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Tbird

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Everything posted by Tbird

  1.  

    <p><p><p><p><p><p>This place was the cherry on top of the cake when I had everything I could ever want. Though often ignored, treated as immature; a general annoyance, I didn't care. I had everything I could ever want. I got rewarded for my efforts here, being once a temp mod on shoddy (oh the days), and even my long sought RMT badge. I even gained a couple friends. Not that I needed any of it; small virtual nothings embellishing a life full of great somethings. </p></p></p></p></p></p>

    <p><p><p><p><p><p>That's all gone now, though, and I find myself being drawn back to this small distraction. I loved this place and the people more than I can put into words; even if I was the mild annoyance.</p></p></p></p></p></p>

     

  2. It's about thinking, more than anything. It all starts with a goal, let's start with a basic one - A desired sweeper. Now your team should be tailored to give that chosen pokemon every advantage towards a successful sweep. First part is picking the pokemon you want to sweep, now, you can do this by just having a favourite pokemon that has the tools to sweep or by looking at the top 10-20 used pokemon and find a pokemon that can beat most of them under the right circumstances. So the next part is the moveset, you can straight up rip from smogon, which isn't a bad thing!!! They have put the hours into testing, it's fine to use that to your advantage. Now let's say you're using Lucario in this instance. His short comings are his speed and frailty, he also has a few solid checks that he's never getting passed. So we know that our team has to make up for what he lacks, this means we need a pokemon that are going to create opportunities for him to switch in whilst also removing threats to his sweep, and they also have to support him well. He's going to run a fairly standard set of: Lucario @ Life Orb Inner Focos (I believe that's his ability anyway) Jolly 252 Atk / 4 Def / 252 Spe - Swords Dance - Close Combat - Extreme Speed - Crunch This is beaten everyday of the weak by Gliscor, so we need a way of getting Gliscor out of the picture first and foremost. Your best bet is to use a lure, Jirachi works great because he shares the same weaknesses as Lucario and can usually be beaten by Gliscor, so what are we going to do? Tailor our Jirachi to beat Gliscor! "If I send in Jirachi, the opponant will send out Gliscor as gliscor can't be paralysed (usually), I know Gliscor has a crippling weakness to Ice, so I will use hidden power Ice on the set, however if my opponent even hints at there being something funky going on he won't send gliscor out and I will lose my chance to remove my sweepers counter! So I need to make my Jirachi look completely normal in most regards, I'll give him Leftovers and a moveset of Body Slam / Iron Head / Wish / Hidden Power Ice and through the match use him as normal until I see Gliscor appear and then unload with Hidden Power Ice" boom, biggest threat eliminated. And with Jirachi you've also gained a huge boon in as much as with body slam you can paralyse fast pokemon like Latios and random choice scarfed 'mons which means they won't threaten Lucario's sweep. Now you need a way to get Lucario, you need to lure a few pokemon out that mean Lucario can switch in every day of the week. Chansey will be your best bet, so now you know you need a special attacker that will Draw Chansey out. Rotom-W would be great here as he covers your other two pokemon's weakness perfectly and they resist his sole weakness. Now your best set here would be a Choice Scarf set: Rotom-W @ Choice Scarf Levitate Modest / Timid 4 Hp / 252 SpA / 252 Spe - Trick - Volt Switch - Thunder Bolt - Hydro Pump This set works brilliantly for what you want because you can cripple physical walls like Skarmory with a Choice Scarf, meaning he won't be doing much for very long, once you've ditched your scarf Chansey and Blissey won't fear switching in on you, and when they do you Volt Switch out to Lucario who will take the expected toxic. they are then placed in a horrible position, they can ether stay in and try to hurt you with Seismic Toss, or they can switch out, either way you're going to get a +2 from swords dance and start tearing holes into the opponant's team. Now all you need are a few pokemon that just make life easier, for instance you're now weak to Ferrothorn, you don't want to set up on it with Lucario because Ferrothorn will Twave it and ruin your game plan, so what you need now is something that can help with this without adding a weakness. Now Salamence can fit in perfectly here, he can smash holes in walls and make it easier for Lucario to clean up later on in the game, given he is weak to Ice and Dragon he also provides Lucario and Jirachi with means of switching in and he can roast the likes of Skarmory and Ferrothorn whilst being able to severely dent a lot of the bulky waters all of the place. His weaknesses are covered and he further covers the weaknesses of the rest of your team. Now magnezone could be used in this slot to remove skarmory and Ferrothorn, however he would fuurther add to your ground and fighting weaknesses without helping very much in the way of coverage, because he'd be running a similar set to Rotom-W. Now I know this post is wildly irrelevent to your team, however I want you to apply that sort of logic to this team, even if it means getting rid of half of the team. Hopefully you can see where I used the XYZ thing all throughout there, and I hope I've helped.
  3.  

    <p><p><p><p><p><p>I have been... away.</p></p></p></p></p></p>

    <p><p><p><p><p><p>I have had the worst 3 months of my life. That's not to say I'm ungrateful for the high times, I love them, I really do. I just wish I wasn't so sad.</p></p></p></p></p></p>

     

  4.  

    <p><p><p><p><p><p>:B Mfw you still have the same signature ♥</p></p></p></p></p></p>

    <p><p><p><p><p><p><img src="http://img859.imageshack.us/img859/4213/164cg.jpg" alt="164cg.jpg" /></p></p></p></p></p></p>

     

  5. No no, when I said choice band I was referring to Victini, sorry I wasn't more clear. If it's choice locked at all, houndoom will annihilate it. Houndoom probably wants a set like: Houndoom @ Life Orb/ Expert Belt Flash Fire Hasty / Lonely 252 Atk / 12 SpA / 244 Spe Pursuit Over Heat Sucker Punch / Crunch / Dark Pulse Hidden Power Grass / Will-o-wisp / thunderfang I'll explain a little; for the most part you're only really concerned with pursuit, take out them pesky Mew and Victini. Overheat coincides with the EV spread perfectly; You outspeed and OHKO Nidoking, a pretty big threat in UU, not only that but you can get a 2HKO on Nidoqueen most of the time (and certainly if there are Rocks on their side on the field) which is one less threat for you to deal with. (as a side note, Over Heat will also OHKO Bronzong whilest Crunch can get a 2HKO). A plausible scenario would be: Turn X Opponant switches in Victini Turn 2 Victini uses V-Create You switch in Houndoom Houndoom gets a flash fire boost Turn 3 Opponant Switches out Victini You use Pursuit Victini is OHKOd Turn 4 Opponant switches in Nidoqueen Houndoom uses Overheat (Min damage 64% W/o Flash fire boost, minimum 95% after Flash Fire [OHKO if Stealth Rocks are on their side]) A) Nidoqueen faints B) Nidoqueen Uses Earth Power (Maximum of 74%) C) Nidoqueen uses Stealth Rocks (if they expect you to switch out) Turn 5 (if it lasts that long) Houdoom Uses Overheat Nidoqueen faints. Scenarios like that help me build my team. I'm always thinking "Ok this moveset means that I can accomplish X, the opponant will react via Y, so I need Z to keep momentum" Using that template for the above example: "This moveset means that I can beat Victini and Mew pursuit, the Opponant will react by sending in a wall to scare me, so I need a move that will keep momentum in my hands" the move in question here is Overheat. As for the rest of the set, Dark Pulse, Crunch, Sucker Punch are reliable consistant second Stab options, for instance you might be against a, I dunno, Weakened altaria (around 60% HP) and you need a solid move to hurt it, 40bp Pursuit isn't going to be much help and itit resists Over Heat, so Crunch is the way to go. Sucker Punch is for if you're worried about Azelf and other Dark weak yet fast attackers, such as Mismagius and to an extent Rotom. The last slot is filler, really. Hidden Power Grass will help with Quagsire, and the newly UU Swampert, Will-o-wisp means you can cripple something on the way down; IE Intimidate Hitmontop who rarely pack Mach Punch, you can outspeed him and burn him on the way down, toxic could work here, too, to cripple slowbro. Thunderfang is lol, but it's an option over hidden power grass. Anyway to sum up that set, if you can use it effectively and find it the right support it can actually really help you with your current issues that you face against a lot of walls whilst also removing some potentially lethal offencive threats. The only problem you might face with houndoom is that he doesn't have longevity like Arcanine (Arcanine is probably better suited for Balanced teams for that reason) however his movepool does make up for it. Again, sorry for being so long winded.
  6. I really don't like that Ambipom, Having a normal Gem on a guy that's meant to switch out seems pointless. In fact I hate the gems in general; I refuse to see their viability - Even more so in this Case!! Switch it for a Life orb so you can consistantly get a power boost. A 10% boost across all moves is much better than a one of 50%. Think of it like this, You will be faking out and U-Turning most of the time anyway, why not have each one be slightly more powerful? I know acrobatics is nice and powerful for it, but you have no STAB on acrobatics; unlike Gliscor, and it adds very little in the way of coverage. So I would go as far as to say replace that move for taunt and just go the tried and true method of Ambipom. Taunt will help infinitely more than Acrobatics. Whilst you may nail... Primeape or something acrobatics, taunt allows you to immobalise a wall and set up on it, which could potentially win you the match or save you from a potentially game changing situation. Meh didn't mean to say quite so much; not played in a while. Anyway... You can use Houndoom to your advantage in much better ways than you are, sash-countering died when the lead game did, and given you have no spinner you're not going to be pulling off any surprise feat any time soon, and then all you've done is lost arguably your best defence to victini. More on that in a second. I have a problem with half of your team, personally, now I'm out of touch so don't take me too seriously but you asked me to take a look so here I am . Now half of your team is weak to rock, you have no spinner and only one resistance to a rock barrage. So, killing two problems with one ...rock (god I suck)... change your ambipom for hitmontop, You can use hitmontop in a similar way to ambipom, he can come in on the lead position when you have no idea what to do and spam Fake Out, he can also provide much needed rapid spin support and get rid of one of your biggest threats; CB/CS Mamoswine with Mach punch. Hitmontop @ Life orb Technician Adamant 240 HP / 252 Atk / 16 Spe - Fake Out - Mach Punch - Rapid Spin - Sucker Punch / Foresight Not only will he help in the aforementioned areas but he is a great self sufficent spinner. Last time I played UU there were a few Mismagius playing weird games and he can instantly get rid of then with sucker punch; just watch out for will-o-wisp, with foresight he can demolish spiritomb, too, but again watch out for being burnt. He can also revenge Kill victini, too! Now, houndoom, he's going to be your best bet against things like Alakazam, Victini and Mew. Victini will be firing off V-Creates all day long, if it's a choice band variant you ppretty much demolish it straight up with pursuit; however you will need Stealth Rocks to ensure the OHKO, If you put technitop on team you will probably see more Psychic attacks being dished out by 'Zam and Mew, meaning you have prime chance to switch in and remove them with Sucker Punch, again Stealth Rock support is needed to ensure the OHKO on Offensive Varients of mew. However don't assume you're safe from victini with this change, if victini is a LO varient you will need to try and use quagsire as best as you can, and if it it's an Expert belt Bluffing a choice band, then it's safe to say you're a goner if you don't read it quickly enough, if you see hidden power grass assume it has an expert belt until you know otherwise; depends on how smart the person your against is aswell, though. Forget what I said about zam didn't realise he's now OU So that's a few offencive threats dealt with. You should be able to deal with heracross. Roserade could be problematic, just try not to let Houndoom die if you see roserade in Team Preview. In fact qith Quagsire you should be able to deal with most offencive threats in a round about way. Defencive threats; I don't see you getting passed many of them if I'm honest. Problem with balanced teams is that they really struggle against anything that's got strong defences, for instance I don't see you getting passed Bronzong and Suicune; two pokemon I'm sure we're going to start seeing being paired up. I don't see you getting passed Snorlax anytime soon, And you got no chance against a defencive Zapdos. Youch, I'm gunna have to mull this over a bit. Simply put, you need a strong wall breaker or just someone that can break stall... OR someome that can do both without adding another weakness elsewhere. This pokemon will probably go over Yanmega. Sorry I couldn't be more help for the mass amount that I wrote lol.
  7. Tbird

    Hi

    Welcome buddy, make sure you enjoy yourself. ... Not too much though.
  8.  

    <p><p><p><p><p><p>I don't like working.</p></p></p></p></p></p>

    <p><p><p><p><p><p><span style="color:#FFFFFF;">Have to work lots becaue lead up to christmas</span></p></p></p></p></p></p>

    <p><p><p><p><p><p>...</p></p></p></p></p></p>

    <p><p><p><p><p><p><span style="color:#FFFFFF;">Lots of money though</span></p></p></p></p></p></p>

    <p><p><p><p><p><p><img src="<fileStore.core_Emoticons>/emoticons/sad.png" alt=":(" srcset="<fileStore.core_Emoticons>/emoticons/sad@2x.png 2x" width="20" height="20" /></p></p></p></p></p></p>

     

  9. Tbird

    Hello.

    Welcome to the site, vince. If you're interested in distributing things you might want to take a look over the GTS thing that we have set up here, I don't know the ins and outs of it but you can find the information in the miscellaneous emulation forum. I hope you enjoy your stay here, and if you have any questions ask away. Take it easy!
  10. Quagsire Water / Ground Damp / Water Absorb / Unaware 95 / 85 / 85 / 65 / 65 / 35 Intermediate Quagsire's a weird one. On paper its stats are mediocre at best, it has a cool typing, some great abilities and pretty extensive movepool. In saying this, he is actually considerably bulky, even if his stats might suggest otherwise. He was a premium wall in the UU tier with the advent of HGSS allowing him to use recover for instant... recovery and as such was made quite the staple bulky water, somewhat like Milotic only with a cool immunity to electric attacks and a more unpredictable movepool, in the overused tier, however he was basically a poor man's swampert that lacked Stealth Rocks. In the Gen IV Uber tier it had its novelty as the best Kyogre Counter in the game, as it was immune to 2-3/4 of Kyogre's common attacks. It is now in Generation 5 where Quagsire has really come into its own with the Dream World ability Unaware, which basically means you can let the opponent's Salamence get 6 Dragon Dances, then switch in Quagsire and LOL at it with Ice Punch. Along side Slowbro, it is one of the best or near-enough counters to the now banned Blaziken; yes it is that damned good. So given the prior information we can see that Quagsire is best used as your generic bulky water. It has movepool enough to pull this off with its Dual stabs in Surf and Earthquake and nice coverage moves such as Stone Edge and Ice Punch, It also has access to recover and yawn allowing it to switch on set up sweepers, scare them to sleep or flee and then recover off any residual damge. Quagsire is not without its faults, however. It suffers from a very poor special defence score and is weak to every status other than electric based paralysis, and such is its downfall. Unlike starmie how can remove status on switching out, and tentacruel who outright absorbs Toxicity, Quagsire falls very quickly to any Status condition. However, in knowing this one can pack a heal beller in the form of Celebi, how can switch in on grass typed attacks aimed at Quagsire, or a generic status absorber like Shinbora, who can also switch in on grass typed attacks for Quagsire. A great partner for Quagsire in the lower tiers is Victini how can switch in on Quagsire's grass weakness, break bulky grassers and give most walls a generally hard timing, allowing Quagsire to wall easier. Infernape can do the same sort of thing in the higher tiers, and is thankful Quagsire removing things like Excadrill, Landorus and Gliscor Noctowl Psychic Normal / Flying Insomnia / Keen eye / Tinted Lens 100 / 50 / 50 / 76 / 96 / 70 Advanced Noctowl is another one of my very favourite pokémon ever. However, a running theme to my favourites is their general suckishness in a competitive POV. However, while you won't find Noctowl in the higher tiers given that Shinbora does Noctowl's Job better, it is still a pretty coolWall in the UU environment if you need someone to take out problem Pokémon like Hitmonlee or maybe Shaymin. Noctowl's main selling point in Generation IV was its ability to Psycho-Shift Burn and sleep around teams with the moves Rest / Sleep Talk / Psycho-Shift / Filler, this meant it could switch in on something like Hitmonlee's Sucker Punch, and hit it with a nasty burn, then sleep off the damage and maybe get someone to sleep, too. Generation V wasn't kind, however. It made an outclassed pokémon even more outclassed and then to make matters worked, it mocked Noctowl with a Bad ass ability that it could ill use anyway. It is still a pretty cool Special wall in the Lower tiers, but with things like Victini and Weavile running rampent it will find itself over powered most of the time, with experience you may be able to find ways to switch it in and burn a predicted counter as it switches in, but it's by no means an easy feat. One of Noctowl's best partners is hitmontop, as it can switch in on Rock typed attacks aimed at it and also OHKO weavile with Mach Punch, not only that but it can spin away the ever present Stealth Rocks that all birds so hate. It also appreciates the removal of walls like Chansey, who can be taken out by Nidoking who can also boast the ability to switch in on Rock typed attacks, electric typed attacks and most statuses that might be thrown in Noctowl's Direction, Noctowl in return provides a ground immunity for nidoking Donphan Ground Sturdy / Sand Veil 90 / 120 / 120 / 60 / 60 / 50 Easy Donphan is a freaking boss of a Pokémon. It has a huge movepool, some pretty awesomely aligned stats and a really cool physically defencive typing. What sets Donphan apart from other physical walls is his ability to really hit back quite hard, and what sets him apart from other rapid spinners is his ability to catch ghost types switching in with Assurance which deals heavy Damage if the Ghost type takes Stealth Rocks Damage switching in. in gen IV his main job was to tank as many physical hits as possibly, maybe lay Stealth Rocks and get a rapid spin in. And it fulfills this role really quite easily and Autonomously. In the UU of the past it had the ability to catch things like Mismagius and and Altaria off guard, with the moves Assurance and Ice Shard, respectively. In the new UU it pretty much plays the same role with just more things to hit, for instance it can switch in on a predicted Victini Thunder, and hit the switch in with Assurance for boss damage, or it can switch in on a predicted Flygon Outrage and OHKO it with Ice shard. Or maybe weavile is giving you some jip? He can switch in on Pursuit or low kick and OHKO with Stone Edge. Let's say things go perfectly for Donphan, it can take down two pokémon in 3 turns fairly easily. Let's say you switch in on the aforementioned thunder, you nail the ghost type with assurance as it switches in Expecting Rapid spin or even Earthquake, then they switch in Victini again, it hits you with a V-Create and you OHKO it with a Sturdy Activated Earthquake... fun times. Of course Donphan isn't without its flaws. As a primary rapid spinner it is susceptible to Toxic Spikes and status in general, meaning it can't switch in too easy sometimes, also it has a terrible special defence score and it can't get passed most walls without invested a large amount of EVs that would then jeopardise its walling capabilities. To cure this you could pair it with someone like Victreebel, who can absorb toxic spikes and switch in on water and grass types for Donphan. A wall breaker is then needed, Arcanine doesn't particularly fair at this job, however watch out for the shared water weakness (which is somewhat negated with Arcanine's ability to use Wild Charge.)
  11.  

    <p><p><p><p><p><p>Wraith says:</p></p></p></p></p></p>

    <p><p><p><p><p><p>*I think Britain was the first nation to implement railroads</p></p></p></p></p></p>

    <p><p><p><p><p><p>Tbird says:</p></p></p></p></p></p>

    <p><p><p><p><p><p>*And dinosaur</p></p></p></p></p></p>

    <p><p><p><p><p><p><a href="<a href="<a href="<a href="<a href="<a href="http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893" rel="external nofollow">http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893</a>" rel="external nofollow"><a href="http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893" rel="external nofollow">http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893</a></a>" rel="external nofollow"><a href="<a href="http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893" rel="external nofollow">http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893</a>" rel="external nofollow"><a href="http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893" rel="external nofollow">http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893</a></a></a>" rel="external nofollow"><a href="<a href="<a href="http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893" rel="external 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rel="external nofollow">http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893</a>" rel="external nofollow"><a href="http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893" rel="external nofollow">http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893</a></a>" rel="external nofollow"><a href="<a href="http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893" rel="external nofollow">http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893</a>" rel="external nofollow"><a href="http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893" rel="external nofollow">http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893</a></a></a>" rel="external nofollow"><a href="<a href="<a href="http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893" rel="external nofollow">http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893</a>" rel="external nofollow"><a href="http://www.bbc.co.uk/news/uk-england-gloucestershire-14675893" rel="external 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  12. My standards were based more on them getting in and staying in and doing their elected jobs... Like with these next two guys... Getting him on the field is a hard ass feat considering his typing and lack of bulk, then factoring his speed and not so great attack / stabs he finds it hard to even stay in. So I guess theoretically he's a simple attacker he is very complicated to get to work, so for that factor I ranked him harder. Same as above for these guys, I was looking at it like how easy they are to use effectively, like that seems more important than whether the theory behind them is easy enough to grasp. Like with driving, The theory is easy enough to grasp, but if your car sucks it's going to be hard to drive... making sense? My TL;DR here is basically that the pokémon they are is a huge deciding factor on whether or not they are easy to use, whilst Beedrill might have a simple concept, making it fulfill that task is rather hard.
  13.  

    <p><p><p><p><p><p><img src="http://streetfighter.opticplay.com//go_files/images/thumbs/guile-hurt.gif" alt="guile-hurt.gif" /></p></p></p></p></p></p>

    <p><p><p><p><p><p>Huah huah huah..</p></p></p></p></p></p>

    <p><p><p><p><p><p><strong><span style="color:#FF0000;">KO</span></strong></p></p></p></p></p></p>

     

  14.  

    <p><p><p><p><p><p>Hadouken!</p></p></p></p></p></p>

    <p><p><p><p><p><p>Ugh ugh ugh ugh ugh ugh </p></p></p></p></p></p>

    <p><p><p><p><p><p>KO</p></p></p></p></p></p>

     

  15. Beedrill -> Advanced Pidgeot -> Hard Raticate -> Hard Fearow -> Intermediate Arbok -> Hard Clefable -> Intermediate Ninentales -> Intermediate Arcanine -> Easy Alakazam -> Easy Dodrio -> Intermediate Dewgong -> Hard Cloyster -> Easy / Intermediate (depending on set) Gengar -> Easy Hitmonchan -> Hard Chansey -> Easy Starmie -> Easy Aerodactyl -> Easy Zapdos -> Easy Lanturn -> Intermediate Scizor -> Easy Skarmory -> Easy Blissey -> Easy Entei -> Hard / Advanced (to make it shine out from Arcanine you gotta be a damned pro) Weavile -> Intermediate Yanmega -> Intermediate Hydreigon -> Intermediate Them be the only changes I'd make B:
  16. I enjoyed this, but I have a question; why? I think most of the same things as you, but I keep most of it personal to me and spill if someone asks. I am just vein enough to believe that my insight is a reward - or a gift if you will - for the people that care enough to ask. I love your work though, it's nice to read, reaffirms the thoughts I think and has some nice eye candy to it, too. To that end, do we all think the same things? Just some of us feel it necessary to blurt while the rest of us are told it's best to just keep quiet? .. And do we all see different colours but just follow the universal names for our perceptions of them? I mean we all have different favourite colours after all. cheers!
  17. Infernape Fire / fighting Blaze / Iron Fist 76 / 104 / 71 / 104 / 71 / 108 In generation 4 Infernape broke the mould. You could no longer just run SkarmBliss and say hell to the rest of the team, Infernape came to kick ass and take your team down with it. It has stats that are, or were, pretty much perfectly alligned. Its fire and Fighting typing makes the generic walling types shudder in fear, but what sets it apart from other wall breakers is its extra speed allowing it to also function as a stand alone sweeper. Its typing also means that its not plagued by the fire types instant 25% loss in health when it switches in on Stealth Rocks, which is a big deal given that Infernape likes to switch in, create a hole and get out; rinse and repeat. With the 5th generation it has somewhat fallen from grace with new walling types and the fact that 108 is no longer such a great milestone. It is still a force to be reckoned with, howeber it doesn't have the bulk required take the strongs hits from the plethora of fast things flitting around like Excadrill and the re-allowed Latitwins. With Jellicent's typing that was pretty much made to make Infernape weap, it struggles to break such walls as effectively. However, as always there are contingencies that can be made to aid Infernape with Longevity. The first two being Mach Punch and U-turn. It can still hit very hard with mach punch that gets further boosted by Iron fist, allowing it to hit at 68BP, which isn't terrible when coupled with a Choice Band. The rest of its worries can be dealt with with its Coverage moves; such as adding Hidden Power Ice and Thunder Punch to the set. The only problem, though, is that Infernape can start to be ineffective when you try to run it as the Jack-of-all. your best bet is to realise its short comings and use your team to work around these. That being said the biggest walling combos currently are Jirachi + Gliscor and Tyranitar + Skarmory and Ferrothorn + Jellicent, and infernape can be tailored to remove any that may be troubling your team. For the Former, Hidden Power Ice and Flare Blitz/Fire Blast will do the job, for SkarmTar Close Combat and Fire Blast will seal the deal, however the Latter Might be a little harder to deal with, my recommendation is to run a choice Band set and use intermitent Flare Blitzes coupled with U-turns. The best way to support infernape is to have pokemon on team that can remove the Lati Twins, Ghosts, starmie and his number one Counter: Tentacruel. Tyranitar can murder these things pretty easily as can a Scarfed Flygon if played well. Starmie gets a special mention as it has great synergy with Infernape and can destroy stall very easily when coupled with infernape.
  18. Entei Fire Pressure / Flash Fire 115 /115 / 85 / 90 / 75 / 100 Entei is overlooked by many due to its other fire brethen being seemingly, and frankly better than entei in most aspects. It has a curse that appears to plague all of the cool looking pokémon, a high attack but not much to do it with it; A la flareon and Luxray. It struggles to find slots on teams due to Heatran and Infernape having better distributed stats and typing in the higher echleons, and in the lower it is fairly outclassed by arcanine. HOWEVER! Not all hope is lost! Entei has some cool tricks under its sleeve. Like its beastly brethren it can abuse a sub calm mind set rather well given its decent bulk. It also gets Flame Charge, allowing it to set up later on in the game and speed tie with things like Scarfed Flygon. It also has a very usuable Attack stat and a nice offencive movepool to boot with moves like Stone Edge, Extreme Speed ... bite, alas no Flare blitz. Stone Edge Netting a nice strong hit on Kyurem is possibly the only reason you might use Entei over Arcanine, but given that Arcanine has Close Combat the point could be moot. In my opinion the best way to play Entei is with a Sub CM set. It sits on a very usuable and crowded base 100 speed and can abuse it fairly well. It can function very well on sun teams with Substitute, calm mind, solar beam and Fire Blast (Ninetales provides sun and can arguably do it better, though remember!). what it has over Ninetales is the ability to run 417 HP, meaning that it can make 6 substitutes whilst against a seismic toss user and net +6 calm minds if it is running leftovers. It can function as some sort of utility pokemon given that it has roar, Will-o-wisp, Toxic and reflect, however, defencively fire types don't generally work out all that well, Entei has the bulk over most other fire types, however-- use at your own risk. Given that entei will be liable to functioning off of its weaker attacking stat, it is wise to pair it with pokemon that can set hazards down. A great partner is Skarmory as they have fairly decent synergy together. To that end, Entei is susceptible to all forms of entry hazards. Starmie is a great rapid spinner and also has pretty cool synergy with Entei. If you're running a physical Entei you are going to want Sturdy walls like Skarmory removed, and if you go special you'll want Chansey and co removed. Dragonite can do this fairly well, as can gyarados, and they both again have decent coverage with Entei. ----Not sure if I did Entei Justice, feel free to edit or rewrite---- Lanturn Water / Electric Illuminate / Volt Absorb / Water absorb 125 / 58 / 58 / 76 / 76 / 67 Lanturn is a favourite Pokémon of mine. It's awesome looking, has a great typing, pretty cool stats and a huge movepool. Lanturn is usually played defencively given its awesome Special bulk. It has a utility movepool to die for formed of heal bell, Toxic, Thunderwave, Confuse Ray, Toxic, Substitute, Flash, Protect And Stock Pile. Lanturn is one of your generic bulky waters with a twist, it isn't destroyed by starmie and can truly mess up the opponent by spreading paralysis and confusion until the cows come home. But wait! There's more! Its stabs get all but universal coverage, being walled by - ironically - itself and ferrothorn. These days it generally can't take the power of OU, but it is always worth a shot in the underused tier, where things like Victini and Arcanine run rampent. Its best partners are those that can take the strong physical hits and fast grass types, like celebi, out. Moltres can do this quite effectively, as it can switch on things like Quagsire and aforemention Celebi and attack back with STAB Fire Blast and Hidden Power Grass. Forretress makes a cool partner for Lanturn, too, as it can tank string physical hits layu down all the hazards under the sun and spin away the destrimental Toxic Spikes, they also have pretty awesome synergy together too. Given that Lanturn will be forcing switches with Parafusion, having a lot of entry hazards down is a fine idea, as this puts the opposition in a damning position, roll the dice with parafusion or allow another pokemon to be poisoned. Lanturn hates coming across other walls as she doesn't have very much in the way of a strong attacking stat, so the removal of these walls is lovely. In the Lower Tiers Victini is a fine idea, and in the higher tiers Salamence or Gliscor is a fine idea.
  19.  

    <p><p><p><p><p><p>Yo broheim I want first dibs on the rest of johto (not all at once, I'm not mad like you <img src="<fileStore.core_Emoticons>/emoticons/wink.png" alt=";)" srcset="<fileStore.core_Emoticons>/emoticons/wink@2x.png 2x" width="20" height="20" />)</p></p></p></p></p></p>

    <p><p><p><p><p><p>♪ Aye ho aye ho, off to work I go</p></p></p></p></p></p>

    <p><p><p><p><p><p>With a shovel and a spade and a hand gren-</p></p></p></p></p></p>

    <p><p><p><p><p><p>I'm a go dig a garden <img src="<fileStore.core_Emoticons>/emoticons/sad.png" alt=":(" srcset="<fileStore.core_Emoticons>/emoticons/sad@2x.png 2x" width="20" height="20" /> see you later buddy.</p></p></p></p></p></p>

     

  20. Changes in bold Due to explosion getting nerfed it's not really got a whole lot of use at present. You'll probably find that Gliscor will be switching in on your metagross and as such Ice punch is in place. Thunderpunch is cool too for Jellicent and Skarmory, but gliscor is used more. Not only that but this gross can be a real pain for the commonly seen Jirachi + Gliscor combo. the speed allows you to outpace and OHKO the SpD Jirachi with EQ, and most Gliscor too (with Ice Punch) The speed is there to outpace Ttar and things that try to outspeed it, too. This set works much better as a torment set with Toxic Spikes, however you're not doing that currently and as you're giving very limited description as to how and why he works on your team I'm thinking tran will be replaceable, or at least his set. If it's not bulky you don't want to be running it. This outpaces 394ers; jolteon and co at +1, and is used to set up on things like Blissey, Skarmory and even Jellicent if it's packing will-o-wisp over Boil Over. This thing is easy to switch in, easier to set up and generally more fun to use. I'm going to suggest switching this guy for rotom-W check the latter portion of this post. You always bulk Bliessey's ~Defence over its special defence. However you are better off running Chansey if you're not using Ice Beam / Flamethrower. My main problem with this team is that you are hugely weak to Magnezone. Zone can switch in on Forretress, stack up maybe +3 against forretress and then wreak havoc on the rest of your team and there's nothing that you have that can effectively beat it. You're also rather weak to sand teams. Excadrill can switch in on blissey, Forretress, Jolteon set up +2 and start sweeping. Landorus is in the same vein as Excadrill. Reuniclus can set up on blissey, jolteon, heatran, forretress... everything other than gyarados. Now your best attempt at salvaging this weakness is using a nice defencive Swords Dance Scizor over Forretress. name: Bulky Swords Dance move 1: Swords Dance move 2: Bullet Punch move 3: Bug Bite / Superpower move 4: Roost item: Leftovers / Life Orb nature: Adamant ability: Technician evs: 252 HP / 40 Atk / 216 SpD Scizor is covered by heatran and heatran is covered by gyarados. However you are still very dominated by Magnezone. Gliscor can cover this weakness, sort of. More of a check than a counter, but it will pair nicely with Scizor. Gliscor could go over gyardos, as gyarados is your prot of call for things physical foes and fighters, gliscor covers the same people as well magnezone and excadrill, something that your Gyarados can't boast. This then leaves you down a bulky water, and who better than Rotom-W. [sET] name: Choice move 1: Volt Switch / Thunderbolt move 2: Hydro Pump move 3: Hidden Power Fire / Hidden Power Ice move 4: Trick item: Choice Scarf / Choice Specs ability: Levitate nature: Timid evs: 252 SpA / 4 SpD / 252 Spe This seems like a more reliable pokemon than your current Jolteon and absolutely murders rain teams. I prefer the defencive variant, personally, though. [sET] name: Standard move 1: Thunderbolt move 2: Hydro Pump move 3: Will-O-Wisp / Hidden Power Fire move 4: Pain Split item: Leftovers ability: Levitate nature: Modest evs: 112 HP / 252 SpA / 144 Spe That's about all I can conjure up, give all of it a test, some of it, none of it, whatever... i think it could help.
  21. Rain teams are indeed a nightmare, but you shouldn't be having too much difficulty if you're running thunderus, as there aren't many rain based water pokes that can outspeed him. And starmie should be doing a dandy job, Starmie works well against any rain teams, and with rapid spin starmie's also stopping you from being beaten by random rain stall. However, the number one rain killer is Rotom-Wash. So if you are really struggling then that might be something for you to consider. Ferrothorn is kinda cool for taking out water pokes, but I'm not sure if you still have him on team, but most bulky waters have now figured how to get around thorn (Jellicent = Will-o-wisp + Taunt, Slowbro = Flamethrower, Starmie = HP Fire) Just try out a bunch of different stuff, but I don't see a crippling water weakness on your team (at least not on paper) what are the specific problematic pokes?
  22. Rain teams are indeed a nightmare, but you shouldn't be having too much difficulty if you're running thunderus, as there aren't many rain based water pokes that can outspeed him. And starmie should be doing a dandy job, Starmie works well against any rain teams, and with rapid spin starmie's also stopping you from being beaten by random rain stall. However, the number one rain killer is Rotom-Wash. So if you are really struggling then that might be something for you to consider. Ferrothorn is kinda cool for taking out water pokes, but I'm not sure if you still have him on team, but most bulky waters have now figured how to get around thorn (Jellicent = Will-o-wisp + Taunt, Slowbro = Flamethrower, Starmie = HP Fire) Just try out a bunch of different stuff, but I don't see a crippling water weakness on your team (at least not on paper) what are the specific problematic pokes?
  23. Quickly going over your threat list: Rotom lost its ghost typing so don't expect kills from shadow ball. LO Adamant Excadrill can net 2HKOs on Skarm after SR damage, so watch out for that. What's more, Excadrill fears nothing from chansey thus giving him prime opportunity to switch in get the free plus two and start doing cruel things. Whilst you can wind him, you know flinch hax happens at the worst of times . In saying that LO adamant is then susceptible to Gliscor. (again, not sure if he can outright switch in on a +2 Rockslide if toxic orb isn't activated) However... this leads me to my next point, Having skarm and gliscor together, to me, seems like a waste when they pretty much do they same job. Gliscor + Jirachi seems to be the way forward here, and then you could even forego the use of chansey. Rotom-W + Gliscor + Jirachi is beast of a core, I feel that should be where you should go from here. It'd work really nice with Heatran + scizor, in any case. Not only that but you are going to definitely need paralysis support if you're going to try and pull off a mew sweep, failing that, wobbuffet for snaring choice scarfers. Though then with all the steel here you're pretty magnezone weak, and zone will only need to take out Jirachi/skarmory + Scizor to set up a Latios/reuni sweep. Meh I guess heatran can take it out so long as you don't switch tran in on a +2 Magnezone behind a sub. Cloyster can set up on chansey and sweep... Basically that chansey is set up bait. I'll come back with some suggestions a little later... and was there really any need at all for those damned spoilers ?
  24. I was thinking about mamoswine too, not so much as a sweeper but more for something that can attack with Ice Shard to remove things like Landolos and Gliscor. I'm not too sure how well he'd work on this team but he'd be a good option to atleast try out. Thunderus as lead is a boss, I would personally suggest Focus Blast over HP Ice to nail people dumb enough to put their Ttar in lead. As for infernape... Well things have changed for him with the shift, he can no longer afford to lose any speed. so 252 Spe with a Niave or hasty nature, 252 in Atk 4 in SpA And run Fire Blast, close combat, Stone Edge and Flare Blitz or Mach Punch. HP Ice + stone edge provides redundant coverage, really, so decide who you want to hit harder, Gliscor (HP ice) or Zapdos and other bulky flyers like Gyarados (Stone Edge). The main thing I wanna see in the 6th spot is someone that can beat landolos; because in doing so you can pretty much guaratee you can beat most sand teams. Edit your first post once you have tested changes, there's no point editing the first post if the suggestions don't work out
  25. <p><p><p><p><p><p>Sweet mother of ladders <img src="<fileStore.core_Emoticons>/emoticons/sleep.png" alt="-_-" srcset="<fileStore.core_Emoticons>/emoticons/sleep@2x.png 2x" width="20" height="20" /> yeah I'll check it in the morning, no way I'm delving snake and ladder trap at this hour.</p></p></p></p></p></p>

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