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randomspot555

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Everything posted by randomspot555

  1. It's 100% confirmed that D/P Korean cannot interact, in any way, with non-Korean games in any legal fashion. And unless Korean data (for the language) was added to the Japanese release, I doubt Korean Plat has data for other languages.
  2. Rock takes neutral damage to electric. It's ground types that are immune to it.
  3. What? I didn't like the episode. That's it. I didn't declare the anime is dead to me, or wax nostalgic on kanto/orange/johto. I can't really be positive about it because I thought the episode was bad. That doesn't mean it's a negative thought. It's just my thoughts on that episode. My standard might be higher because a lot of the "filler" episodes have been real good in D/P, and this one as a big "event" was a huge let down.
  4. That's why I said early D/P and Gen III. It's still by far the most comprehensive guide, as far as I know. Not just detailing OT/ID#, but restrctions, and sometimes what was going on at the event itself. As far as I know, I think he's still available at the listed e-mail address, and I think he posts on a few Pokemon forums. Maybe he's working on an update.
  5. I'm not saying the regis aren't legendary. They're specifically referred to as such. But the anime often adds a god-like status to them, like complete control of nature or something like that, or very referred to by the citizens of whatever town is near by. The Regi trio didn't have that. They just had the name "Legendary Pokemon".
  6. Really, while people can make TLDR reasons for this, it's ultimately about growing up. What entertains an 8 year old and an 18 year old are different. It's the same reason why many don't play the games anymore, or why so many wax nostalgia on Gen I and II, while hating III and IV. As much as Misty fans will disagree, she is an anime stereotype. The typical tomboy. And it fits that. It's gotten much worse since Kanto/Johto. However, running gags are a staple of kids' television. So it's to be expected. But this is just not reaosnable. The anime takes a more "realistic" approach to Pokemon. Many...it seems you are one, think it should work just like the games, where 99% of the time evolution=better. But the anime only has a loose meaning of levels and experience, and evolution isn't something that's automatic, or something that is even necessarily good. It's been mentioned a few times that Pokemon mentally change as well as physically, so it might not be the best for them to evolve right away, if ever, and they shouldn't be forced to. Again, same case. The anime and games aren't the same. Yeah, this sucked, especially since later episodes do establish that ground is immune. But they've become much more consistant with immunities (Norman won't hit ghost, and vice versa) in the past few years. And really, as a 6-10 year old kid perspective, who cares? They certainly don't. The Regi-trio, unlike many of the legendaries featured on the anime, weren't portrayed as god-like. They were just Pokemon with "legendary" status. Nothing too special. And nothing is too inherently bad as far as ice vs electric. But really, all anime battles are decided on what's needed to advance the story. Experience means nothing as long as it moves the plot along. I still watch the anime beause I know what to expect, a kids' show with a simple plot, and something I can make hilarious GIFs out of. It's gotten much better with D/P, especially since 4kids no longer does the dubbing.
  7. Incredibly lame, as I pointed out in the Rotom discussion. For something that's supposed to be big on plot, it hardly featured the Pokemon doing the battling at all. The Japanese episode translates into "Cresselia vs DArkrai" or something like that. And their "battle" lasted like...what, two minutes? Also, the animation sucked.
  8. Gold Ursaring's Event Guide on Gamefaq's D/P section is a great resource for early D/P events and Gen III. It not only tells dates, but any restrictions about the event (A few were limited to neutral natures, like some Manaphy events), or the actual event itself as far as activities go.
  9. This is not the Pokesav help forum. Normally, I'd move it, but it looks like the question has been answered. So...
  10. There's one forum where like 99% of the stuff is posted. It's not hard to find. (Pokesav Requests)
  11. Tournament rules say any illegal Pokemon, even if it's not in your registered party, can get you banned. From reading about the tournaments, it seems they only check non-registered Pokes from those who advance to some of the top spots.
  12. Just as a forewarning, I'm hearing talk in SPP's Wi-Fi Battle/Trade chat that there are already "pre-release" events being traded. I've yet to actually see any evidence that pre-release events even exist, so they're probably hacked. Keep an eye out.
  13. Can I still hit that with Adamant, just with more speed EV investment? Because without Adamant's extra power, then it's role is greatly reduced. It can currently knock around Pokemon with a good chunk of health remaining. Losing Adamant means it's stuck finishing off sashed Pokes. I didn't know what the EV spread would be to outrun what's arguably the fastest Choice Scarf Poke around (Besides Timid gengar, of course). However, I rarely see Scarf Gengar, of any variety, on Wi-Fi. I'll keep it in mind if I need to modify my team if/when I do start seeing it, but until then, I don't see a point in aiming for it as a speed taget. It's basically there to one-shot Scizor. But realistically, it's less useful than EQ, and isn't needed now that I have Heatran. Now bronzong really does need his bulk But try out this set I'll probably start running something like this. But can Scarf Heatran OHKO this Bronzong with Fire Blast? It isn't there as a special wall (Suicune, and to a lesser extent, Tyrantar, fill that role), but as a spinner. Even though nothing I have is weak to SR, repeated switch ins can take it's tole. And an immunity to Toxic Spikes is handy, since my team isn't 100% status proof. Calm Mind is there more to up it's sp atk than it's Sp Defense. Tyranitar would be welcome to come in, since it'll still let me get Rapid Spin out of it's system. I'll look into it's move sets further to see if other support options are viable. The only other viable sand storm spinner is Donphan, who takes damage from Spikes and gets poisoned. And I'd rather have my spinner be able to stay alive. That's why switching was invented :creep:. In times that I can force a switch and burn the inevitable physical EQ user that comes in, it's a great assistance. And really, it's just there. Heatran, outside of HP [whatever] (which, as I've said in other threads, isn't common in the Wi-Fi environment) doesn't have much else. So having it there as sort of a thing I do when I force a switch, or a last ditch effort, I see it as fine. If it ever did come down to Lax, Tyranitar, or Suicune, vs Heatran, it's game over, no matter what. However, Flash Cannon might work out. Hmmm. But I was thinking of a more bulky, defensive sets. Got any up your sleeves? I like the extra power, and I wouldn't stay in on someone who has access to STAB Close Combat AND Earthquake anyway. What I really need are thoughts on Heatran and Suicune, and anything you all would change about it. EDIT: Though now reading my wording on Claydol, I certainly do see how you can think it is a special wall. I'll modify it to avoid further confusion.
  14. All art is from random google search and hosted via free image hosting. Most of it is chosen for the creep factor. But credit is given when I know who to give it to. Starting out is: Bugman the Flygon w/ Choice Scarf Adamant Levitate 82 HP/252 atk/176 speed - Earthquake/Fire Punch - Outrage - U-Turn - Thunder Punch My beautiful lead. I originally had many more EVs dumped into HP so I could outrun Lead Aerodactyl, but then I figured that I wanted this guy around to be my all around revenge killer. Even though Earthquake gets STAB, I started out using Fire Punch to revenge kill Scizor. And my thought process is Heatran is never going to stay in on EQ anyway. But I've found it to be more than useful in a few Wi-Fi matches and Battle Tower runs. I almost always U-Turn right out, since Flygon usually can't score a KO. Then I switch to an appropriate counter. It hits 420 speed, so it really doesn't have anything else to outrun as a lead, besides the occasional Scarf Gengar. Usually, I u-Turn out to this d00d: Weird the Bronzong w/ Light Clay or Leftovers Careful Levitate 88 HP/252 atk/110 Defense/60 Special Defense - Reflect - Stealth Rock/Light Screen - Explosion - Hypnosis Comes in on Flygon, sets up Stealth Rock. Maybe fire off a Hypnosis and sets up a Screen. I've been contemplating Leftovers, since fire moves are running rampant, and what's the point in having a screen or two if you can't survive to set it up. 252 atk is just for a powerful explosion, though I'm considering making it less to get some more bulk out of it. Hypnosis is chosen because Bronzong can usually afford to take some hits, so it can afford to miss once. *credit to Arkeis*ICANFLY! the Claydol w/ Leftovers Bold Levitate 252 HP/252 DEF/6 Sp Atk - Calm Mind - Ice Beam - Earth Power - Rapid Spin While none of my team is weak to SR, it still piles up damage. And it's nice to get rid of spikes. This d00der comes in on Skarmory, takes no damage from spikes and resists SR, spins away, and after a few Calm Minds, can take special hits pretty well. I am considering some EVs in Sp Def, so any recommendations are welcome. The attacks are the best I could do. Ice Beam prevents dragons (sans Kingdra) from coming in unharmed, while Earth Power is there so Heatran won't get the last laugh. The star of the team: *Credit to Deviant Art, to give the "talented" artists a place to be restricted to. Wizard the Tyranitar w/ Leftovers Careful Sand Stream 74 HP/252 atk/8 Def/176 Sp Def - Curse - Sub - Brick Break/Fire Punch - Crunch I originally had Fire Punch, but then it wasn't doing me much. With Brick Break, I can hit Scizor for neutral damage, and Heatran for SE. Crunch for STAB and it has more PP than Payback. And I chose Brick Break over Superpower because of the defense/atk drop, and to break down screens. This guy is so awesome. Screw the DD set. Curse is where it's at. All it really needs is other Pokes to come in and take care of status. I am considering lowering the attack to sink more either into defense or HP. I'm already covered on special defense due to Claydol, and my 6th member. The key to playing Tyranitar is to not come in too early. Too early, and it could get hit with status, or someone has a great counter. Both of these make it harder to get 2-3 Curses in. Also, because two attacks don't allow a lot for coverage. Heatran w/ Choice Scarf Modest Flash Fire 252 sp atk/252 speed/6 HP - Fire Blast - Dark Pulse - Earth Power - Will O Wisp/Overheat/Heat Wave/ Standard set. It's also a revenge killer, but it's mainly here to take poison and fire hits, because my origianl team had a massive fire (And bug) weakness. I'm probably going to end up going for a more defensive set, perhaps a RestTalker. Suggestions are welcome. Heatran's move pool kind of sucks. The 4th slot here is basically filler. Overheat can burn at 30%, Will O Wisp if I think I'm forcing a switch, Heat Wave because why not? *Credit to DEviant Art for creepy picture* Suicune w/ Leftovers Bold Pressure 252 HP/252 Def (no others, from a trade from eons ago) - Calm Mind - Protect - Ice Beam - Surf Not only was my old team heavily fire weak, but it was bug weak too. Which meant Scizor could rip through it. So here is my check on Scizor. Since it already needs 2 calm minds to do any worthwhile damage to non SE hits, I'm thinking of turning it into a complete support set. Or maybe digging through my boxes and see if I have any other options so I can EV train a new one to run Calm Mind. Mybe this 252/252 spread could run a nice Mirror Coat, Swagger, Roar, Toxic set? It might get replaced by Marvel Scale Rest Talk Milotic. Maybe. Overall, I got the following things covered with my team: Status: No one can really absorb sleep or paralysis, unless I change Suicune or Heatran to RestTalk. But Suicune won't mind the paralysis, and T-Tar's sub prevents status altgoether. Heatran absorbs fire, and all steels absorb toxic. Other weaknesses: Bronzong and Flygon cover ground weakness, Heatran covers fire and can take a variety of other hits, Suicune doesn't resist much but is incredibly bulky. Flygon revenge kills like nothing matters. Tyranitar will stay out of danger so it can keep changing weather patterns in my favor. My original team included the following: Skarmory w/ Leftovers Impish Keen Eye 252 HP/252 DEF/6 sp DEF - Roost/Counter - Stealth Rock - Spikes - Roar I quickly ditched Counter because I wasn't taking much damage from physical attacks. It served it's purpose well, but it mostly just sat there. It could still be viable on this team, but I'm not sure how beneficial it would be. This is why Bronzong now carries SR. Though if I continue to fail to set up screens and explode, this guy might make his way back. Torterra w/ Leftovers Impish Overgrow 212 HP/252 DEF/44 Speed - Leech Seed - Protect - Earthquake - Wood Hammer Standard set from Smogon. 44 Speed didn't help at all in outrunning Swampert. I guess most are running more speed nowadays. Otherwise it just added another fire and bug AND Ice weak Poke. I got Leech Seed off quite a few times, but I'm not sure how worth it it was. It could force switches because of Leech Seed, but other Pokes can do that too. So, go on, rate the team.
  15. This is not the cheat help forum. Read the Save Editing and RAm Editing forums for your answer.
  16. Hippowdon isn't as great of a Chomp partner as one thinks. It limits Garchomp's best option, his combination of STAB ground and dragon. Your new Chomp set is this: Garchomp w/ Choice Band Jolly Sand Veil 252 atk/252 speed/6 HP - Earthquake - Outrage/Dragon Claw/Dragon Rush - Fire Fang - Filler-kind of Because Chomp gets the powerful STAB Dragon+Ground Combo, any partner of his has to be either part Flying, or have the Levitate ability. And currently, none of your team does that. For Chomp's set: Choice Band is the best option. If you want a good Choice Scarf user, Flygon gets the job done better than Chomp. Same typing, with Levitate, and can U-Turn out. Other Chomp sets, like the SD set with Yache/Life Orb, may vary as far as move pool goes, but I believe they're inferior because of the set-up time. Chomp is one of those Pokes that doesn't need to set up, so just slap on a Choice Band and get to attacking. However, if you DO choose a non-Band set, consider slapping on Lum Berry. It can cure sleep, or cure you from confusion after Outrage. Fire Fang is the recommended use. If you choose Flamethrower/Fire Blast to hit some of the bulky steels that usually invest in defense rather than special defense, choose a nature that doesn't hinder special attack. The fourth slot is VERY important, and can be used, and can be seen as rather gimmicky, but can save you in some situations. Chomp's movepool is rather limited, so it's move for it's 4th slot can be seen as not traditional, but it doesn't have a lot to work with anyway. One option is to have both Outrage AND Dragon Claw/Rush. This allows you to use STAB Dragon without being locked into Outrage, or target a specific Poke. You see this utilized often on Specs Dragonite or Specs Mence, who might use both Draco Meteor AND Dragon Pulse. Crunch is just another move to use. It won't do much more damage than STAB Dragon or STAB Ground, but might be useful for the 20% defense drop chance. Stone Edge has a high crit rate. Rock Slide has the flinch rate, useful due to Chomp's speed, and because it hits both targets. Those are the more traditional options. Non-traditional include the following (and please note, these are not recommended outside of the official tournaments. But these tournaments, as far as I've seen from the videos, are incredibly luck based, so you can afford to take a chance on these moves. These are obviously not recommended in the standard competitive environment): Aerial Ace: Flying type gets pretty crap coverage, but might be useful for the rare double team abuser. Body Slam: 30% chance to paralyze. There's no other reason to use this. Iron Head: Steel gets pretty poor coverage, but this has a 30% flinch rate. Protect: If used in conjunction with an Exploder. But this'll force a switch due to Choice Band, and there are better partners to use with an exploder. Poison Jab: Again, like Iron Head and Body Slam, poor coverage, but a chance to poison. Rock Climb: 20% chance to confuse. Rock Tomb: Lowers speed by one stage. Sleep Talk: If you can predict a sleep, use this. Toxic: If you're up against a bulky water who doesn't have Ice Beam, or you're about to die anyway, this'll help inflict some long lasting damage. Yes, there are other sets you can run, but in the tournament environment, it's very quick based. And I don't personally think that Chomp can spare the time to set up Swords Dance or Sub or whatever. Maybe the other Poke can, but not Chomp. Just Band it and let it attack. So what does this all mean? You need to re-do some of your team. You need at LEAST one partner for Chomp that levitates or is part flying. The other option is to not use Chomp at all. Assuming you need a levitate/flying suggestions, here are some suggestions. No specific sets posted, but I will if you end up using them: Flygon: Immune to Earthquake, can U-Turn out to someone else. Thunder Punch and Fire Punch can help cover some weaknesses, and can offer limited team support with Screech and Attract. Can also Toxic-Stall with Dig or Fly. Downside is it offers the same two weaknesses chomp has: Ice and Dragon. Bronzong: Levitates, sets up screens, is bulky. It's attack stats are decent enough that it usually doesn't need to invest EVs into either,but can Calm Mind up if it does. And due to it's bulk, it's one of the few users of Hypnosis that can still use it because it can afford to miss. But it's usually used as an Explode poke, so that won't be the best option available unless you KNOW Chomp is going to die anyway. Oh, it can also Trick and make your opponent hold some useless item like the Macho Brace. Zapdos: Earthquake immune, recovers from Roost. Discharge hits both opponents and might raise it's special attack. Can U-Turn out. Limited team support with Thunder Wave, Toxic, Light Screen. Has an ice weakness, but it doesn't cripple it like it does with Chomp. Skarmory: Immune to earthquake, can Roost away damage. Team support includes stealth rock, spikes, toxic, whirlwind/roar. Can set up sandstorm and is immune to it. However, it's attack stat is only average and won't do too much damage unless it carries swords dance. And Stealth Rock/Spikes isn't as useful in doubles because switching isn't too common. Not recommended. Gengar: Gengar is awesome. Levitate so it's immune to Earthquake. Specs it and let it sweep with Chomp. Leftovers (with some HP EVs) can let it sub up and fire off Will O Wisp, Hypnosis, Confuse Ray or Toxic and utilize Focus Punch. It can carry out the deadly Focus Sash-Counter-Destiny Bond strategy. It can also explode, but who cares? It can also carry Trick, usually using a Choice Scarf, but other options are available. Shedinja: DON'T START OFF WITH SHEDINJA. Otherwise, your opponent will use all their power to keep their Shedinja counters alive. But it's a good late game partner for Chomp. Immune to Earthquake, limited team support with access to Toxic, Will O Wisp, and Confuse Ray. Kind of sucks at attacking, but can Swords Dance. Can use Trick, but not the safest bet with Shedinja. Togekiss: Immune to EQ. Huge on team support with some good base defensive stats. Access to both screens, Wish, Toxic, and so much more. Chomp's Rock Slide + Toge's Air Slash or Thunder Wave can be used for ridiculous flinch rates. However, Togekiss is quite slow. You'll either need to Thunder Wave first to speed up, or Scarf it and just Air Slash away. Salamence: Carries the same weaknesses as Chomp does + Rock, but gives you team support with Intimidate. Not recommended to start with. Gyarados: Largely fills the same role as Salamence, with less of a move pool. But it also gets Taunt. Dragonite: Dragonite gives you elemental punches, Superpower, and support in the form of Light Screen, Thunder Wave, Toxic, Safeguard, and Attract. But carries the same disadvantages as Salamence. Not recommended when the battle first starts. Hippowdon: Starts up sand storm, but isn't immune to Earthquake. You can start with him if you're 100% certain you won't be using EQ as Chomp's attack. Any Poke who resists Earthquake can also be considered, but Chomp's EQ is so powerful that I don't recommend it. This doesn't mean your entire team has to be immune to Earthquake, but at LEAST one Earthquake immunity should be used each time you select 4 Pokemon to battle with. And for some general advice for the official tournaments: The big strategies in the video game tournaments involve mass sleeping (Dark Void Choice Scarf Smeargle), Exploding (one explodes, other uses protect or his a ghost type), and Chomp+whatever (usually Zapdos, uses Discharge, while Chomp uses EQ). Also, Trick Room is quite common. Switching isn't nearly as common. So unless you are forcing a switch with Roar/Whirlwind, Spikes and Stealth Rock aren't nearly as useful. So you now have a decision. Either re-vamp your team so Chomp can play, but not damage others (and to counter the above mentioned strategies). Or take Chomp off and replace it. Alternatively, you can use Chomp as a support Poke rather than a lead, and Scarf it so it can revenge kill. But you should still have at least one levitator so Chomp won't hurt everyone.
  17. You should use items.
  18. Moved the first two posts to Questions thread. Closed/ended.
  19. This is not an AR help forum. That's RAM Editing you're looking for. The simplest method for the ID# for the AR Code Center is to update your Action Replay. Yes, everything on your AR will be deleted. That's why you have a "My Codes List" feature to save the list before updating.
  20. Legally, no one can at all, at the moment. But there's no reason why people wouldn't want to use it. This particular Arcues won't be competitively viable, though, because EVs can't be applied.
  21. Since fan sites aren't officially licensed methods to distribute copyrighted works.
  22. It doesn't even have anything to do with how "powerful" the legendary Pokemon is. Phione is pretty crap, Jirachi and Celebi are allowed in standard play in most metagames; the banned Pokes in the Battle Tower/Frontier are more due to how available they are then any perceived power they may have. The legendary Pokes that are allowed are all Pokes from legendary trios, which are available in multiple games or are part of the current gen + Cress. The banned Pokes are either exclusive to one region or set of games, are ticket island Pokemon, or event exclusive, or a combination of the 3.
  23. I edited out any paragraph of Illinati's post that contained insults. Which didn't leave much. So let's just stop discussing it and move on.
  24. Mirror Coat and Hypnosis are illegal on Feebas.
  25. My main "problem" (used with the loosest meaning of the word, due to a lack of a better word for it) with Shoddy is that I don't think enough people recognize that there is a difference between the Wi-Fi environment and a battle simulator. **Before someone comes in and says "lol Pokesav it", this is based on the assumption that players are using legitimate, in-game methods for obtaining Pokemon*** Legendary usage, especially ones that have (not yet) appeared in subsequent core games, is much lower. Some are restricted by events, either direct distribution or via ticket items. Jirachi doesn't even have an in-game location. Mew is in Emerald, but the item was only released in Japan. Celebi won't have an in-game location until G/S re-makes are out, and hasn't had a 4th gen event yet. Add in that the Johto Beasts in FR/LG were designed to have crap IVs, and there's a reason why these Pokes allowed in standard play on Shoddy, aren't as common in Wi-Fi battles. Breeding for Hidden Power is a bitch. Getting a good Hidden Power type, then getting it at a decent power (70!), AND getting good IVs and the nature you want, and god forbid if it's on a Pokemon with one useful ability and one useless ability (like Starmie). This also goes back to legendary usage, where Zapdos needs something like HP Ice or HP Grass to round out it's attacks. Maybe the RNG exploit makes this easier, I've yet to read up on it. I've also read statements from Wi-Fi players on Serebii's and Smogon's forums that Uber battling is pretty rare, and I imagine it's because of how hard to get something viable via soft re-set, since the only Ubers that can currently be bred/hatched are Garchomp and Wobbuffet. Yeah, there are many OU Pokes that are viable in Uber like Scizor and Tyranitar, but it's still a challenge to get a full uber team with great IVs, nature, blah blah blah. Move tutors and TM availability, or rather the lack of. Did you breed an awesome Blissey in D/P/Plat? Cool! Want Seismic Toss on it? Tough. It's only in Emerald/FR/LG. There's really no reason that, at the very least, all TMs can be purchased between D/P/Plat in an unlimited fashion, or earned in some daily event, or something like that. It's certainly gotten better, but there's still some that aren't very available.
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