showing their icons if given to a party member as a held item. Fixed FocusEnergy not showing it failed if it was already used. Fixed Grudge's message when PP was drained. Fixed Rapid Spin's message showing the wrong name. Fixed an issue where players could interact with Slot Machines from nonsensical directions. Fixed Double Battle EXP gains so that it properly shows the second amount of EXP being gained. Fixed an issue where NPCs would not initiate a double battle unless the player had more than one party member. Fixed an issue where, if a player spectated another player in the Safari Zone, it would show the lead of their party instead of their player sprite. Fixed several issues with sprite heights in spectate mode. Fixed certain tile corruption issues which would result in tiles being rendered as white blocks. Fixed an issue where multi-turn moves could cause the opponents to appear to faint instantly after another opponent fainted. Fixed "Bag" window being usable in-battle via hotkeys. Fixed evolution animation to no longer show dummy battle. Fixed Fishing Rods creating pop-up bubbles in-battle when attempting to use them. Fixed certain NPC sprites not being rendered at the correct height during Battle Start animations (Tubers, etc.) Fixed line wrapping for very long Trainer names (e.g. Ranger class). Fixed status ailments to be removed on fainting. Fixed Overheat/Psycho Boost collision in Dex. Fixed an issue where grass animations could clip on top of player sprites. Fixed overworld sprite for Town Map. Fixed town map flight icons to correctly show after you have the proper pre-requesites (i.e. badge count, location unlocked) Fixed town map gender icons for women. Fixed DS-rom Boulder sprite so that it renders correctly when moved East. Fixed an issue where VS Seeker icons would persist after interacting with an NPC. Fixed an issue where Bad Word Filters would be applied to NPC Chat. Fixed an issue where chat bubbles would display raw chat item text instead of its intended linked item. (i.e. {M:XXX;XXX:XXX} ). Fixed certain grass animations clipping over the player when moving in certain directions when the "Render All Player Grass Animations" toggle was On. Fixed rendering issues with certain environmental tiles, causing them to render on top of players instead of underneath them. Fixed an issue where a player could be prompted to use another Repel if their Repel ran out right as they had a wild encounter. Fixed an issue where if you attempted to right-click a player's name from the chat box, and the target was not in the same map as you, it would show options that are non-functional (Duel, Trade). Fixed border tile animations for water. Fixed right-click menus being able to pop-up out of bounds of the window's resolution. Fixed unknown entrants showing up in the Dex's search function. Fixed an issue where clicking the "Announcements" function in the chat box would attempt to open a whisper with the non-existant player "Announcements". Improved screen jittering for character sprites during movement. Fixed "Remove Item" dialogue so that it is no longer generated from non-party members (PC, Trade, etc.). Fixed town map so that it closes if flying to the same map you are currently on. Fixed "No Badge" message popping up if attempting to use an HM without knowing the skill (e.g. interacting with water). Fixed Nickname / Character Creation dialogues to no longer allow invalid characters / character amounts. Fixed line wrapping for egg move diviner. Fixed master ball warning indicator spawning multiple dialogues if clicked >1 time. Fixed "create team" dialogue not being closable by pressing Team Window hotkey. Money will now be updated dynamically in the Trainer Card. Fixed dialogue popup placement for Rival/Professor interactions. Fixed Followers showing up in doors you just walked out of. Fixed characters being able to move when responding to movement hotkeys when chat window is focused. Fixed starter names in E4 Victory dialogue. Fixed "Use Another Repel" dialogue to use the previously used repel type, instead of always Max Repel. Fixed duplicate "Repel has worn off" message on end. Fixed logic which prevented repels being used at 1 step when the dialogue was popped up. Fixed linebreaks for nature flag unlock messages in-battle. Fixed status ailment icons not showing up in the party frame during Tournament Mode. Fixed grass animations on certain maps (e.g. Cycling Road Grass). Fixed Transform status not displaying correctly to spectators on spectate start. Fixed an issue where Trace would display the incorrect ability name if tracing a target with trace who already traced another ability. Fixed rendering issues with border tiles where incorrect rendering would cause black tiles to show up in borders just outside the visible map. Fixed font rendering on licensing screen. Fixed Substitute sprite position in Double Battles. Fixed rendering for non-standard border sizes (e.g. Safari) "Cancel Spectate" function will now stop the observation immediately instead of when the turn's queue has ended. Fixed a bug where hotkeyed items would be used when dragging to another hotkey slot. Fixed an issue where, if a scripted encounter occurred, its battle background would not properly reflect the current terrain. Fixed an issue where followers would not be selectable if they were north of the player character. Fixed an issue where you could not select other players that were underneath follower sprites. Fixed cancel function via hotkeys ("B") to properly interact with several GUI window types (e.g. vending machines, item selection dialogue) Server Fixed out-of-battle HMs being usable by linked summaries that you are not the owner of. Fixed trade evolutions showing "Go Null!" in a dummy battle. Fixed spectating showing the "Go X!" message upon starting spectating. Fixed alive/fainted statuses not updating correctly on spectate start for party members that have already fainted. Fixed HP overflow when dealing enormous amounts of damage. Fixed exploit with HM Cut which could allow players to bypass certain storyline elements if a party member with cut was traded to the player prematurely. Fixed an issue which would cause amount rolls for multi-hit moves (amount of hits to inflict) to greatly favor low results. Fixed an issue where multi-hit moves would not be stopped if a status ailment that should stop attacking (Sleep, Freeze) was inflicted in the middle of the multi-hit attack. Fixed Teleport not being affected by trap abilities (e.g. Arena Trap). Fixed Flash Fire not preventing Will-O-Wisp's Burn. Fixed Fakeout + Baton Pass interaction. Fixed Egg Flag counts being incremented in the Safari Zone. Fixed certain outdoor maps to correctly abide by weather, and enabled Fly on them. (Roofs, etc.) Team Chat will now obey blocklists. Fixed an issue where client desync could occur when interacting with Bench tiles, resulting in movement lag when attempting to walk over them. Fixed an issue where subsequent evolutions in an evolution queue would be cancelled if a prior evolution was cancelled (breaking the queue.) Fixed an issue where Egg Move Flags could have multiple increments triggered through multi-turn skills. Egg Move Flags will now only trigger when PP is consumed (but is not dependant on how much PP is consumed). Fixed an issue where genderless species were able to breed with each other. Party members are now revived if they level up and gain HP. Fixed an issue where, if a player encountered a wild spawn at the same time as starting a scripted storyline segment, a client deadlock would occur. Duel requests are now prevented if the target is interacting with a PC. Fixed Baton Pass being able to pass Skill Swapped abilities / typings. Fixed Encored skills being able to have priority modified during skill selection. Fixed Snatch interactions with Stockpile, Substitute, Heal Bell, Ingrain, Mist, Safeguard. Fixed storyline eggs to hatch at the proper level. Fixed rounding issues for certain skills ending up doing less than 1 damage. The following skills will now round up correctly to 1 damage: Weather Effects/Bind/Leech Seed/Spikes/Toxic/Burn/Poison/Curse/Nightmare. Fixed Reflect and Light Screen to no longer reduce damage of Set Damage & Percentage-Based damaging moves (e.g. Super Fang, Seismic Toss, Sonicboom, Dragon Rage, etc.) Fixed/Added broadcasts for ABSORB/GIGA DRAIN/LEECH LIFE/MEGA DRAIN/AROMATHERAPY/HEAL BELL/BRICK BREAK/CHARGE/DETECT/PROTECT/DREAM WATER/ENDURE (Cast time)/FOCUS ENERGY/FORESIGHT/ODOR SLEUTH/GRUDGE/HAZE/LIGHT SCREEN/REFLECT/LOCK-ON/MIND READER/MAGIC COAT/MIST (Cast + On prevent stat change)/PAIN SPLIT/PERISH SONG (Cast + end of turn)/REFRESH/REST (Regained health message)/SPIT UP (Failure message)/STOCKPILE (Failure/Success cast messages)/SWALLOW (Failure/Success cast messages). Fire-type skills which deal damage will now unfreeze frozen targets. NPCs will now abide by PP restrictions. Fixed error handling for very long chat messages. Fixed an issue where the Rival NPC could be invisible in its scripted encounter on Four Island. Fixed certain signs being interactable via nonsensical directions. Fixed an issue where, if you attempted to Run or Swap while under the effects of Arena Trap-like effects, a turn would be spent. Fixed an issue where POISON GAS would hit less enemies than intended in Double Battles. Fixed an issue where SURF would not hit the correct adjacent enemies in Double Battles. Fixed an issue where FUTURE SIGHT-type skills' damage would not broadcast correctly. Other Added /lang Added /dialogtest Added ability to search via tier in Dex. Adjusted permissions for indoor maps. Indoor maps will now allow running. Removed spectate restrictions from blocked users. Sending excessive amounts of chat messages in public chat channels will now automatically suppress your ability to speak with other players. Elite 4 cooldown reduced to 30 minutes. NotesMinimum system requirements have been increased to OpenGL 2.0+ compliant graphics card. Older OpenGL specifications will have visual issues in some areas of the game. -
Arimanius reacted to Kyu in PokeMMO Development in July 2014- Update Delays and Public Test Server Announcement
The "PokeMMO Development" is a recurrent series of posts which outlines progress made within the game as well as future development plans.
This development log focuses on the happenings of the past month, update timings, PTS functionality, and PTS content changes.
Update Delayed to August 2014
We have managed to maintain our streak of being unable to give accurate ETAs, a now 2.5-year feat!
Over the past month we've spent most of our time cleaning up GUIs as well as reviewing AI logic for flaws. Turns out there were a lot of those flaws which were extremely easy to abuse and would have had severe implications on the game's economy should we unleash them on the greater playerbase.
Currently, there are a few things needed to be done prior to updating the game. Those being:
Finishing an updated Trainer Card texture's implementation. Improving logic for stat boosting/damaging moves' functionality by AI. Improving switch-in logic for AI during battles. With those, as well as a few days to review everything, it's estimated that things will be deployed within the next few weeks.
PTS Overview
Content Changes
The trumpet train is coming to a station near you! The Public Test Server will contain our first Hoenn implementation. In this, we will include:
Storyline scripting up to the 4th Gym! Destroying Wurmple and friends to your heart's content! Non-interaction with various placeholder NPCs in areas they don't belong! Collecting badges from a new region while being completely isolated from the old one! Imagination for things that should exist but don't! PokeMMO's other latest concepts, slightly more broken than usual! Functionality
Certain portions of the Public Test Server's functionality have been released in our previous Development Log:
The PTS will only be available during certain times, announced prior to bringing it online. This will be focused on weekends in order to ensure the highest number of testers possible. This server will have a limited amount of player slots allocated to free accounts. Accounts with active Donator Status will be able to bypass queue restrictions. The PTS will provide certain debug tools ("cheat codes") required for the test at hand. These will vary depending on what is being tested. Character progress on the PTS will be removed regularly. Other information, such as how to download the PTS client and the assigned testing dates will be provided closer to its release.
Availability Times
While it may have only taken us 4 hours to create a usable prototype of Emerald, prototyping is by far the easiest portion of creating a video game. At one point it may have been acceptable to have a prototype where you do nothing more than run around and encounter things, but we no longer feel this is the case.
PTS' availability post-update will be timed based on:
Fixing the most egregious errors on Live post-update. We usually allocate a week post-update to handle the most horrible bugs which occur after a large changeset. Speed in scripting the first 4 Gyms and Storyline. It's estimated that it will take around 3 weeks to complete the above.