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richardbenzina

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  1. Like
    richardbenzina got a reaction from epicdavenport in NU Tier Discussion Request Thread   
    To be fair, gallade is completely walled by sableye. As gallade is not common, neither is sableye
    But regardless, the discriminating factor between blaziken and the other threats is access to u-turn
    U turn is such that blaziken not only applies an insane amount of offensive pressure on your team, bur it can gain momemtum way easied than the likes of gallade or absol
  2. Like
    richardbenzina got a reaction from DoubleJ in NU Tier Discussion Request Thread   
    For comparison, back in the days primeape used to be a viable comp regardless of having worst attack, worst stabs and worst typing and worst movd pool, all thanks to u turn 
    Unsurprisingly, it has now gone missing
  3. Like
    richardbenzina got a reaction from epicdavenport in NU Tier Discussion Request Thread   
    Not to mention, two of the main blaziken checks in slowbro and dugtrio, are gone
  4. Thanks
    richardbenzina reacted to Quinn010 in Make TC votes public / add suspect tests with community voting   
    i can make this thread a wall of text or just few sentence it get ignored anyways. 
     
    my suggestion is to make tc votes public so we can see what they vote and who we need convice rn the discussion threads are complete ussles. your talking to a wall the only tc that react is jj sometimes pachi but thats only 2members the others dont exist ?????. if votes dont become public my suggestion to remove discussion threads since they ussles and you save the time from some players. 
     
    also with suspect test let atleast the community vote what is a test when the testers dont even play this game lmfao.
     
    @Munya
  5. Like
    richardbenzina reacted to RysPicz in Make TC votes public / add suspect tests with community voting   
    The job of TC is to be the voice of community and based on the community's input, TC is supposed to make decisions regarding tiering to benefit the metagame the most and create as healthy environment for us, players (and yourselves) as possible. For a longer period of time, TC does not discuss anything with us and the decision with bringing down Lucario despite our very strong voice of disagreement only proves that the playerbase's opinion doesn't mean shit and you will just do what you want. Bringing down Lucario as far as I'm concerned is not something that the upper echelons decided and it was a TC decission, for which you are getting bashed right now from multiple sides and this only proves how angry is the community about the current situation with the council itself along your decisions. Really glad you banned Dugtrio, that was a step forward, but you made 2 steps back by bringing Lucario down to UU.
     
    I am not angry at TC for not banning King's Rock, Bright Powder, Sand Veil or other bullshit like that. I know this is our of your hands guys and the entire tiering system and policies are so fucked up in MMO I can barely find words in any of the 3 languages I know to describe them (and those that come to my mind would probably earn me the last warning). But bringing down Lucario is something we were strongly opposed against and it was your doing.
     
    I don't wanna move the entire discussion about Lucario to this thread but I'll sum it up how I would fix the entire situation:
     
    1. Community-voted polls regarding any suspect threads, just like it is on Showdown.
    2. Only active players recruited for Tierlist Council.
    3. Quickban Lucario
     
  6. Like
    richardbenzina got a reaction from TohnR in NU Tier Discussion Request Thread   
    To be fair, gallade is completely walled by sableye. As gallade is not common, neither is sableye
    But regardless, the discriminating factor between blaziken and the other threats is access to u-turn
    U turn is such that blaziken not only applies an insane amount of offensive pressure on your team, bur it can gain momemtum way easied than the likes of gallade or absol
  7. Like
    richardbenzina got a reaction from DoubleJ in NU Tier Discussion Request Thread   
    Not to mention, two of the main blaziken checks in slowbro and dugtrio, are gone
  8. Like
    richardbenzina reacted to Shadow in NU Tier Discussion Request Thread   
    You can't consider this as stable checks, mixed/special blaziken destroys mons like Quagsire, Seismitoad, Sandslash and Steelix:
    Only assuming Aura sphere (without HP involved, and 0 spA EV invest) :
    0 SpA Life Orb Blaziken Aura Sphere vs. 252 HP / 4 SpD Quagsire: 90-107 (44.5 - 52.9%) -- 0.4% chance to 2HKO after Leftovers recovery
    0 SpA Life Orb Blaziken Aura Sphere vs. 252 HP / 4 SpD Seismitoad: 79-95 (37.2 - 44.8%) -- 100% chance to 3HKO after Leftovers recovery
    0 SpA Life Orb Blaziken Aura Sphere vs. 252 HP / 0 SpD Sandslash: 103-122 (56.5 - 67%) -- guaranteed 2HKO after Leftovers recovery
    0 SpA Life Orb Blaziken Aura Sphere vs. 252 HP / 252+ SpD Steelix: 120-143 (65.9 - 78.5%) -- guaranteed 2HKO after Leftovers recovery
  9. Like
    richardbenzina got a reaction from DoubleJ in NU Tier Discussion Request Thread   
    Any thoughts on Blaziken? 
    This is just my 2 cents, but it has been the pinnacle of Nu meta for several months, with the metagame revolving around it so much that otherwise rather obscure pokemons rose in usage (such as quagsire, altaria and seismitoad, which rapresent in my opinion the best checks to blaziken)
    Its moveset became so diverse that it can now perform brilliantly several different roles, from a set up sweeper, to scout with u turn, it can use a mixed set with great effectivity, not to mention the choice version which is arguably the most problematic
    It has a great double stab type wise with cc and fire charge which make switch ins extremely hard, not to mention the thunder punch coverage
    -Mantine
    252 Atk Choice Band Blaziken Thunder Punch vs. 252 HP / 252+ Def Mantine: 220-260 (127.9 - 151.1%) -- guaranteed OHKO
    -Golbat
    252 Atk Choice Band Blaziken Flare Blitz vs. 252 HP / 252+ Def Eviolite Golbat: 87-103 (47.8 - 56.5%) -- 86.7% chance to 2HKO
    252 Atk Choice Band Blaziken Flare Blitz vs. 252 HP / 252+ Def Eviolite Golbat: 87-103 (47.8 - 56.5%) -- guaranteed 2HKO after Stealth Rock
    -Slowking
    252 Atk Choice Band Blaziken Thunder Punch vs. 252 HP / 252+ Def Slowking: 102-120 (50.4 - 59.4%) -- 80.9% chance to 2HKO after Leftovers recovery
    252 Atk Choice Band Blaziken Thunder Punch vs. 252 HP / 252+ Def Slowking: 102-120 (50.4 - 59.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
    -poliwrath
    252 Atk Choice Band Blaziken Close Combat vs. 252 HP / 252+ Def Poliwrath: 109-129 (55.3 - 65.4%) -- guaranteed 2HKO after Leftovers recovery
     
    The main ways to stop blaziken look to be defensive gligar and altaria, which can take more than 2 hits from most versions
     
    0 SpA Life Orb Blaziken Hidden Power Ice vs. 252 HP / 0 SpD Eviolite Gligar: 146-172 (84.8 - 100%) -- 6.3% chance to OHKO
    not that it is common, but a tech moveset is easily appliable to blazi thanks to its SPA stat
     
    Overall, i don't think blaziken is necesseraly broken as dugtrio was, i think it's centralized the meta and with no ha in sight and a stale meta, removing this threat could shake rather significantly the meta 
    Also, blaziken little brother Emboar would still fulfil blaziken niche in a less efficient way
    these are just my 2 cents, i am not the best player out there but idk maybe someone agrees
     
  10. Like
    richardbenzina reacted to Neuzzz in Summer Event   
    Hi there,
    I would suggest to have a big event for Summer (like Halloween)
    and seasonal/exclusive vanities can be "skins" for surfing, now that we have Motorcycle/Sleigh for Bikes, it's time to have skins for Surfing?
    The event doesn't matter, just the vanities xD
  11. Like
    richardbenzina reacted to SweeTforU in NU Tier Discussion Request Thread   
    hello im an nu player and from my little experience I am here to say shell smash blastoise is more than broken. It's broken+1
  12. Like
    richardbenzina reacted to Kyu in Changelog: 29/07/2020   
    Features
     
    Matchmaking
    Doubles is now available as a matchmaking game mode "Unranked" has been renamed to "Casual" mode Casual Mode no longer gives any matchmaking rewards Ranked mode is now always available, and no longer carries a signup fee Matchmaking ELO is now tracked based on a Seasonal approach ELO is now reset after every Season. Seasons last for 3 months. Players can now receive exclusive rewards depending on their position in the leaderboards at the end of the Season. Highly ranked players will now have their ELO decay after a few weeks of inactivity. Matchmaking Season Finale Tournaments
    For each Standard Tier of Matchmaking, at the end of every PvP Season, a series of Season Finale Tournaments will occur. Signup schedule: Last Saturday of PvP Season: Doubles Last Sunday of PvP Season: OU First Saturday of next PvP Season: NU First Sunday of next PvP Season: UU All PvP Season finale tournaments occur twice to accommodate timezones of players. All seats are allocated based on highest ELO of signup participants. Victors can earn up to 10,000RP and an exclusive PvP Crown item for the season Matchmaking rewards have been updated: Matchmaking Rewards Winners in Ranked Matchmaking will now periodically earn random rewards. Reward trees & progress are visible in the Matchmaking Signup window under the Personal Stats tab. Each tier has its own reward tree and progress. Reward trees are separated into 2 categories: "Weekly" rewards, which are refreshed and reset every few weeks "Seasonal" rewards, which will be tracked across a PvP Season Battle Point Rewards Players are now rewarded based on consistent win streaks, and bounties placed on other players. Match rewards now begin at 1000BP, and scale with 5 consecutive wins to 2250BP. Additional bonuses apply depending on your ELO and how strong your opponent is. Losers may now receive a small conciliatory bonus PvP Mystery Boxes have been removed from Battle Point vendors, and existing items have been marked as "Legacy". These items have been replaced by a new set of rewards in Matchmaking Rewards. Players may now queue into multiple tiers and rankings simultaneously. Players can now Spectate while queuing for matchmaking or tournaments, and will no longer be cancelled as "Busy." Tier usage is now shown in the game client under the Statistics tab of the Matchmaking Signup window Usage now includes per-species breakdowns of commonly used builds and allies This data is refreshed every 6 hours, and includes both Ranked Matchmaking and Auto Tournament data // Special Note: Statistics will show incomplete data for items, abilities, natures, and allies for the 2020-07 data set. Improved Spectate UI handling Average MMR is now shown in the Spectate menu for battles Improved handling of quickly switching between matches Matchmaking ranks, where applicable, are now shown in all PvP battles.  
    Automated Tournaments
    Standard Tournament brackets will now be randomized between each round. (Players who are waiting for the next round are now paired together randomly.) Standard Tournaments will now allocate a set of seats -- up to 1/4 of the total -- to players with the highest relevant ELO when signing up. Players must have at least 550 ELO in the tier to qualify for prioritized signups. The remaining 3/4 of seats will remain first come/first serve. In case less than 1/4 of participants qualify for priority seating, the rest will be deferred to the main queue. Tournament prizes have been updated with additional options: When selecting a species's parameters, Gender may now be selected, as well as up to 2 Selectable IVs. Selectable IVs are any value between 0 ~ 31. Items, BP, and "total fees" may now appear for tournament prizes. "Total fees" are displayed as an "Up To" value in the Tournament Info window. This prize depends on the number of seats filled in the tournament. Note: Automated Tournaments are manually managed by PokeMMO's Game Masters and these changes may not appear for tournaments which have already been scheduled. Spectators will now join battlers in their arena when spectating Tournaments.  
    General
    Held Items are now shown in the Dex Battle Box management in the PC is now less arduous Special Tiers (LC/etc.) are now shown in the Dex where applicable Added a "Fast Battle Replays" configuration option // This option will skip the wait time between turns of battle replays. It may cause graphical glitches or undesired behavior. Please report issues to the Bug Reports section of the Forums.  
    Balancing
     
    Gen 8 Moveset Changes
    Movesets for all species have been revised to include Gen 8-2, LGPE, Gen1/2 VC, and GOv1. This changeset encompasses several thousand changes, and can not be summarized. View the in-game Dex to see what's changed Data for all NPCs has been updated to respect their new movepools Many new TMs have been introduced. TMs have been added for: Air Slash, Bug Buzz, Power Gem, Razor Wind, Brave Bird, Whirlwind, Nasty Plot, Thunder Fang, Ice Fang, Fire Fang, Psycho Cut, Horn Drill, Take Down, Leaf Storm, Power Whip, Pin Missile, Cross Poison, Water Gun, Hydro Pump, Bubblebeam, Submission, Mega Drain, Dragon Rage, Fire Spin, Heavy Slam, Electro Ball, Fissure, Agility, Rage, Teleport, Stored Power, Hex, Focus Energy, Bide, Egg Bomb, Skull Bash, Amnesia, Razor Shell, Heat Crash, Tail Slap, Hurricane, Psywave, Tri-Attack, Curse, Reversal, Scary Face, Spikes, Zap Cannon, Detect, Charm, Megahorn, Dragonbreath, Baton Pass, Encore, Sweet Scent, Crunch, Future Sight, Whirlpool, Beat Up, Revenge, Imprison, Screech, Blaze Kick, Weather Ball, Fake Tears, Cosmic Power, Sand Tomb, Muddy Water, Icicle Spear, Mud Shot, Magical Leaf, Leaf Blade, Dragon Dance, Rock Blast, Close Combat, Assurance, Power Swap, Guard Swap, Pay Day, Toxic Spikes, Flare Blitz, and Aura Sphere. Where applicable, Move Tutor scripts in GBA have been updated to give TMs instead. This change removes duplicate methods of gaining the same moves across Tutor / TM systems. Speed is now evaluated after every battle action in Double Battles. This affects cases where Speed changes in the middle of a turn, such as when Paralysis is inflicted, or Tailwind becomes active. Rapid Spin now increases Speed by 1 stage when used. Base Power has been increased 20->50. Howl will now affect all allies when used. It is now prevented by Soundproof, except when the caster has Soundproof. Teleport has been reworked: Teleport is now -6 priority. When used by a Trainer, Teleport will now swap out the caster. Teleport is not affected by arena trapping conditions, like Arena Trap or Shadow Tag. "In a pinch" berries HP gain reduced from 50% to 33% When Healing Wish is used, if the target that would swap into the caster's place would not be affected by Healing Wish, Healing Wish will now wait for the next swapin to check whether it would be affected. Intimidate is now prevented by Own Tempo, Inner Focus, Oblivious, and Scrappy. It will now trigger Rattled. Moody can no longer affect Evasion or Accuracy. When cast, if a Fling user is holding a TM, its power will now be derived from the corresponding move Fling's base power has been capped at 130 The Ralts line now has Chaos/Humanoid egg groups. The Trapinch line now has Bug/Dragon egg groups.  
    Abilities
    Shadow Tag will now be suppressed after 3 consecutive turns // This change releases Wobbuffet from Ubers to OU for Single Battles PvP Prankster will now cause moves to fail if the target is Dark-type, and we increased priority of a Status move with it Gengar's ability has been updated from Levitate to Cursed Body  
    General
    Shard Move Tutors have been consolidated to 4 NPCs across all regions: "Regional Move Masters." These Move Tutors request a certain shard & item to teach each move. These NPCs may be found in every PC. Move Relearners & Deleters have been added to all PCs. Move Deleter service prices have been reduced to $1,000. Kanto/Hoenn Marts have been updated to include all TMs in Celadon/Lilycove respectively. (Accessible after 8 badges). TMs given throughout all storylines have been rebalanced, reducing duplicates and worthless TMs Rock Tomb's BP 50 -> 60, Accuracy 80 -> 95 The Wynaut egg in Hoenn's storyline has been updated to give a Wobbuffet instead. Level caps for some badges in Hoenn/Sinnoh/Unova have been increased slightly. Obedience levels are now: Kanto: 20/26/32/37/46/47/50/55/62/100 Hoenn: 20/24/28/33/35/38/44/48/58/100 Unova: 20/24/27/31/35/38/43/46/56/100 Sinnoh: 20/27/29/34/37/43/46/52/60/100 NPCs in storyline battles now have more limited PP for healing moves Riches Charm effects have become more powerful, and no longer pretend that they can stack with other Money charms (Amulet Coin/etc.) Added Draco Meteor to Hydreigon's evolution tree // This was previously omitted in the 13/08/2018 update due to balancing concerns.  
    General Changes
     
    A Traditional Chinese translation is now packaged with the game client Common auction durations have been reduced from 3 weeks to 2 weeks. High Value auction durations have been increased from 3 weeks to 4 weeks. High Value auctions are defined as: Monster auctions where the monster is shiny, or it has at least 3 perfect IVs Item auctions where the item is a donation item, or vanity item When listed via the GTL, shiny species now have a minimum price of $250,000 Nickname changes are no longer restricted to Name Raters and no longer require a fee. Nicknames for monsters can now include more Latin-Extended characters. Several abilities now broadcast their presence when their behavior is triggered, like No Guard against semi-invulnerable targets PvP: Players may now be notified of "suspect tests" for tiering within the game client  
    Bug Fixes
     
    General
    Reduced system RAM requirements in Platinum areas This primarily affected low-RAM devices on Android. Players who ran into OOM errors in Platinum areas are encouraged to try again after this update. Fixed an issue where, if a player disconnected while an evolution was taking place, if a player reconnected, the evolution would not prompt until the next session Fixed an issue where matchmaking / tournament start timers would be delayed by 30s Reverted font changes from the 23/07/2019 changeset This fixes charset rendering for SC/TC/KO/JP in certain unicode blocks The adjusted font size for CJK can now be toggled in the options menu String overrides for translations have been reordered to NDS->Overrides->Base This change only affects custom strings distributed externally; no behavior changes for default languages. Arcanine can now learn ExtremeSpeed on evolution Game controller inputs are now suppressed while the window is minimized or unfocused Fixed Cut potentially bypassing storyline requirements in Kanto Mods: Added a "Dex Dump" utility TMs for GBA storyline areas have been changed to untradeable variants Woobat's Base HP has been updated from 55 to 65 Android: Fixed Tournament UI Fixed an issue where formed species would not be correctly displayed if forms differed in tiers Fixed many issues with Swarm data Fixed an issue where Hoenn's Elite 4 would sometimes allow bypassing fights in rematches Fixed zero PP skills on the hotbar pretending that they were invalid  
    Battle Issues
     
    Fixed Fury Cutter power cap & scaling // This change re-enables Fury Cutter for player use. Fixed Cloud Nine / Air Lock leaving weather unable to be cast for the duration of the battle // This change re-enables Cloud Nine for player use. Fixed Flinch's stacking odds Previously, the Ability & Held Item rolls were rolled into one. This change increases the chance to proc Flinch where the player had both Flinch items, like King's Rock, and a Flinch ability, like Stench. This does not affect moves with Flinch, or cases where Flinch stacked via (Moves+(Ability|Held Item)) Effectiveness indicators will now respect type override moves, like Soak, and abilities which affect types, like Normalize Normalize will no longer affect Hidden Power, Natural Gift, Weather Ball, Judgement, or Techno Blast. Fog field effects will now reduce Accuracy in battle. Sleep Talk can no longer call Mimic or Sky Drop Rocky Helmet no longer affects Magic Guard users Odor Sleuth will now cause Evasion to be ignored Fixed Metal Powder / Quick Powder percentages (Previously, +50%, now, +100%) Fixed an issue where Transform would show incorrect sprites if Transforming into a species with alternative base stat forms (Rotom/etc.) Fixed an issue where blocks in Hearthome Gym wouldn't despawn consistently for some players Fixed an issue where, if a player was teleported while inside the Driftveil Gym for e.g. Matchmaking, when returning, the elevator would not always respawn Recycle / Harvest will now seek out items last used by its caster, instead of by its battle slot Anger Point and Cute Charm can no longer activate if the ability owner faints while being hit Added Unova's "Elemental Hyper Beam" and "Pledge" tutors Fixed semi-invulnerable targets (Fly/Dig/etc.) not displaying their status on reconnect Fixed stat stage tooltips application Fixed battle tooltips not showing correctly for wild encounters Fixed stat stage messages playing too early sometimes for battle chat Fixed an issue where, if a player was evolving or teaching a move to a party member when a battle started, the battle would not render. This primarily affected Matchmaking and Tournaments, where battles are scheduled by time. Fixed an issue where damage would not be calculated correctly against Bosses with Wide Guard / Quick Guard Fixed Fling not activating secondary effects for untradeable held items Skill Swap now properly fails against targets in a semi-invulnerable state (Fly/etc.) Fixed Wish's message broadcast Fixed Clear Body's message Fixed Flame Orb / Toxic Orb messages Fixed an issue where berry activation messages would not trigger if a stat was already maxed out Fixed Shed Skin's ability description Fixed a misleading message which could occur if Sweet Scenting while having 0 PP available Players can no longer send requests (Duel/Team/etc.) to players who they have blocked Fixed level displays of challengers in Tournament Mode duels, where the challenger's team had participants less than lv50 Fixed an issue where, if multiple EXP Shares were active, the broadcasted EXP would be slightly higher than the actual gain Fixed an issue where pure status heals could be used where not effective  
    Notes
    This update reduces compatibility with Windows XP and Windows Vista. Players on these operating systems may see more warnings, and are encouraged to update to a modern, supported version of Windows.
  13. Like
    richardbenzina reacted to iJulian in PokeMMO Dev Blog 9000: Questions   
    Why not press the big release button like.. right now? Or you know, in 10 minutes? @Kyu
     
     
  14. Like
    richardbenzina reacted to Makarovs in PokeMMO Dev Blog 9000: Questions   
    I guess i understand now why devs dont like give us ETA. Ppl just go crazy if things dont go as expected.
  15. Like
    richardbenzina reacted to Kyu in PokeMMO Dev Blog 9000: Questions   
    My weekend went alright, thanks for asking. I've been watching Monster and I'm almost done with that, and I was able to talk to some family who I've been missing due to corona, so that was nice.
     
    We have a mandarin tree which is in season, and I've become very fond of them. They pair well with wine as a snack.
  16. Like
    richardbenzina reacted to iJulian in PokeMMO Dev Blog 9000: Questions   
    So... how did things go?
  17. Like
    richardbenzina reacted to iJulian in PokeMMO Dev Blog 9000: Questions   
    @Kyu Just to confirm, we are taking the showdown approach right? meaning we're getting rid of unranked and having a single (ranked) ladder per tier 24/7. I feel one of the biggest problems with ranked right now is that you can only queue up for it at certain hours while still having a normal games ladder that does nothing really, specially now that we're having seasonal resets and no fee for queueing I see no point in dividing our already small playerbase into two groups..
  18. Like
    richardbenzina reacted to MaatthewMLG in PokeMMO Dev Blog 9000: Questions   
    2 more days, u better not have lied to me or...
    *sheathes Katana*
  19. Like
    richardbenzina reacted to inneedoffriends in NU Tier Discussion Request Thread   
    I agree completely. Like you said, due to Spiritomb's innate ability to counter basically of them completely freely, it makes a HUGE typing (Gallade, Garde, Espeon, etc.) effectively useless. What's the point in running into, knowing whatever you set you think of is completely countered by one Pokemon that literally doesn't need to do anything but exist. Next comes the issue of how damn good at everything this Pokemon is. Amazing typing, especially considering how many normal types there are, immunity to fighting, probably top 3 most common attacking types in the entire metagame, and like we both said, psychic. It is absolutely imperative you build a team with this Pokemon in mind or else, you're screwed in literally every way; you have a good normal type, lets say Ambipom, for example, is now effectively useless due to his typing. So already we have a very common Pokemon effectively nullified by this Pokemon. Now countering a Pokemon is healthy and needed for a good competitive scene, but the amount of things this damn Pokemon counters is frankly ridiculous. Just off the top of my head, Gallade (basically all variants), Espeon (effectively setup fodder), Ambipom (stab moves don't matter if the Pokemon is immune, and low damage), Braviary (both stabs are either tanked or is immune to), Gardevoir (all variants, specifically choice and sub + 3 attacks), Swellow (like Braviary, stabs are either tanked or is immune to) and Machamp to some degree. I'll quickly speak about Machamp; the fact that this damn four armed freak has so many sets and coverage is the only thing that's stopping him from getting hard walled by Spiri. That's not even talking about what set the Spiritomb is running. Basically, I don't want to keep blabbering on; this Pokemon is a HUGE restriction on team building in NU and should be dealt with. I know it's new and exciting but so are plenty of much healthier Pokemon that got introduced in generation 4. Due to how good Spiri's support moves (wow, pursuit to an extent, taunt) and typing + unpredictability, I think this Pokemon either needs a hard nerf or be moved to UU. It's frankly ridiculous.
  20. Like
    richardbenzina got a reaction from hannahtaylor in NU Tier Discussion Request Thread   
    I'm not really going to make a complex argument, but i'd just like to share a thought 
    Spiritomb
    No one has talked about spiritomb in Nu since sinnoh but i don't really think it's good for the NU meta
    A few weeks ago i thought machamp would have been so incredible, but i must shamefully admit i was very very wrong
    I don't mind waiting for the update, but once that occurs things are will only get worst -i presume-, rapid spin becoming stronger and close combat becoming more common spiritomb will only get stronger. But as i said i just want to share this thought since spiri is already unhealthy imho, being the second most common mon in Nu
    1) it's similar to sableye but, although lacks recovery, has way way more bulk, both psysical and special, a very good offensive power, the perfect movepool, and can more than viably run rest
    2) it's extremely unpredictable having at least  three standard sets that work (in my experience)(banded, cmind and physically defensive). Which means that, if you don't know spiritomb's set, you either send in a special attacker risking a calm mind; or you send in a physical attacker, risking a burn or a foul play. Not to mention the trick abusers that you can sometimes find.
    3) This is the most important point, it restricts so much team building. Spiritomb is not that strong by itself. It's just so efficient, lacking any weakness. 
    Psychic types are absolutely unviable right now. There is not a single psychic type that can even stay in a single turn vs spiritomb, that, again, is such a common pokemon. Thanks to two great forms of priority, 2 incredible immunities (fighting and psychic),  foul play and even pursuit, i litterally can't see why i should run espeon, gallade, slowking or any other psychic mon. 
    And spiritomb made fighting types so weaker, thanks to wow, rocky helmet and pressure (except machamp which is very strong), being able to get a free switch in on most fighters only fearing freeze hax. 
    Then again, this comment is already probably too long, but it's just an observation on a pokemon that is unpredictable, easily snowballs and restricts team building. 
  21. Like
    richardbenzina got a reaction from gbwead in NU Tier Discussion Request Thread   
    I'm not really going to make a complex argument, but i'd just like to share a thought 
    Spiritomb
    No one has talked about spiritomb in Nu since sinnoh but i don't really think it's good for the NU meta
    A few weeks ago i thought machamp would have been so incredible, but i must shamefully admit i was very very wrong
    I don't mind waiting for the update, but once that occurs things are will only get worst -i presume-, rapid spin becoming stronger and close combat becoming more common spiritomb will only get stronger. But as i said i just want to share this thought since spiri is already unhealthy imho, being the second most common mon in Nu
    1) it's similar to sableye but, although lacks recovery, has way way more bulk, both psysical and special, a very good offensive power, the perfect movepool, and can more than viably run rest
    2) it's extremely unpredictable having at least  three standard sets that work (in my experience)(banded, cmind and physically defensive). Which means that, if you don't know spiritomb's set, you either send in a special attacker risking a calm mind; or you send in a physical attacker, risking a burn or a foul play. Not to mention the trick abusers that you can sometimes find.
    3) This is the most important point, it restricts so much team building. Spiritomb is not that strong by itself. It's just so efficient, lacking any weakness. 
    Psychic types are absolutely unviable right now. There is not a single psychic type that can even stay in a single turn vs spiritomb, that, again, is such a common pokemon. Thanks to two great forms of priority, 2 incredible immunities (fighting and psychic),  foul play and even pursuit, i litterally can't see why i should run espeon, gallade, slowking or any other psychic mon. 
    And spiritomb made fighting types so weaker, thanks to wow, rocky helmet and pressure (except machamp which is very strong), being able to get a free switch in on most fighters only fearing freeze hax. 
    Then again, this comment is already probably too long, but it's just an observation on a pokemon that is unpredictable, easily snowballs and restricts team building. 
  22. Like
    richardbenzina got a reaction from aftershocker in NU Tier Discussion Request Thread   
    I'm not really going to make a complex argument, but i'd just like to share a thought 
    Spiritomb
    No one has talked about spiritomb in Nu since sinnoh but i don't really think it's good for the NU meta
    A few weeks ago i thought machamp would have been so incredible, but i must shamefully admit i was very very wrong
    I don't mind waiting for the update, but once that occurs things are will only get worst -i presume-, rapid spin becoming stronger and close combat becoming more common spiritomb will only get stronger. But as i said i just want to share this thought since spiri is already unhealthy imho, being the second most common mon in Nu
    1) it's similar to sableye but, although lacks recovery, has way way more bulk, both psysical and special, a very good offensive power, the perfect movepool, and can more than viably run rest
    2) it's extremely unpredictable having at least  three standard sets that work (in my experience)(banded, cmind and physically defensive). Which means that, if you don't know spiritomb's set, you either send in a special attacker risking a calm mind; or you send in a physical attacker, risking a burn or a foul play. Not to mention the trick abusers that you can sometimes find.
    3) This is the most important point, it restricts so much team building. Spiritomb is not that strong by itself. It's just so efficient, lacking any weakness. 
    Psychic types are absolutely unviable right now. There is not a single psychic type that can even stay in a single turn vs spiritomb, that, again, is such a common pokemon. Thanks to two great forms of priority, 2 incredible immunities (fighting and psychic),  foul play and even pursuit, i litterally can't see why i should run espeon, gallade, slowking or any other psychic mon. 
    And spiritomb made fighting types so weaker, thanks to wow, rocky helmet and pressure (except machamp which is very strong), being able to get a free switch in on most fighters only fearing freeze hax. 
    Then again, this comment is already probably too long, but it's just an observation on a pokemon that is unpredictable, easily snowballs and restricts team building. 
  23. Like
    richardbenzina reacted to Munya in Conkeldurr counters   
    For those that weren't, please keep answers serious.  People come here for help or ideas, not to be given false information by people intentionally giving it, regardless of if you think it is funny.
  24. Like
    richardbenzina reacted to zapdosfangaming in New Option in Competitive   
    If only we had an option like this in competitive and Pvp mode it would be good because sometimes we want to change our move or change the pokemon we are switching to. The cancel option would help me alot.

  25. Like
    richardbenzina got a reaction from RysPicz in July-Movement Discussion Thread   
    The truth has been spoken
    Nah for real, i was hoping someone else would do that, but i'll try to make an argument on why Machamp is absolutely unhealthy for the NU metagame

    Machamp is one of the many fighting types in NU, but has no trouble to distinguish himself. To understand how powerful this thing is, just compare it to conkeldurr. They share the same base stats total, with the four armed fighter being a little faster, while the pillar moving beast having slightly more attack and being noticeably tougher physically defensive wise. On the other hands machamp sports a great signature ability in No Guard and access to close combat. 
    It's hard to deny that Conkeldurr is considerably stronger than Machamp; but considering he is one of the top OU threats, it shows how strong machamp actually is. The two mons share several traits: an awesome ability in guts, and access to an almost perfect coverage, thanks to the elemental punches, facade and stone edge. although we only had a few days to see how it performs, from my experience machamp already proved itself to be absolutely dominant. 
    First off, it's extremely versatile. it can run several sets: mini conkeldur with guts and 4 attacks -even having priority-; sub toxic making use of it's signature ability; a bulky or specially defensive bulk up set. there's no pokemon that can certainly stop all three of these sets, with the guts variant being the most common, accord to my experience.
    if machamp gets on the field, something is sure to go down. and rarely it's going to be machamp.
    let's start to focus on what could in theory stop it; I'll give for granted there are rocks on both sides.
     
    252+ Atk Guts Machamp Facade (140 BP) vs. 252 HP / 252+ Def Musharna: 106-125 (47.5 - 56%) -- guaranteed 2HKO after Stealth Rock. rocks would hardly matter. (87% 87% 2hko without)
    252+ Atk Guts Machamp Facade (140 BP) vs. 252 HP / 252+ Def Weezing: 84-99 (48.8 - 57.5%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery rocks would hardly matter. (87% 87% 2hko without)
    252+ Atk Guts Machamp Facade (140 BP) vs. 248 HP / 252 Def Eviolite Golbat: 86-102 (47.5 - 56.3%) -- guaranteed 2HKO after Stealth Rock. Rocks would hardly matter (87% 87% 2hko without)
    252+ Atk Guts Machamp Facade (140 BP) vs. 252 HP / 252+ Def Blastoise: 95-112 (51 - 60.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery. 
    252+ Atk Guts Machamp Ice Punch vs. 252 HP / 252+ Def Eviolite Gligar: 136-160 (79 - 93%) -- 37.5% chance to OHKO after Stealth Rock
    252+ Atk Guts Machamp Facade (140 BP) vs. 252 HP / 252+ Def Slowking: 109-129 (53.9 - 63.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
    252+ Atk Guts Machamp Close Combat vs. 252 HP / 252+ Def Eviolite Metang: 82-97 (49.1 - 58%) -- guaranteed 2HKO after Stealth Rock (96% 2hko without stealth rocks)
    252+ Atk Guts Machamp Close Combat vs. 252 HP / 252+ Def Tangrowth: 105-124 (50.7 - 59.9%) -- guaranteed 2HKO after Stealth Rock
    252+ Atk Guts Machamp Ice Punch vs. 252 HP / 0 Def Rotom: 88-104 (56 - 66.2%) -- guaranteed 2HKO after Stealth Rock
     
    Well i tried to calc all the mons that in theory could stop this thing. But it's clear those won't do. Only a specific kind of wall won't get 2hkoed: ghosts.
    252+ Atk Guts Machamp Ice Punch vs. 252 HP / 252+ Def Spiritomb: 49-58 (31.2 - 36.9%) -- 79.7% chance to 3HKO after Stealth Rock and Leftovers recovery 
    The big question is, what is spiritomb gonna do? it can't rest. it can't wow. It sits there waiting for ice hax.
    0 SpA Spiritomb Dark Pulse vs. 252 HP / 4 SpD Machamp: 24-29 (12.1 - 14.7%) -- guaranteed 6HKO after burn damage
    252+ Atk Spiritomb Foul Play vs. 252 HP / 0 Def Machamp: 54-63 (27.4 - 31.9%) -- 65.7% chance to 3HKO after burn damage.
     
    252+ Atk Guts Machamp Ice Punch vs. 252 HP / 252+ Def Dusknoir: 42-50 (27.6 - 32.8%) -- guaranteed 4HKO after Stealth Rock and Leftovers recovery
    Funnily enough dusknoir is the best machamp wall. Too bad it's not good for the rest of the meta. 
    and this is only true for the guts set; Foul play won't break a no guard sub toxic set, and the bulky ghost type will be easily toxiced.
    Walling Machamp is not on the table; Let's try to revenge kill it.
    252+ Atk Guts Machamp Bullet Punch vs. 0 HP / 0 Def Archeops: 130-154 (96.2 - 114%) -- guaranteed OHKO after Stealth Rock
     
    252 Atk Gallade Zen Headbutt vs. 252 HP / 0 Def Machamp: 162-192 (82.2 - 97.4%) -- guaranteed 2HKO after burn damage
    nice you almost killed him
    252+ Atk Guts Machamp Facade (140 BP) vs. 0 HP / 0 Def Gallade: 186-219 (130 - 153.1%) -- guaranteed OHKO nope
     
    252 SpA Life Orb Roserade Extrasensory vs. 252 HP / 4 SpD Machamp: 133-156 (67.5 - 79.1%) -- guaranteed 2HKO after burn damage
    dead
    252+ Atk Guts Machamp Bullet Punch vs. 4 HP / 4 Def Swellow: 56-67 (41.1 - 49.2%) -- guaranteed 2HKO after Stealth Rock and burn damage
    252+ Atk Guts Machamp Bullet Punch vs. 4 HP / 4 Def Swellow: 56-67 (41.1 - 49.2%) -- guaranteed 2HKO after Stealth Rock and burn damage 
    yeah you got it, giving up on the revenge killer. 2-1 for Machamp.
     
    252+ SpA Magmortar Psychic vs. 252 HP / 4 SpD Machamp: 124-148 (62.9 - 75.1%) -- guaranteed 2HKO after burn damage
    252+ Atk Guts Machamp Facade (140 BP) vs. 0 HP / 0 Def Magmortar: 181-214 (120.6 - 142.6%) -- guaranteed OHKO
     
    252 SpA Life Orb Zoroark Extrasensory vs. 252 HP / 4 SpD Machamp: 130-153 (65.9 - 77.6%) -- guaranteed 2HKO after burn damage
     
    Overall, the best machamp revenge killers, in my opinion, are espeon, scarfed braviary and honchcrow; the flying types have to be wary of bullet punch, that will inflict heavy damages, rocks and brave bird recoil, due to neutral moves not being able to ko machamp. About espeon, it shows not only strong how strong machamp is; but also how strong machamp is in the current meta: being rich in dark types, a dark + fighting type core is great, the dark types can trap and absorb psychics, while allowing machamp to sweep the oppent's dark types.
    I'm not really great at creating this kind of arguments, but since machamp dropped in NU, my fav tier, i felt extremely restricted with team building. There's no doubt in my mind that machamp is too much to handle; it is UU on smogon, in a tier with legendary swords, and legendary psychic types.
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