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Tbird

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  1. In light of getting this piece of "bling" I figured I'd post my most recent Gen V team Sazzy Says Back Story For a while people have been hyping up Hydreigon, and I felt that it was getting pretty unjust hype as I'd been able to beat most hydreigon that I'd faced and had little success using one of its sets. After enough persuasion from a good friend on my server, as well as from Wraith I figured I'd give it another attempt. In making the team I felt I needed to go for a more offencive approach, as I know that Hydreigon is known breaking stall and walls, with walls and stallers gone it would allow for a more offencive team to break down an opposing team. I also felt that getting as many immunities and resistance on team as possible would be a good idea, seeing as I rarely go full offence I wanted to know that I had people that could switch in most attacks that will be thrown. Team Lead Heatran (M) @ Choice Scarf Trait: Flash Fire EVs: 4 Atk / 252 SAtk / 252 Spd Hasty Nature (+Spd, -Def) - Fire Blast - Stone Edge - Earth Power - Hidden Power [ice] Heatran is technically my lead, but it isn't really. Due to the team preview of Gen V, the lead game has been all but ruined, there is no surprise to any team now, so having an azelf lead would just mean the opponent will put his Azelf counter in the first position and ruins your plan. Heatran makes for a good pokemon to feign as a lead, as it is known to run a lead set, however I rarely keep him in front once the battle starts (for the above reasons.) Anyway, his roll on the team is to switch in on one of his many resistance that will be thrown at other members on my team. He will happily come in on scizor trying to dispatch of my Gengar, he'll happy switch in on outrages and dragon claws thrown at sazandora. He'll also switch in opposing heatran trying to kill Ferrothorn. Generally speaking, I can go to him with little worries, he's a nice strong pokemon that does exactly what I want him to. I've opted for the choice scarf set as I want to get rid of Garchomp/ Salamence / Dragonite / Gliscor / Chandelure as quickly as possible. He will usually switch in on Gliscor's Fling / SD / protect/ Acrobat and get a quick clean OHKO as most people are generally running the slower versions of Heatran, so Gliscor will try to EQ as I HP ice. The same is true with Shandelure. The move set is pretty standard, with Stone edge for Volcarona who will usually force Sazandora / Ferrothorn to switch. Fighting Weakness: Gengar / Gyardos Ground Weakness: Hydreigon / Gengar / Gyarados Water Weakness: Ferrothorn Physical Sweeper Gyarados (M) @ Leftovers Trait: Intimidate EVs: 156 HP / 84 Atk / 100 Def / 168 Spd Jolly Nature (+Spd, -SAtk) - Dragon Dance - Taunt - Waterfall - Stone Edge This is my physical sweeper of the team, and given the opportunity it can really unleash some hell. Its main use is to switch in on something like Blissey who will usually give this team some problems, set up on it and shut it down with taunt. If they are silly enough to stay in then it's basically GG for the opposition. His flying typing also brings me some great opportunities to switch in, as Garchomp/Mence love to EQ at heatran, Gyarados can switch in safely and get a DD up; if they then bring in Skarmory I taunt it and DD up until I have enough power to OHKO it with Waterfall. It's basically made to bait walls and use them as set up fodder. He has great synergy with Heatran as not only do their typings save eachother from scary moves, but heatran can quickly dispatch of Ferrothorn who pretty much walls this Gyara. With the given EVs its never 2HKOd by Scarfed garchomp's outrage, it outspeeds the whole unboosted metagame after a DD and the rest is just put into Atk. The bulk, I learnt, allows it to never be OHKO by a -1 Arcanine Wild Charge, also. Electric Weakness: Ferrothorn Rock Weakness: Ferrothorn / Heatran Wall Ferrothorn (M) @ Leftovers Trait: Iron Barbs EVs: 252 HP / 4 Atk / 252 SDef Impish Nature (+Def, -SAtk) - Stealth Rock - Leech Seed - Thunder Wave - Power Whip Ferrothorn is on team to remove of bulky waters that can really get pretty annoying to this team, he is also my primary go to guy if any strong attack is coming my way. It has absolutely fantastic bulk and is a general wall with in excess of 110 in both defences and a movepool made to make people cry. I will often use ferrothorn in the lead position if I see the opponent has a water type pokemon on team, as they will generally put the water type in first position to dispatch of my heatran. The moveset, again, is a very standard set. I have opted for Stealth rock over spikes as it A) hits every switch in and B) Ferrothorn doesn't get the luxury of an instant recovery move unlike Skarmory, and as such has a very limited window of set up. Thunderwave is cool as it cripples Infernape / Heatran switch ins to make them easier to dispose of later in the game. Powerwhip over Gyroball is to hit the aforementioned bulky waters. Fire Weakness: Heatran / Gyarados / Hydreigon Fighting Weakness: Gengar / Gyarados Stall Breaker / Scouter Hydra (Hydreigon) (M) @ Life Orb Trait: Levitate EVs: 4 Def / 252 SAtk / 252 Spd Modest Nature (+SAtk, -Atk) - Draco Meteor - Fire Blast - Taunt - U-turn / Dark Pulse / Crunch / Surf This guy is the star of the show. Originally the team was built around him so that I could test him out and see how he works. Suffice to say I am very pleased with him now that I have gotten used to him. The beautiful thing about him is the check-mate position he puts teams into. Now lets say I switch him into Ferrothorn, Skarmory or an EQ locked pokémon. The former two I shut down with taunt, placing them into a damned position, and the latter is already in a bad spot, they now have to decide who they want to lose. Do they keep their wall in and hope that I don't OHKO? Or do they switch in someone else that could possibly get OHKOd by one of Hydreigon's STAB or coverage moves? This moveset is the basic wall breaking set, made to blow holes into everything it meets. Draco Meteor is basic STAB that will leave a dent in anything that isn't of the steel Persuasion, fire blast hits everything else sans heatran (whom my heatran removes) Taunt is for shutting down walls and my last spot is one that I am currently working on. U turn thus far has had the best success, however I am thinking of foregoing U turn for secondary stab / a way to hurt Blissey or a way to deal with heatran without having to switch out. A modest nature is used as a Timid nature doesn't really get the jump on anything much and the benefits a modest nature reaps is a lot to pass up on. Fighting Weakness: Gengar / Gyarados Dragon Weakness: Heatran / Ferrothorn Ice Weakness: Heatran Spinner Hitmontop (M) @ Life Orb Trait: Technician EVs: 240 HP / 248 Atk / 20 Spd Adamant Nature (+Atk, -SAtk) - Fake Out - Mach Punch - Rapid Spin - Sucker Punch Hitmontop is my teams Rapid Spinner, and a great one at that. I often use him in lead position, as he can take out Ttar leads. This is basically technitop from Gen IV, however in this generation it does seem to be working much better being able to take out and arguably more prevalent Tyranitar, Being able to 2HKO Terrakion with Fake Out + Mach Punch and being able to dispose of things like Bisharp, Starmie and Gengar. It's generally a great pokemon that does seem to do a number to the current fighting / dark weak metagame. I switch him in when ever I see someone like tyranitar / Terrakion... Anything that I can switch in on a Dark / Rock attack and and 2HKO basically. The EV spread is pretty basic, 240 HP means 11 turns of LO damage, fake out + mach punch are standard and sucker punch is to hit the ghost / Psychic switch ins. I believe the 20 EVs allow me to outrun CB scizor so I can 2HKO it after rocks. Though I can't rightly remember why I put the 20 in Speed. Psychic Weakness: Ferrothorn / Hydreigon / Heatran Flying Weakness: Heatran Meta-Checker Gengar (M) @ Leftovers Trait: Levitate EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Substitute - Disable - Shadow Ball - Thunderbolt Gengar is currently, IMO, the epitome of anti meta. It can check damned near everything. Reuniclus that usually runs Psycho Shock/ Focus blast gets swiftly shut down when I disable its psycho Shock and start nailing it with shadow balls. Bulk up Conkeldur w/ Drain Punch / Mach Punch / Payback (Stone edge) gets nailed when I Disable its coverage move. Anything that's choice locked and switches in on me when I am behind a sub gets completely screwed over too. Sub / Disable also protects me from anyone trying to pursuit trap me, as I disable their pursuit THEN switch to an apt counter. He also helps to cover my fighting weakness that is shared by Hydra / Heatran / Ferrothorn and can generally dispatch of anyone throwing a fighting attack. He also shuts down most blissey and every chansey and pretty much gives me a free switch in. A lot of pokemon struggle to get passed this Gengar as it's just generally very good. He works in tandem with pretty much every member of my team and makes great use of Ferrothorn, as the leech seed support provided means that Gengar can be back to full health in no time. He likes that Heatran removes scizor and he's happy to see the back tyranitar; thanks Hitmontop. I run leftovers, as behind the sub I can generally get my health back as I am disabling folks, plus LO isn't practical as this gar is meant for Longevity not sweeping. I can't justify why I have gone for thunderbolt as my coverage move, so I may switch that for whatever the best alternative is. Ghost Weakness: Ferrorthorn / Heatran / Hydreigon Psychic Weakness: Ferrorthorn / Heatran / Hydreigon Dark Weakness: Hitmontop ______________________________________________________________________________________________________ So that's my team, I hope you enjoyed reading It's my first Gen V team that I've posted here I think, and it's still not without its holes, so if you spot one do let me know so I can rectify it Thanks for reading!
  2. Welcome to the site, Spectre Many of us here too have been playing since the RBY days so it's always nice to welcome another veteran to the forums If you're new to all of this stuff then I would suggest not even wasting your time on Pokesav, pokegen is much better and easier to use (plus the owner of Pokégen is based on these forums so you can much easier annoy him with mass questions.) It's never been easier to use pokégen and send them to your game as it is now, as you can make your pokémon in Pokégen and use a fake GTS to send them to your DS. Check the Miscellaneous emulation forum for the GTS and the Pokégen forum for Pokégen. If you have any questions feel free to ask us Enjoy your stay.
  3. I'll do one of my favourite pokes now, because I feel it's really quite anti meta (currently) :B Spiritomb Type: Ghost / Dark Ability: Pressure / Slip through Stats: 50 / 92 / 108 / 92 /108 / 35 Spiritomb is a generally awesome Pokemon. A lot of people do scoff at it, however it does have a fair few niches in which it excels. Firstly it is unexpected as hell, and most people once they see it aren't quite sure what to do. The reason being it has a great movepool and its stats allow for a lot of versatility. One of the main reasons to use it ia its spinblocking ability. With its typing bulk and access to sucker punch/ pursuit it can trap and destroy starmie; one of the metagame's premium spinners. Not only that, but spinning Excadrill also hates it due to Will-o-wisp and Hidden Power Fighting; so right there are two premium spinners in the game that get ruined by Spiritomb. Its offences, all though slightly on the low side, are very usable, with a huge attacking movepool it can remove Pokemon like Reuniclus, conkeldurr, Bisharp, Jellicent, tyranitar and the aforementioned spinners. Generation V didn't really bring it any new tricks, however the metagame shift made spiritomb a lot more viable with plenty of psychic and fighting typed pokemon to ruin. Spiritomb will find little use for the Slip through ability, as it can also enjoy pressure stalling with Rest Talk sets, or even a super mean Spite set. Spiritomb has the whole freaking magician's box of tricks up its sleave, so don't under estimate it or you may find half of your team wondering "what the hell just happened!?" The best way to beat it is switch in something with bulky stats that resists Spiritomb's moves and doesn't mind being burnt. Things with Taunt and or torment will absolutely ruin Spiritomb, so Poison heal Gliscor and Torment tran are great candidates. While spiritomb loves burning things, it generally hates being burnt itself, and toxic will wear it down also. Don't both Paralysing it, as with 35 base... it really doesn't care.
  4. Haha that's pretty sweet Zwei. I guess that's why I'm such a huge Charizard fanboy, my first ever pokemon and all. It looked ass ugly in retrospect (on the Gameboy BLOCK), but it was my ass ugly awesome little bundle of fun. Back when IVs EVs and even moveset didn't mean anything .
  5. Added sets Feel free to pretty it up for me wraithy boy ;D
  6. UPDATED: 14 May 2011 (This was mostly relevant Gen IV/V) - Pokemon sets are now consistent with the descriptions accompanying them - Slightly better format Mostly taken from Smogon Roles: Commonly used terms Abbreviations
  7. Hey bro, welcome to the site Erm, you can change your avatar by going to settings in the top right hand corner, that should bring up the CP, then on the left it should say "Edit avatar" or something like that... it's in there somewhere. Enjoy your stay!
  8. Welcome to the site, Pink! It's nice to meet you and see an into that's more than a single line of "hello... see ya." Myself and others all over the site have also been long time fans, I've been playing from the start . I'm trying to get into graphics and what not, but I kind of suck so yo umight have to teach me some time Feel free to post and nose around, and if there's anything I or anyone else can help you with, make sure to ask . Enjoy your stay.
  9. Thanks Project Pokemon!
  10. I always mess up on that, because it hits 333 speed max, so 103 then sticks in my head. Stupid troll dragon
  11. Reserving Garchomp and Flygon, this post will have them in about 15 mins. Flygon Type: Dragon / Ground Ability: Levitate Stats: 80 / 100 / 80 / 80 / 80 / 100 Flygon was a staple pokemon in the later stages of Gen IV. While it was always compared to it's dragon brethren, Salamence and Garchomp, it found its own little niche when they were eventually banned. Flygon is one of those pokemon with middling stats but all the right tools to pull it off. The 100 speed tier in 4th Gen OU was the most popular, and Flygon sat snuggly in there with the likes of Jirachi, so it always had at least 50% chance of taking something out. With a workable base 100 Attack stat and very strong dual STABs in Earthquake and Outrage, It made for both a strong revenge killer and great late game cleaner. With a respectable base 80 Special Attack, it could afford to run Fire blast to dispatch of its would be counters in the form of Forretress and Skarmory, while U turn allowed it to take out its number one counter; Starmie. With All moves and stats considered, the scarf set all but tore through the metagame and was generally head hunted if seen in battle. With stats and a move-pool akin to zapdos, it could also pull off a great stalling set with access to the moves, substitute, toxic, roost, earthquake, dragon claw, dragon tail and fly. Its speed ensured that it would be stalling for a while, often beating most folk to the punch and being able to stall out there strong attacks with a combination of roost and substitute, and possibly Protect, too! In Generation five, with its former competitors allowed back in, it struggles to find room on a team a being locked into either or its stab moves means that either Salamence will set up on it or Garchomp will Out speed and OHKO it. That being said, if you look at all of Flygon's positives, and feel it is something your team needs then by all means use it. It resists ground, which a whole heap of the metagame is weak to, and also resists Electric which another portion of the metagame is weak to, couple in its scouting and revenging capabilities and you'll have a great team player for your team, should you need it. He works especially well with Starmie and Heatran, so if your team already has those two guys in it, why not try a Flygon out. Garchomp Type: Dragon / Ground Ability: Sand Veil / Rough Skin Stats: 108 / 130 / 95 / 80 / 85 / 103 Garchomp is the bigger, meaner and for all intents and most purposes better Flygon. Same typing, better stats, an ability that when used correctly is on par with flygon's, and a possibly better movepool, too. Garchomp got banned from OU due to its sheer lack of counters and speed. While 103 might seem quite slow, all things considered, its bulk allows it to take hits from the faster folks and OHKO with deathly effect. The Yache Swords dance set was completely uncounterable. What are you supposed to do when a pokemon sets up SD off of a base 130 attack... and its main weakness is covered? 103 Speed meant that the whole 100 speed metagame was outsped without the need for a choice item, allowing Garchomp to run SD with impunity. 108/95 physical defence means that it's going to take a strong strong stab SE physical attack to hurt it... the point to make here is that Flygon's outrage doesn't have a 100% chance to OHKO, while Garchomp can shrug off Dragon claw any day of the week, and if Garchomp opts for a bulky set, Flygon's outrage (360BP!!!) won't even OHKO... Scary, right? Not to mention, if it was on a sand team, you might not even hit it anyway. Moving on to generation V. Garchomp is still the beast it always was, however with the power creep and speed creep, Garchomp can't really afford to run its SD yache set, as now things can outspeed it and OHKO it without being choice locked. However, its scarf set is what sets it apart from the rest of its dragons. With a trollish 103 Base speed, it is always outspeeding its dragon brethren at +1, sans Lati@s, and with a huge 130 Atk it's going to either OHKO the dragon infront of it, or leave a hell of a dent in what ever switches in. With Scarf sets in mind, it can pull of a surprise Choice Band set to truly unleash the rage of a generation in which it was banned from. To show you what sets the CB set apart from the CS set I'll put you in two scenarios. CS scenario: Switch in Garchomp on MixMence Starmie Switches in to take the dragon claw, takes SR damage too (12.5% + 57 - 67%) Starmie while dented OHKOs Garchomp with Ice beam CB Scenario: Switch in Garchomp on MixMence Starmie Switches in to take the dragon claw, takes SR damage too (12.5% + 93%+) Starmie's annihilated, Infernape can now set up safely and sweep the rest of the opponent's team. The best way to beat Garchomp is to know the set it's running. The SD set is countered by Skarmory, if Chomp isn't running Fire blast, The scarf set is countered by the Lati twins (if they switch in on EQ) and the CB set is countered outright by Skarmory. Bulk Gyarados works as a good counter too, sans the CB set, as it can Intimidate the land shark taking 35 - 45% from a choice scarf outrage and set up on it, and still only taking 50% from Stone Edge at max. Gliscor can shut it down with any toxic set, but again must be weary of the CB set, as it has the chance to 2HKO the Poison heal set with Outrage after SR damage.
  12. Gunna do some more analysis's... Feel free to fix my grammar and spellings Feraligatr Type: Water Abilities: Torrent / Sheer Force Stats: 85 / 105 / 100 / 79 / 83 / 78 Feraligatr is often seen as the mini gyara for the underused community, however, being a pure water type and having more defence (pre intimidate) it has an easy time switching in and staying in. Though the 105 base Attack may seem somewhat lack lustre, with access to moves such as Dragon Dance, Swords Dance and Aqua jet, its shortcomings are easily bypassed. With the advent of the 5th generation, Feraligatr got scary. With access to Dragon dance to boost its speed and attack to outpace its speed passed most of the unboosted Metagame and scarfed <75s, coupled with the new Ability Sheer Force it's truly a force to be reckoned with. The main reason being, its relied upon stab is waterfall... which given the nature of sheer force, turns the already quite potent attack into a base 170 brute of an attack. Put it in a rain team and let it do 210 damage per turn; scary stuff. Oh and did I mention that sheer force negates LO recoil? Of course it's beatable, it wouldn't still be UU if it wasn't, Anything that can tank its hard attack, phaze it, or out pace it should do the job. Just be careful, however, as it does have quite some bulk to it, and if you can't OHKO it, expect to lose. Things like Starmie, Skarmory, Ferothorn and Slowbro shouldn't have too much problems, but just be weary of its coverage moves. Latios Type: Dragon / Psychic Ability: Levitate Stats: 80 / 90 / 80 / 130 / 110 / 110 Latios is one scary son of a bitch. If you see it, run away. It has always been a top tier pokemon, and in Gen V, the flood gates have been opened and Latios has allowed to come and molest the OU environment. It has all but perfect Stat distribution, the move pool of a legend, and a couple awesome resistances to switch in on. So I'll tackle the stats side of things first, 130 Special attack and 110 Speed. This is perfect for the current metagame. There are many pokemon sitting on base 100, 101, 108 and 109, being able to outpace these pokemon without a scarf means that it can use Choice Specs safely and hit incredibly hard. Now onto the moves. It has access to a whole arsenal of painful moves that should make you weep at the mere thought of them. Calm mind means it can raise its survivabilty and already beast special attack to sky-rocketing proportions, whilst having the ability to switch attacks remains in tact. It also has access to Dragon dance, allowing it to beat most of the Scarfed metagame and function as a mixed sweeper if that's what you so desire. As for its actual attacking options... Draco meteor, Surf, Psycho Shock means that nothing is really safe. Scared of Ferrothorn or scizor? Well slap Hidden power fire into the mix and you are good to go. It can also utilise Recover, substitute and refresh to keep itself nice and healthy while it's murdering your team. It is a truly scary pokemon and you should be well prepared for it. Again, it isn't uncounterable, but it is certainly hard to counter, and you must look at what set it is running to be able to safely counter it. If it lacks Psycho Shock, Blissey and chansey can counter it, if it lacks Hidden power Fire Ferrothorn can counter it, and if it lacks Surf Tyranitar can counter it. Tyranitar is especially good at countering it, as with a specially defencive set it can take most of its moves and OHKO it, whilst scarftar can outright OHKO it with crunch. Bisharp can sucker punch it to death, and Spiritomb (if switched in on the right move) can kill it with Sucker Punch. Know the set, and you should be able to work around it. Skarmory Type: Steel / Flying Ability: Keen Eye / Sturdy / Weak Armour Stats: 65 / 80 / 140 / 40 / 70 / 70 Skarmory has been a staple pokemon ever since it was created all the way back in GSC. Its typing and stats allow it to tank physical threats all day long and generally screw up the opponent. There is only really one way to run Skarmory, and that's as a physically defencive phaser; anything else is just illogical as it is so good at what it does. A simple move-set of spikes / Stealth rocks, Roost, Whirlwind, Brave Bird / Drill peck basically means your ass. Having Key immunities and resistances to toxic, dragon, ground, grass, steel, bug and dark means that it can switch in on that annoying scizor, or that outraged locked Garchomp, or even that damned Excadrill and start setting up; thus saving you being swept by these problem pokemon. Sturdy means that if you happen to have let excadrill get to + 6, you can phaze it 100% of the time, roost means you can then heal off that damage taken, and drill peck screws with Virizon and breloom. Your best bet at beating it is either having a lucky phaze bringing in any capable special attacker, or switching in a special attacker on the roost. Skarm hates anything that carries Thunderbolt or Fireblast, so starmie and infernape make for great counters, though Infernape has to beware of a sturdy Brave Bird flying its way. Infernape gets a special mention as not only does it kill Skarmory, it happens to also kill most of skarms partners like Ferrothorn, Heatran, Tyranitar and Blissey. Zapdos Type: Flying / Electric Ability: Pressure / Lightning Rod Stats: 90 / 90 / 85 / 125 / 90 / 100 Zapdos has been overused since the beginning of time, and for a good reason Gamefreak loves it it's got the stats and moves that most pokemon would die for. Zapdos is a premium staller, a premium scouter, a premium Utility and a premium attacker. The famous Sub/Roost set just does not die, and though it has minimal attacking investment, that base 125 Special Attack means it doesn't care and will hit you hard regardless. Place it on a team with Toxic spikes and watch the opponent cry. Its main use is to counter the hard hitters of the game, it can take on Gyarados and Lucario like a God damned pro. In Gen V it can also somewhat be used to break stall, also, as its stab Thunderbolt and coverage move Heatwave Destroys the JelliThorn Core. Its ability Pressure also means that it can Sub away all of Machamp's Dynamic punches, Heatran's Fire Blasts, Tyranitar's Stone Edges... well anyone's Stone Edges. It can also Out stall all of Breloom's focus punches and be left with 7 and 8 Substitutes and Roosts... Phenomenal. Pressure and subroost also mean that late game 1 vs 1 it will generally come out on top, making the opponent struggle to death before Zapdos Even breaks into a sweat. Blissey is your best bet at beating it, as it can break Zapdos' subs with Ice beam/ Seismic toss and toxic/ Twave it to remove its usefulness, all the while wishing off the damage. If zapdos lacks heatwave for hidden power grass or ice, ferrothorn can win out on it. If all else fails, predict your opponent's rhythm, switch in on an unsubbed roost and smack the crap out of it with a speedy SE attack. Gengar Type: Ghost / Poison Ability: Levitate Stats: 60 / 65 / 60 / 130 / 75 / 110 "That unpredictable beast is you in Pokemon form" ~ Wraith Gengar is another pokemon that has been OU from the very start, and rightfully so. It is unpredictable and a beast, it has the stats and movepool to make you cry. his stats may look subpar... until you reach that 130 special attack and 110 speed. This basically means you better be ready for something to take a hurting. Gengar sees so much usage due to the aforementioned beast stats, and due to its mass immunities. It can outright wall chansey, it can switch in pretty much whenever it likes, and it can destroy most things... and if its offencive movepool doesn't allow it to destroy the opponent it has several great support moves to mess with the opponent. In Gen IV it was used to remove Scizor, Tyranitar, heatran, Starmie and other problem pokes with a protect set that allowed it to scout the opponent and act accordingly, most the time netting Gengar's team one less threat. It can now be seen taking out blissey and other walls with a Sub Split set, The idea is to sub down as much as possible, hit painsplit and then smack the opponent with the relevent move. A new set of sub disable is also immerging now, too, which generally allows gengar to act as a check to so many pokemon in the metagame that it is unreal. Say bulk up Conkledurr is being a pain, switch in on the mach punch/ drain punch, hit substitute as it uses payback, then disable pay back and leave it thinking "wtf just happened." Gengar's unpredictability is what makes it a true beast, if you can't figure out its set early on, expect it to screw with your team for a good while. Beating it is all about knowing what you're up against, If it's a general special attacker, then Ice Beam Blissey can take it down, if it's the sub split set, your best bet is using a fast priority abuse like Scizor or Azumarill, depending on the coverage move. If you can get in on it when it doesn't have a substitute up, then anything that outspeeds it can wreck it, If you can get Scarf Chomp, starmie, ScarfTran or Scarftar in on a resisted move they will tend to come out on top. TR Reuniclus can generally come out on top, too, as it can set up TR as Gengar uses Shadow ball, then OHKO the next turn with Psycho shock and recover off the damage the turn after. Spiritomb puts gengar in an awful position, too, as it can Pursuit it or Sucker punch it, depending on the set. Jirachi Type: Steel / Psychic Ability: Serene Grace Stats: 100 / 100 / 100 / 100 / 100 / 100 If you've ever seen anyone ranting "RQ!" you can guarantee that Jirachi probably had something to do with it. Jirachi is know first and foremost for its hax ability, it can flinch you within an inch of your life, and then flinch you into utter despair. However, that isn't all it can do, it is versatile as hell and you should be prepared to take an unexpected beating whenever you see it. 100s across the board coupled with its movepool pretty much means it can do whatever the hell it likes. It can act as an effective wish passer, a twaver, a haxer, a lead, an annoyance and a sweeper. With access to wish and CM it can pull of a brilliant defencive sweeping set that can't be crippled by blissey's toxic, doesn't mind burn and can fight through Paralysis due to its bulk. With Access to Body Slam/Twave and Iron head it can about out hax any threat in the game for a cheap yet successful win. With Access to Stealth Rock, Trick and U-turn it can function as a hell of a disruptive lead and scouter. Not only the aforementioned, but it can pull of a mean lure/ mixed attacking set that can often take 3 pokes off of an opponent's team in one sitting. Let's say your opponent is running a sand storm team, you switch in on Ttar and Flinch it to death whilst it furiously tries to earthquake your jirachi, once Ttar is down they send in the Scizor thinking you are choice locked, you nail it with a fire punch, so now they come to thinking your a physical attacker and send in their Gliscor, only to realise you'd planned this all along and your opponent must watch in horror as you OHKO their Gliscor with Hidden Power Ice. Its typing allows it to be a pretty successful dragon check, so long as they are locked into a dragon typed move; there is nothing more satisfying than body slamming an outraged locked Garchomp, for instance. Jirachi is very much beatable if you a) know its set and b) outspeed it. If its a choice scarf set, Garchomp can take it out with STAB earthquake, or Skarmory can wall it no end. If it's Body slam set then Jellicent Can burn and outstall it, if it's a twave set Landolus and Garchomp can both take it out, landolus being able to set up in the process. If you suspect it might be a lure, double switch on it and you'll then be able to devise a way to beat it by manipulating it to fire off moves that you can set up on. Thread is now officially Tbird!
  13. Haha nice little pokéfamily . Welcome to the site, feel free to lurk around all the forums, there are some quite interesting reads and things you can learn; even if you have been playing gone 10 years now . Enjoy your stay.
  14. Gin: Exeggutor @ Focus Sash Trait: Chlorophyll EVs: 164 HP / 196 Atk / 148 Def Base Stats: 95-95-85-125-65-55 Current Stats: 191-154-124-145-85-54 Brave Nature (+Atk, -Spd) - Wood Hammer - Trick Room - Protect - Explosion
  15. Hi everyone, I know this is a bit out there, and as far as editing goes, 2nd gen save editing is pretty much dead, but I'm interested in it anyway. So I have managed to find where the party pokemon are stored in the save file, but I've come across a problem. When I edit it, nothing changes... Though, obviously, it should change! At 01A6D the party pokemon data starts, each pokemon has about 48 bytes, First byte is the Pokemon followed by 00, the next 4 bytes are the moves in hex. So on the save I'm editing it looks like (Noctowl's Data | Growl, foresight, Peck, Hypnosis ): A4 00 | 2D C1 40 5F 6B F9 00| The first four are the moves in hex, but the next two bytes mean nothing to me. There's then 40 bytes that I can't seem to fit to anything relevant, before the next pokemon starts. The problem is, when I change the A4 to say A5, it doesn't change the Noctowl to Ledyba, like it in theory should... so I'm a little confused and wondering if anyone can help. The save is attached, poke around and see if you can help a brother out . Cheers. !!Pokemon Crystal 251 (wild pokes and evos edited Moves edited types edited base stats edited le.sav
  16. I do love me some Aussy Rock. @SunnyDay That piano piece was phenomenal
  17. I absolutely love this. It's great lead, and it looks like easily enough executed, like all great game plans you don't want iffy chances of getting what you want done, done. Just a thought, Shiftry with explosion? For Tropius w/ solar power I suggest: Tropius (M) @ Life Orb Trait: Solar Power EVs: 248 HP / 8 Def / 252 SAtk Quiet Nature (+SAtk, -Spd) - SolarBeam - Air Slash - Hidden Power [Fire] - Protect/ synthesis You're taking 20% damage each turn I believe, which is never good, but that gives you 6 turns to sweep (due to 401 HP), and you only need about 3; so barring priority you should be cool. To save you from extra unneeded damage you get a nice stab in form of Air slash for flinching. With sun up, you pretty much have stab on every attack here too, which is pretty awesome. HP fire IVs I'd suggest 31/30/31/30/31/2... best bulk, damage out put (base 70) and the lowest possible speed. If the 2 IVs are a problem for you, you can run 0 ~ 64 base power. Protect for exploding folk, or if you won't be having someone explode, synthesis will give you 75% each heal. Though I'm not sure if Longevity is of any importance to you. For shiftry: Shiftry (M) @ Life Orb Trait: Early Bird EVs: 240 HP / 252 Atk / 16 SAtk EVs: 252 Atk / 252 SAtk / 4 Def Brave Nature (+Atk, -Spd) Quiet Nature (+SAtk, -Spd) - Sucker Punch - Seed Bomb / Solar Beam / Leaf Storm - Low Kick / Focus Blast - Explosion Hits 148 speed, which should be out pacing most things in TR. Packs universal coverage (aside from Toxicroak). I think this will probably destroy a lot of things . Evs on both sets Mean 11 turns of sweepage, just depends if you want mass bulk or mass damage output, If you go Sbeam + Focus blast run quiet, if not run brave, explosion is explosion.
  18. Granted, but your permit is made of a highly radioactive substance. So whilst you will receive no injuries from the places you travel to, merely using your permit will cause you to get radiation poisoning I wish my notifications did not constantly read "82"
  19. Teddy, the perfect thing for your problems would be to play on Pokémon Online. If you know the basics everything else purely experience upon experience. You'll learn the need of a strong defensive backbone, and you'll better learn when to take your shots, and what shots to take. Honestly, I fully recommend that you download the simulator @www.pokemon-online.eu. EVs have been around from the get go, by the way, however they went by a different name. Experience values, or something like that. The thing with items is that you've got to understand what your pokemon needs that it is currently missing, whilst not being too gimmicky (I.E Snorlax with Quick Claw). If you do some battle calculations and Realise that you are just missing the OHKO on X,Y,Z, chances are that you're going to need to run life orb. It's all about knowing what's capable of what.
  20. Quick note, Bright Powder did just get banned, I believe . This is a great thread, hopefully we can get mass people reading . Some common guys to look out for Excadrill Type: Ground / Steel Ability: Sand throw / Sand Power Stats: 110/ 130/ 60/ 50/ 65/ 88 With sand throw and that gargantuan attack stack, coupled with swords, instant threatability and mass resistances to switch in on Excadrill is one of the scariest pokémon in the game. Commonly seen holding a balloon to give itself yet another immunity, it can switch in nearly any pokemon and set up, then proceed to sweep unprepared teams. Whilst balloon sets give Excadrill more chance to switch in, a more prevalent life orb set is beginning to emerge as the novelty of balloon is beginning to wear off. With Life orb it is now able to 2HKO some Skarmory after SR with +2 attack... which is just ridiculous. Whilst not uncounterable, it does prove to be a big problem to a lot of teams. Some of the best ways to deal with this behemoth are using pokemon that can abuse high powered priority attacks, such as Azumarill, Nasty Plot infernape and Bulk up Conkeldurr. The unreleased Mischievous Heart Sableye also has the added bonus of Priority Will o Wisp to all but render it useless. Volcarona Type: Bug / Fire Ability: Flame Body Stats: 85 / 60 / 65 / 135 / 105 / 100 Volcarona is a demon. I'm dubbing it the Ho-Oh of OU. With the abilty to +1 all of its best stats with Quiver dance, a special attack to make you cry and a good enough speed (not to mention reasonable bulk) This thing was meant for killing. Its two stabs have great coverage together, just missing out on a few things like heatran and empoleon (who still takes neutral from Fire blast anyway!) The bane of this pokemon is undoubtedly Stealth rock, however given its speed, access to morning sun and alright bulk, this isn't too much of a problem. Pack it on a sun team with a hitmontop rapid spinner and you've got a demon on your hands. Again this thing is far from unbeatable, however, While it can over come SR weakness with a spinner and Morning Sun, It still can't beat everything. Azumarill, IMO, is the best counter to this thing. It can switch in on a resisted Fire Blast (with its amazing bulk) and Aqua jet it for an OHKO. Blissey/ Chansey can toxic stall it out... however, it won't take long for Volcarona to get to + 6 and even get passed those formidable foes. Scarfed Garchomp can do a number on it with Strong stab'ed physical attacks, too. Basically, don't let it set up! Some combos to look out for: SkarmTar The old standard of Skarmbliss is now becoming a pretty rare sight, with so many mixed sweepers being able to bust through them, so the new combo has become Skarm Tar. Skarmory and Tyranitar, between them, can take out a whole host of the big hitters in the current OU metagame. Specially defensive Ttar can kill most Lati@s and other special orientated folk, while skarm sets its old standard of wearing down the more physically inclined pokemon. Throw in something like Wish passing Vaporeon, and you'll try have some problems on your hands! The old standard wall breaker, infernape, is probably your best bet at getting rid of these two. Though, people using SkarmTar will probably have starmie, vaporeon or tentacruel prepared for Infernape. JelliThorn Not sure if that's what people are calling it, but that's what I'm a call it. Between the two of them they have an obscene amount of resistances and are able to systematically whittle down most any pokemon that they face. Aside from the odd Infernape with Thunderpunch, nothing is really get passed this dynamic Duo. Between the two of them they pack a whole host of utility moves designed to generally ruin your day. Thorn with Twave, Jellicent with Wisp... Nothing is really safe. Throw in Recover on one, leech seed on the other and you're definitely in for a rough time. Whilst they can't really do a whole lot to harm you, the passive damage they can rack up between them is truly scary. Your best bet at getting between these two? Raw power. Try and get in on a recover, or while thorn is setting up spikes, and start repeatedly smacking them about. Reuniclus has a great time with these two, being able to switch in on either with complete ease, set up and destroy them both. If you are running Jellithorn, it might be suggested that you pack either a Bisharp/ Scizor/ Spiritomb to dstroy reuniclus.
  21. Well I say, I say I resent that remark! I haven't played far enough into the game to know exactly what the story is wuth Kyurem, I may aswell read the spoilers, I doubt I'll ever get around to finishing BW anyway. Though, I hazard a guess it might be the Reshiram/Zakrom "shedinja" I may be completely off, but that's my uneducated 2c.
  22. Goliath - Karnivool
  23. For in game that would work perfectly well, there's no denying that, but you would struggle against a competitive player of any calibre if I'm going to be frank with you. The moves you have would require a massive overhaul, and you would have to finely, very finely tune each of your pokemon to even hope to keep up. Gamefreak likes to let us get atatched to all the new starters, only to slap us down when their viability is questioned competitively. But there in is the point, when you compete you have to strive for the best, a random nature here and there just won't cut it. I don't mean to suck the fun out of it, I feel it too when I can't use charizard and umpteen other of my favourites due to them just not being good enough for competitive play. But as I said, Wraith would be able to help better than I.
  24. Having them overlap is very unrealistic, and very idealistic . It's hard to rate a team with both factors being considered, I imagine Wraith would be able to do a better job than I, but I'll give it a go. First things first, the EVs and natures are very important. The EVs can give you anywhere between 0-63 extra stat points, whilst the nature gives you an extra 1.1x multiplier, essentially a 10% boost to any given stat. This being where the problem of overlapping lies. In game, you're against essentially handicapped pokemon with nill investment everywhere, thus most anything can beat it, however the metagame is a whole different ball park with pokemon tailor made for a specific role, and if you don't build your team with that in mind you will struggle to keep up. That said I will rate your team as if it were for the metagame. First of all, you have a mixape weakness... I know that's odd given that you have your own infernape, but if the opposing infernape wins the speed tie between yours and his he will proceed to kill your team. Hidden Power ice will take out: torterra/ Altaria Close combat will take out: Infernape/ tyranitar/ empoleon Fire blast/ Flare blitz will take out: froslass My suggestion? Run Starmie over Empoleon, this way you can use rapid spin to support altaria/ the whole team. Starmie @ life orb/ expert belt Trait: Natural cure Nature: Timid EVs: 4 Def/ 252 Special Attack/ 252 Spe ~ Hydro Pump / Surf ~ Thunder Bolt ~ Ice Beam / Recover ~ Rapid Spin If you're running starmie you may aswell run your own mixape, this will help you get passed stall teams: Infernape @ Life Orb Trait: Blaze Nature: Niave/ Hasty EVs: 64 Atk/ 192 Special Atk/ 252 Spe ~ Close Combat ~ Stone Edge/ Hidden Power Ice/ Thunder Punch ~ Fire blast ~ Grass Knot/ Mach Punch/ Vaccuum Wave/ Swords Dance/ Nasty Plot/ Hidden Power Ice/ Thunder Punch -> Basically anything that you think will help you best I doubt you have the ability to control what your Hidden Power is, but if you do, I strongly reccomend that you find room for hidden power ice. With these guys on the team you may aswell Pack Shaymin too, if you have the means anyway. The set for shaymin would be 40HP/ 252 Atk/ 216 Speed Timid Nature with Life orb. Moves -> Rest/ Seed Flare/ Earth Power/ And some sort of filler move, I tend to run hidden power fire or ice. These three pokemon have all but perfect synergy and can switch in on each other's weaknesses and dispose of eachother's counters, so they work really good together. Now, Tyranitar really isn't doing anything for your team, however you could do with something that keeps things like Lucario in check, and run a gliscor in his place. This set would be 252HP/ 4 Def/ 252 Spe @ a jolly nature, leftoves and the moves Toxic (stone edge)/ Roost/ Earthquake/ Taunt. This thing will keep you safe from things like Scarf tyranitar who can beat Starmie and Infernape. However, you could get away with running choice band scizor instead, as he would also be able to kill scarf tar, but he may struggle to beat Lucario. Flygon, too could go in this position, Scarf flygon is a staple pokemon in Gen IV, and for a good reason so if you're not a big fan of Gliscor check out scarf Gon. So that's your first 4 pokemon done. Now if you have access to jirachi, he's be a lovely candidate in the 5th spot, and you could make him your lead. A choice scarf set of 252Atk/ 4 Def/ 252 Spe, Jolly nature with the moves Iron head/ U turn/ Stealth Rock/ Trick would be great. He can come in on any ice type attacks aimed at gliscor and start spamming Iron heads, he can best lead aerodactyl and a great number of other leads. Your only problem now would be fighters so a ghost pokemon like dusknoir or gengar could work well. I realise I may have accidently recommended a few HGSS/ PLt moves and sets here... Disregard those and use your best alternative to hand. I'll use this moment to let you know of pokemon online which is a battle simulator, if for nothing else, you can make your teams there first before you make them for wifi, it saves you wasting time on a team that may not be necessarily very good. PM me if you'd like to know which server I frequent.
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