Jump to content

Milo

Member
  • Content Count

    31
  • Joined

  • Last visited

Community Reputation

10 Good

About Milo

  • Rank
    Bulky Water
  • Birthday 02/28/1989
  1. okay, I've got a little bit of light to shed on the missingno. glitch, although it's somewhat unrelated to the topic itself. Here's an article one of my friends linked me to a while back that explains the whole thing (and debunks "you can get mew by sheer luck", although Mewtwo is perfectly possible): http://www.trsrockin.com/missingno4.html That goes in and ruins a lot of the mystery for some, while for others (like myself), it lets you know how the glitch works and WHY it does what it does.
  2. My first level 100 ever was an alakazam that I got from my little brother. Shortly after that came zapdos, articuno, moltres, and mewtwo. After that, I don't believe I ever bothered with another L100 until 4th gen, when I got my L100 Salamence (with decent IVs, enough to max atk and speed anyway). After that, most of my current wi-fi team is level 100 now. I've got to say that slow pokemon are a lot more of a pain to level than fast sweepers. Probopass in particular was hellish to raise. For the guy talking about Battle tower: look into a trick lead. You can usually use something like uxie to make setup bait for a scizor. with +6, Scizor's LO technician bullet punch is only survived by two or three pokemon, and you can get subs up while SDing if you need to survive. For those saying you NEED to pokesav to be competitive: no you don't, it just makes it easier to use certain pokemon. I've bred each of my pokemon myself, and I don't have any issues competing on w-fi. Yeah, I don't like when people have perfect IV'd shiny latias on their team, or when they're running all the hidden power types that smogon recommends, but that doesn't mean you need to cheat to play at the same competitive level. You just need to either restrict your options a bit (i.e., none of my pokemon use hidden power for this purpose, and I'm very uneasy about using legendaries) and prepare for the fact that others pokesav, and then you can fight at the same competitive level as anybody.
  3. I'll take you in an OU-battle. Preferably with no pokemon pokesav'd, but if you have them, I won't deny you a match. Also, I will probably only be able to take part in a match using the DS, as I don't own PBR.
  4. I'll take you on at some point, but be aware that 1) I have a weather team, and 2) I'm breaking item clause (lefties on multiple pokemon). And I play OU tier. I have no issue with Latias/Yanmega according to your listing, as I don't use either one. However, I also ask for OHKO clause. I'll get in touch with you about this later.
  5. I don't really have the time for a full review right now (might print out the team and write one up tomorrow or something), but I can tell you a couple things right now: you're going to have some serious issues with scizor and anything that can carry a fighting-type move. Infernape also comes to mind. Those are two of the biggest threats out there and either one could single-handedly defeat your entire team. Scizor: Bullet punch will deal massive damage to Abomasnow, Glaceon, Mamoswine, Froslass, and Weavile (while carrying priority), and superpower or brick break will do the same to walrein. Those two moves are very common on scizor (specifically the choice band set) and will leave your team wishing it hadn't been so icy. Infernape: Traditional mixnape might be stoppable, but it can also deal heavy damage to anything on your team. NP fire blast should take out abomasnow, weavile, froslass, glaceon and mamoswine with no problems, while close combat will do the same to abomasnow, weavile, glaceon, mamoswine and walrein. Don't be afraid to mix some types up to help eliminate weaknesses to attacking types, as you face a huge disadvantage against four different attacking types that I can think of off the top of my head: fire, rock, steel, and fighting.
  6. My boxes are organized rather haphazardly. I usually keep box 1 as a bunch of random pokemon I caught while going through the game (which also doubles as a box for the pokemon I have that can pass pokerus). Box 2 is my "Battlers" box, containing all the pokemon I've bred (or Soft-Reset, in the case of legendaries) and EV-trained for use in competitive battling. (Right now, my box contains a level 50 salamence, a level 100 salamence, a level 100 staraptor, a level 46 piplup, a level 71 heatran, a level 51 heatran, a level 50 starmie, a level 50 slaking, a level 66 heracross, and a level 38 shellgon (new Salamence, IVs 30/31/6/31/31/31)). Boxes 3-8 contain box after box full of babies I need to dump on GTS, box 9 contains my "to breed" pokemon (including my impish female hippowdon, my beldum with awesome IVs, and a rotom, as well as my dittos). Boxes 10-18 are mostly empty right now, but they'll be filling up with pokemon I get from GTS (there always seems to be decent demand for bagon, which I have about four boxes of right now, so I just ask for the pokemon that the guys in solaceon want each day in order to expand my trainer ID database).
  7. [sprite]007[/sprite] Surf to take down Charizard and Ice beam/Blizzard to take down venusaur. The best of both worlds. Plus, he's Bond, in Pokemon form. (quote me if you're not getting the reference, maybe that'll help a bit)
  8. This is the first revision of my sandstorm team. please critique it and let me know things I'm missing/what I can do to improve it. [sprite]376[/sprite] Metagross @ Occa Berry Ability: Clear Body EVs: 252 HP/236 Atk/12 Def/8 Spd Adamant nature (+Atk, -SAtk) - Stealth Rock - Earthquake - Bullet Punch - Explosion --- This is standard lead metagross. It can get rocks in reliably, and take out other suicide leads with priority bullet punch. Earthquake is there for things like heatran or infernape that can serve as leads but resist bullet punch, and explosion is there as a last-resort move that can severely weaken anything not ghost. Occa berry was chosen to help survive special fire-type attacks, because even a hippowdon's Earthquake won't be OHing Metagross unboosted. [sprite]212[/sprite] Scizor (F) @ Choice Band Ability: Technician EVs: 248 HP/252 Atk/8 Spd Adamant nature (+Atk, -SAtk) - U-turn - Bullet Punch - Superpower - Pursuit --- Scizor replaces the Clefable I used to have on the team; I had decided that support clefable might not be the best idea for my team, which was very offensive-minded. I'm considering trying to bring back said clefable, however, because wish-passing is amazing. On the vein of Scizor himself, I chose him to support Empoleon, having the ability to hurt things like blissey or bulky waters with pursuit, should they show their face. Bullet Punch is there for reliable damage as well as a priority move. U-turn is there for scouting and utility, and superpower is really only there for filler in this set. [sprite]395[/sprite] Empoleon (M) @ Petaya Berry Ability: Torrent EVs: 12 HP/12 Def/232 Spd/252 SAtk Modest nature (+SAtk, -Atk) - Agility - Substitute - Surf - Ice Beam --- Your basic SubAgilityPetaya Empoleon. Once the other team's special wall(s) are taken out, Torrent/Petaya boosted surf will eat most things alive, and ice beam provides good neutral coverage. The idea I have here is to switch him in on something he resists, and then sub on the switch, getting in a free agility should the opponent not carry a priority move. If a priority move such as vacuum wave or mach punch shows itself, I will then move to gengar or scizor to deal with the threat, provided they are still alive. [sprite]450[/sprite] Hippowdon (M) @ Leftovers Ability: Sand Stream EVs: 252 HP/52 Atk/32 Def/172 SDef Impish nature (+Def, -SAtk) - Curse - Slack Off - Earthquake - Rock Slide --- Hippowdon is on this team to provide some physical bulk as well as starting up the sandstorm that my team (for the most part) is immune to. I chose Hippo over T-tar because of weaknesses: Fighting and ground weaknesses shared between half my team is not the best choice if I want to survive. [sprite]476[/sprite] Probopass (F) @ Leftovers Ability: Magnet Pull EVs: 252 HP/88 Spd/168 SDef Calm nature (+SDef, -Atk) - Thunderbolt - Earth Power - Flash Cannon - Thunder Wave --- In sandstorm, this probopass breaks past 600 special defense, giving him the ability to absorb all but 4x weak special attacks fairly easily. The set also works well to reliably eliminate magnezone, who could otherwise pose a problem for my steely team. A base defense of 140 is nothing to sneeze at either and provides relative safety from anything it's not weak to. However, due to the prevalence of both ground and fighting moves, I often have to switch him out in favor of either gengar or hippowdon, depending on the counter that comes back at me. Should I run into a lead bronzong, probopass can quite easily deal with the threat: it takes roughly 25% from a bronzong's explosion and nearly nothing from its gyro ball due to sharing a low speed stat. [sprite]094[/sprite] Gengar (F) @ Black Sludge Ability: Levitate EVs: 4 HP/252 Spd/252 SAtk Timid nature (+Spd, -Atk) - Shadow Ball - Thunderbolt - Trick - Energy Ball --- Gengar was almost tossed on as an afterthought to fill in the last gaps my team hadn't answered yet. With a bit of prediction, I can switch in on the fighting or ground-type move users that would otherwise slaughter my team and do a bit of my own damage back to them. The way I've played this gengar so far has been to attack until it looked like I might be done in the next turn or two, then trick the black sludge onto an opponent's pokemon, usually taking leftovers with me and crippling said pokemon. Energy ball is there to deal with swampert, who otherwise has a lot of fun with my team. thunderbolt hits a lot of things, including other bulky waters and flying types, for super-effective damage, and shadow ball is a reliable STAB move that deals with anything not dark or steel type reasonably well (especially if you can damage them on the switch with stealth rock) --- All in all, the team has served me well for the short time I've used it. I think it could use a bit of tweaking though because I do end up relying on specific pokemon to handle the huge holes in my team too much. I'm considering going to a scarf on gengar because it will help me deal with lucario better (force lucario into one move, and either hurt it hard with gengar, or, if it's using crunch, switch probopass in to hold luke still until it can finish it with earth power, seeing as crunch doesn't pose a huge threat to the bulky probopass). If I have time before it gets RMTed, I may get the comprehensive list of threats from smogon and go through them one-by-one.
  9. I would guess that vappy can as well, with water absorb for surf-using variants and a resist to ice for blizzard variants. Wish healing keeps you from having to worry about the damage racking up, and you can just wait until stallrein can't attack anymore. Suicune does the same job almost as well (at least, resting variants of suicune). Calm mind boosts resistance to either attack rather well, rest will allow you to stall out more PP while keeping healthy, and pressure will ensure that stallrein is forced to wear out its subs/protects after only a few turns (surf gets to 12 uses, and blizzard will get 4).
  10. couple problems I'm seeing here: The ones already listed (big weaknesses to salamence and magnezone, who actually work quite well in tandem) Duggy actually messes with the team quite a bit as well, with its ability to get off effective revenge kills on infernape, opening up a gaping hole for scizor. I'm also a bit wary of the idea of having two stat-up moves on a single pokemon: in the current metagame, you don't want to be spending more than one turn setting yourself up, or you're in big trouble. Scarfed fighting types will love to switch in on porygon-Z, and bulkier fighting types (like machamp) should be able to take that first hit off a non-STAB move and retaliate with something like close combat or dynamicpunch. In fact, I don't see a single fighting resist on the team. With close combat being as powerful as it is, and fighting-type moves being as omnipresent, you might want to do something to counter that, seeing as it hits your main sweeper for super-effective damage. in addition, the rotom forms can also pack a heavy hit on your team, with STABed Shadow Ball hurting all but forry for neutral damage, and STAB thunderbolt hitting forry (or Overheat, if the opponent is rotom-H). That's all I found in my quick look-over your team, I'll let you know if I see anything else.
  11. I wasn't necessarily saying it should be used, just that it DOES end up breaking the protect. I probably shouldn't have mentioned it, but I didn't want to leave anything out either.
  12. Stallrein can and does lose... it just takes a bit of wise decision-making when setting your teams up. your best bets are to either 1) Phaze stallrein, forcing it to leave the battlefield after hurting itself by making a substitute (options here include roar/whirlwind/yawn/encore) 2) hit it hard and fast (before it can set up a sub). Bullet Punch, Mach Punch, and Vacuum wave (or, if you're THAT scared of subprotect sets, feint) all accomplish this feat nicely (you eventually get a strong hit in while stallrein is trying to set its own sub up again, or 3) change the weather. I cannot emphasize the change that weather can have on the battle. Change hail to sand, and next thing you know, stallrein loses its ice body healing AND is taking damage from the sandstorm, negating even its lefties healing. Abomasnow is the key to hail teams, and keeping the weather from being a factor will help you win often. While it may not be a common occurrence, preparing for unorthodox teams can save your team from an untimely demise. If I've just exploited Stallrein's weaknesses and ruined its use for you, wraith, then I'm sorry. I'm just trying to inform the others here of some things that maybe aren't thought of when they throw a team together.
  13. I could have sworn I'd seen more female grunts in my playthrough of the game (at least before five island, anyway). I can't be entirely sure though, as I don't exactly have screenshots to prove it.
  14. I stopped watching around the time it got off of channel 13 (where I was). I also stopped playing pokemon at this time for a while, and eventually came back for a little bit when G/S came out, then left until LeafGreen and FireRed came out (picked up Leafgreen myself). I also bought emerald when IT was released, and then got diamond and platinum when they were released (during the R/S days, I told my friends I'd get the third leg when it did inevitably come out).
  15. sorry, I'm not interested in that zapdos. the defensive IVs aren't quite what I was looking for and his hidden power is a rock type with 47 power... also not what I was hoping for.
×
×
  • Create New...