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Lol accidentally voted before I... well, read... I suck... And I shouldn't be here! GASP but outta curiosity Other: Quirky I choose most, if not all, pokemon based on looks, preferably the ones that are supposed to be more fierce or "quirky", some examples being Kabutops and Durant. I tend to like pokemon that are a tad bit more brutal as opposed to complete softies like Togekiss. Kabutops is mean. I don't use a pokemon simply because it fits the bill.
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Woah, another fifth gen! Ask me if you want me to stop doing them, but I experimented with Alomomola and found some.... interesting results. Besides, when new things come around, I tend to experiment with them, so that's sorta why I'm doing them a lot. Anyways, here's my newest contribution: #594 Alomomola Type: Water Abilities: Healer / Hydration / Regenerator (Dream world) Base stats: 165/75/80/40/45/65 Difficulty: Hard Check this out! Alomomola is NOT the evolution to luvdisc! That's incredibly tragic, because it looks pretty much exactly the same. Before B/W, there was quite some uproar about how she isn't a evolve form. Despite that though, why would you want to use this thing? It's another boring bulky water, or is it? Looks can be quite deceiving. Alomomola is what most water types are: bulky and probably somewhat sluggish. Well, we've already got Slowbro as a physical bulk, it's a troll with regenerator, and boats an immediate recovery move! Well, if you want something different, Alomomola can fit the bill. How so? Well, first off, take a look at that gargantuan HP stat. Combine that with a respectable defence, patch it up a little with Impish nature and some EV's, and you got a formidable physical wall already. While nothing truly new or mind blowing, Alomomola is actually a really good physical wall, providing a check to even some OU pokes, despite not being in that tier. With wish, she not only can heal her teammates, which Slowbro can't do, but heal herself at the same time. Also, being a pure water type also gives her much less weaknesses, being weak to two types. This is good, although she lacks resistances as well. She takes hits incredibly well and can even survive a +1 DD Dragonite with outrage quite well. Her main goal is simple; take hits, stall her opponent to death. If her teammates are hurt, wish them to full health. Her abilities outside of dream world are meh unless given the right support, but her DW ability is awesome. Regenerator? I so wish that was a default ability, she'd be taking hits and laugh at that Conkeldurr that thinks he can take her on. Despite being a GOOD under used addition to the metagame, she does suffer from drawbacks, hindering her OU usage. Yes, she can counter physical pokemon quite well, she can work against rain dance teams to an extent, and she's got the tools of the trade for supporting, but generally, she lacks any form to fight back. Despite that base 165/80 bulk, her terrible 40 base special defence is a big sore spot that even Slowbro handles better. As much as she can check the likes of Dragonite, at the same time she'll suffer from a now and then special set up (dragonite with thunder), and the only true way for her to counter it is to poison it, but if it has heal bell, well, good riddance. Her special attack is also lacking at 45, and her base 75 attack isn't really anything special. She can function pretty well in most tiers including OU, but she needs support from her teammates to do well. Almost any special attacker with STAB or high power will leave her taking only two hits at best. She can barely even touch her enemies with her pitiful offensive stats and movepool, and although that's not her objective, the likes of Slowbro can be offensive, while she can't do much at all. In order for her to heal up, she'll need to take a turn with Wish, which can occasionally result in her demise. Hey, what if you gave her Mirror coat? Well, given her terrible special defence, she will likely not survive a special attack. To counter her weaknesses, Chansey and Blissey are great as Alomomola can counter their weaknesses to physical attacks. Ferrothorn is good too, but if you want to use her in UU/NU, Slowbro and Cofagrigus are also great. If you just want a physical bulky water, Alomomola is a unique choice more or less, but it has to be used properly to be effective. Pair her up with a pokemon that can take special hits and you got yourself a good combination. Notable Moves: Wish, Healing Pulse, Healing Wish, Aqua Ring, Soak, Rest, Safeguard, Rain Dance, Light Screen, Attract, Waterfall, Toxic, Pain Split Useful Items: leftovers, Sitrus Berry, Lum Berry, Light Clay Counters: Tentacruel, Ferrothorn, Raikou, Suicune, Skarmory, Starmie, Jellicent, Whimsicott, Sceptile, Serperior, Venesaur, Dragonite, Magnezone, Vaporeon, Jolteon, Roserade, Bronzong, Zapdos
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#430 Honchkrow Type: Dark/Flying Abilities: Insomnia / Super Luck / Moxie (Dream world) Base stats: 100/125/52/105/52/71 Difficulty: Intermediate Honchkrow's a boss, and back in gen 4, it was a scary new customer. It was a well deserved evolution to Murkrow, and abused the special/physical split. As a Gen 4 pokemon, it gained things like Brave Bird, Sucker Punch, and could learn some nice special attacks. However, in Gen 5, it's use has dwindled a little due to it's predictability and terrible 52/52 defences. It's got subpar speed, so it can easily be revenged. Honchkrow is good at one thing. Hitting hard. It can do this in two ways, one being a common physical attacker with a ridiculously strong Brave Bird/Sucker Punch combo with filler, or a uncommon special attacker. Having 125 attack is nothing to be trifled with; it still hurts a lot, and with Brave Bird, it will take a huge chunk of those who can't resist it or take the hit. Sucker Punch allows those who want to revenge him be able to hit back with good power. It can also surprise those who think they can wall it with a physical wall (steelix for example) end up being hit hard by Heat Wave. It can run mixed or not, and it will still do a lot. Pursuit is excellent since it gets stab and it will end up taking a huge chunk of the target before it switches. Super Power is for those pesky steels and rocks if they are hurt, and it's stab is really, really strong. It's also pretty good at using Subs and then hitting back with it's stab. It makes a good partner with fighters who are weak to psychic, and good for electric types for their ground weakness. Insomnia is good for Roserades who try to put your team to sleep, or just anything really. Super Luck has seen more use though, due to the extra crit chance. Who doesn't love hax when it's on your side? (Okay, maybe not every one does). It's also got Moxie, which is really good, and boosts his attack after a KO. In my opinion though, if you are using a scarfed set, chances are you will have to run after you take one down. This may come in handy for sub users though. If you need a physical beast, Honchkrow might fit the bill. Honchkrow, while very deadly, has some issues, like all pokemon. First and foremost, even despite having base HP of 100, it will still get OHKOed quite easily. It can resist attacks like Psychics or Ground, but that's its main defensive niche. Other than that, 52/52 is really bad, and it'll be taken down by a good STAB or super effective with relative ease. Mamoswine can take a physical hit and Ice shard it down, while Rhyperior can take any Physical hit, really. If it's scarfed, which is commonplace to get rid of the speed problem, only will have one move, and it can become setup fodder if it tries to use a failed Sucker Punch. Anything that can take a hit and hit it back can easily KO it. Skarmory can simply stand there and barely get a scratch, unless of course it has heat wave,which will still 2HKO. Speaking of which, Honchkrow's special movepool is rather limited in comparison, so tough guys like Snorlax can come in if it doesn't pack physical moves. Omastar can do justice too. Scizor can bullet punch it, but watch out for Heat Wave on the switch in. All in all, to counter it, figure out what set it has, and act accordingly. Useful Items: Focus Sash, Life Orb, Leftovers, lum berry, choice scarf, Choice Band, dark gem, Notable Moves: Brave Bird, Sucker Punch, Pursuit, Night slash, Drill Peck, Super Power, Roost, Substitute, Nasty Plot, Dark Pulse, Heat Wave, Psychic, Foul Play Counters: Steelix, Skarmory, Scizor, Machamp, Conkeldurr, Omastar, Rhyperior, Mamoswine, Donphan, Swampert, Blissey, Chansey
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Here's another *gasp* fifth gen. I feel kinda dumb for doing mostly fifth, so it'll be the last one for fifth unless asked otherwise... If no one did them, I would do Cacturne, BUT, it doesn't matter if they do, so yeah. I'll also be adding LESS thanks to being in school, but that's not a problem, I probably contribute a little TOO much... but I digress. Here's the counterpart to Throh, Sawk. I kinda wanted to do this one for a little while, so that's why I'm doing it. If I didn't do a good job, then... You have every right to ignore itz. Hope everyone is doing jolly good. #539: Sawk Type: Fighting Abilities: Sturdy / Inner Focus / Mold Breaker (Dream world) Base stats: 75/125/75/30/75/85 Difficulty: Intermediate When I saw Sawk, I immediately thought he was better than Throh. He has sturdy which is actually really cool, he looks better, and he's fast, and not a nerfed Conkeldurr (or so I thought). However... When I looked at Sawk, he has fine stats, but other than the ability, he isn't set apart from other fighters. Unlike Throh, Sawk lacks a unique move that makes him different from other fighters. Instead, we get another fast (kinda, 85 speed is faster than some) hard hitting fighting type with solid defences... and I say solid for a reason. Well, what's good about Sawk? Well, first thing that comes to mind is sturdy. Interesting, he won't be OHKOed at all thanks to that, which is great for setting up or revenge killing, unless spikes or something chip off some HP beforehand. Sawk's got good attack power which shouldn't be under estimated. It's equivalent to Mienshao, although Mienshao is much faster... Meh. Sawk's got more bulkish ness. Also, for some reason, gamefreak decided not to give him swords dance but left him with bulk up. A lot of fighters do a better job with this move, such as Throh, Conkeldurr, Hariyama, Machamp... Sort off, I guess... Yeah. So, What's Sawk good at again? Well, he's got sturdy, good attack, and above average speed. He's got access to edgequake, and that's all fine and dandy. One good think to point out is that he makes better use of Reversal than his brother counterpart, since combined with sturdy clocks a move with 200 base power, which is pretty dang high, and he'll get that very often with it. He's got close combat which is nice if you want to run with high HP, and due to sturdy he can suffer from a decrease every know and then. Counter also works with sturdy, so that's nice too. Sawk is your typical faster fighter, hits hard, comes back, hits hard later, but with a free sash thrown in (technically due to sturdy). Taunt is great for those who want to set up, usually with spikes or whatnot, and prevents foes from getting tougher than him. He can be paired with a band or scarf thanks to that awesome ability, despite his counters may be many. However, he's got less of a punch than Throh, and I say this because there are other fighters, particularly Hitmonlee, that do the same thing (close combat, he's faster, limber, movepool, etc). Inner focus is obviously meh... Sturdy is awesome. He doesn't have storm throw, which means defence raisers will be happy to do that... No cross chop? Why? Oh well, that move isn't required anyway. He's fairly easy to counter, he doesn't even have access to U-turn for constant switching. To do this, Weezing is very good, because he'll say howdy and burn him, or just hit him hard, resisting his attacks well unless he is boosted by bulk up or if he has mold breaker. Slowbro is another mention, since... He obviously will wall him no matter what. Skarmory will just laugh at him, and Claydoll will just look at him funny... He's nothing to become afraid off if you got the team. Still, that 125 base attack will take a chunk off, and if used right, sturdy + reversal combined with a substitute could leave a nasty mark on the foes team if they don't have the right pokes for the job. I'm not saying Sawk sucks, I'm saying that there are other fighting sweepers that can get the job done even in UU. Notable Moves: Close Combat, Brick Break, Rock Slide, Stone Edge, Earthquake, Reversal, Counter, Retaliate, Substitute, Taunt Useful Items: Choice band, Choice scarf, Life orb, fight gem, ground gem, shell bell, lum berry Counters: Slowbro, Skarmory, Conkeldurr, Zapdos, Claydoll, Tangrowth, Donphan, Dusknoir, Dusclops,
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Awright. Going to add Togekiss. Hopefully everyone's been doin' good... Anyway: #468: Togekiss Type: Normal/Flying Abilities: Hustle / Serene Grace / Super Luck Base stats: 85/50/95/120/115/80 Despite being cute, Togekiss is a mean, lean, white machine thing. Togekiss is a needed evolution to Togekiss and despite being offensive and outclassed in terms of power by the likes of Gengar, Chandelure, Alakazam and so on, Togekiss is another Normal/Flying type that surely got some attention. Togekiss is good, no, great at two roles. One of which is being an offensive, which makes great use of that big special attack stat of 120, and of course, is the main reason why she was an OU in Gen 4. She has good bulk, especially that special defence stat of 115. Her speed may be in the middling, but that can be taken care of with a scarf. She can also be a screen setter and can use such support moves such as heal bell and Wish to help her teammates if they are in need. She hits hard and can also learn Nasty plot to make her, well, nastier. She has quite a movepool, including Air slash, Aura Sphere, Fire blast/flamethrower, signal beam, psyshock and more. The main seller of Togekiss is not only her stats and good offensive movepool, but her ability, Serene Grace. Yes, hustle is in there but is useless as can be despite being powerful for the likes of Durant. Serene Grace is an almost unfair ability that puts your hax to the limit. Doubling the percentage of side effects for your attacks means that STAB Air Slash is going to make your foe flinch 60% of the time. That's... Annoying, nuff said. As such, extra effects such as burning or special defence lowering will also occur more frequently, so that's win. Despite that middling speed of 80, it's still decent, so slapping on a choice scarf would allow her to outrun a lot of foes that aren't scarfed. Her special defence will allow her to take good special defence hits if invested in, and with choice scarfed ghost sweepers she can step in and do as she pleases. Tri attack is a possible move to get but only from Gen 3, so, otherwise, it's almost impossible to get if you don't have the GC games. If you're playing a simulator or do have this move on your Togekiss, she'll have a 40% chance of burning, freezing, or paralyzing! However, Togekiss, despite being annoying with constant flinching and high attack power, it's not invincible. First off, having a scarfed pokemon to hit it physically is recommended, but that's not a direct counter. Registeel is very bulky but should watch out for her Aura Sphere's and Fire Blasts. Blissey can wall her if she doesn't have Psyshock. Regice could take hits from Togekiss pretty well but should still watch out for her Aura Spheres, and flinching. Hitting her physically is good, and recommended. Overall, try to hit it before it attacks, because it can flinch you very often, and it hits hard. Notable Moves: Air Slash, Aura Sphere, Fire Blast, Flamethrower, Psyshock, Shadow Ball, Magic Coat, Wish, Heal Bell, Protect, Substitute, Light Screen, Reflect, Roost,Yawn, Thunder wave, Encore Useful Items: Leftovers, Light Clay, Choice Scarf, Choice Specs, Focus Sash, Shell Bell, add more. Counters: Blissey, Chansey, Snorlax, Registeel, Regice, Slowking, add more here. >.> Added. Giant Togekiss is happy.
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I apologize for adding so much, I hope I'm not spammin'. Anyways, here is Zoroark. I plan to add more to Unova, if that doesn't bother anyone. I don't think I did a good job, but if it meets any standards, feel free to give it a go yourself. #571: Zoroark Type: Dark Abilities: Illusion Base stat: 60/105/60/120/60/105 Difficulty: Easy Zoroark... You sly fox you... Yeah. Zoroark is pretty mean. It packs a punch in all offensive stats and has great speed, and on top of that, one of the most random abilities out there! Okay, it's not random, but for some reason, it messes up people really bad. I mean really. When Zoroark comes onto the field, it's a mind game. Is that a Heracross? Should I use Psychic? Only to find out later it fails and you get hit by an incredibly strong Dark Pulse on your alakazam or whatever. Yes, Zoroark, it's a pretty evil pokemon. It's got good stats, no doubt. As such, it can either run physical or special, or both. It's got a great STAB movepool. Dark Pulse, Sucker Punch, Night Slash, taunt, and the somewhat unique Foul Play are some examples. It can also hurt steels who switch in with flamethrower, and it got hit and run with U-turn. It can raise it's attack stats with Swords dance and Nasty plot, and can hurt some other dark types with Focus blast. Yep. It's pretty tricky, especially under the disguise of another pokemon! As such, most people (unfortunately) fall for what they think is another pokemon and allows you to either hit hard or take down your target easily. It's hard to counter Zoroark as such, due to it's mind games and high speed. Due to it's high speed and special attack, it can sneakingly switch into special psychics who try to hit the wrong target. With life orb and it's high attack stats, it'll KO a lot of pokemon in 2 hits or less, and with access to nasty plot, it'll hurt you pretty bad. Having a sub for this pokemon is also really harsh too. However, do not lose hope. It still has flaws! Despite being a hard hitting and unpredictable pokemon in some ways due to it's ability, it's still frail. Sometimes it can be really easy to predict when it's a Zoroark, especially if they send out a pokemon that would normally be ineffective against yours! (a hurt Throh vs Alakazam)Conkeldurr resists it's dark attacks and can hit back with a mach punch, but should watch out for extrasensory. Scarfed Heracross can survive a hit from it's dark attacks, but of course, be weary of that flamethrower, extrasensory, ot aerial ace. Fighting types are amongst the greatest in order to take it out, since it'll have an edge on taking down other pokemon with it's somewhat versatile movepool. However, it's not Gengar levels... It can't learn thunderbolt and some bulky waters such as Vaporeon can wall it and take it down, but be weary if it's a physical attacker. Registeel does some justice, due to it being a steel type and being durable, but of course it's weak to flamethrower. Blissey walls all special Zoroarks, and can slow it down via thunder wave. Snorlax can do damage too. Infernape is faster and can take hits from an unboosted Zoroark. Most importantly, you have to make sure that you know what you're dealing with, or else you'll get hit hard. Rocks do justice as well, and priority moves are the main killer. Notable moves: Dark Pulse, Sucker Punch, Night Slash, Taunt, Foul play, Flamethrower, Night Daze, Grass Knot, Shadow Ball, U-turn, Substitute, Swords dance, Focus Blast, Shadow Claw, Aerial Ace, Protect Useful Items: Focus sash, life orb, shell bell, lum berry, choice scarf, choice band, choice specs, shed shell, Air Ballon add or remove Counters: Conkeldurr, Infernape, Hariyama, Vaporeon, Registeel, Scrafty, Umbreon, Snorlax, Blissey, Chansey, Venemoth add more here or remove
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Again, adding to Unova. If no one has or is going to claim it, I'll be doing Zoroark next, if that's fine. Here's Throh, of all things. Add some counters to it, because some might not be there, of course. #538: Throh Type: Fight Abilities: Guts / Inner Focus / Mold Breaker Base stats: 120/100/85/30/85/45 Difficulty: Intermediate Throh is the White version counterpart to Sawk. Yes, I know you can still catch it in White, but it's more rare. Anyways, this guy is like a swapped around Conkeldurr or a nerfed one. He has more HP and special defence, but is not as physically strong. However, despite his lack of a good recovery move, Throh can actually server as a good physical hard hitter, and with guts, people will think twice about burning him or poisoning him. First of all, Throh's quite a bulky fighter. He can withstand a lot of physical punishment, especially if he packs Bulk up, and his special defence is pretty alright, combined with that huge HP. If you invested in both of his defences somehow with bulk up, he could be quite durable. As such, if you're looking for a bulky fighter... Other than Conkeldurr or Hariyama, Throh can still serve a purpose. His signature move, Storm Throw, is very useful, especially on Pokes who think they can set up as much as they want. (pointing at you Snorlax/Umbreon). Storm throw ignores any stat modifiers on the target and is excellent on pretty much anything that wants to raise stats or whatnot, because it always crits. With stab, it clocks at 120 power, which is stronger than brick break, hooray! He can also learn the usual Edgequake combo, which is good on tough poisons that try to wall him or devastate flyings on the switch in. He's got Payback too, which he makes better use than Sawk due to his low speed and good bulk, which is good on psychics. Since he's pretty slow, he can make use of Revenge as well, due to that low speed. His low speed can also be turned into an advantage in trick room, having good defences of course and good attack. I don't think a lum berry would always do justice unless he fell asleep, which would be one of the best ways to hurt it. Then again, if there's sleeping problems, why not carry a chesto berry? That way you'd keep some power you get from burns, poisons, the like... The only exception is if you're using his other two abilities. Like some other Gen V pokes though, he suffers from some movepool problems. Throh's got the stats, but he isn't too versatile, despite the moves he learns are still good. He is outclassed by Conkeldurr in pretty much every right, except the special defence and HP. Throh, like other pokes such as Aggron, lack a good recovery move. Well, there's drain punch, right? WRONG. For some reason, Throh cannot learn that move. It's pretty stupid and would've made his extra bulk so much more useful. Guts is his only notable ability outside dream world, because flinching isn't a huge deal unless you are unlucky. Mold Breaker is good, especially on those pokes who try to switch in like Mismagius or Gengar. If you don't pack payback, those pokemon will completely wall him. However, burning Throh is never a good idea, because it will simply hit harder. So in that case, if you're using a ghost type, don't bother doing that, because it may backfire. Throh, despite his stupid name and his average movepool, he still hits hard, and it can be tough to safely switch into him, since he can pack quite a different variety of moves even despite. Also, guts makes it hard to weaken him, especially if he starts bulking up. Bulky psychics will have not much of a problem, and if you can manage being slower than it, payback won't hurt too much. Throh can be a pretty deadly in the lower tiers if used properly. Just make sure to use wish to heal it or pack some sort of team plan. Hit it hard before it hits back with some payback or revenge. Flying types are actually a pretty good counter to him with brave bird or air slash, long as he isn't bulked up. His counters solely depend on what set it's carrying. If it's got payback, don't use stall ghosts. If it's got stone edge, don't try to switch in anything but Skarmory. If it's got Earthquake, don't try to use poisons. All in all, don't throw away a good pokemon! Terrible pun, sorry... Notable moves: Circle throw, Storm throw, Earthquake, Stone Edge, Payback, Revenge, Bulk Up, Rest, Facade, Rock Slide Useful items: Leftovers, Choice band, Chesto berry, fight gem, dark gem, add more here? Counters: Reuniclus, Skarmory, Slowbro, Cofagrigus, Jellicent, Weezing, Spiritomb, Conkeldurr, Hariyama, add more that I obviously missed. ANGAR.
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Alright here's Escavalier. If anything's not top notch feel free to edit it. Probably going to take a break, but I'll probably help out working on Unova. Gotta stop doing bug types, sheesh... All I ever do! Anywayz, 589: Escavalier Type: Bug/Steel Abilities: Swarm / Shell Armor / Overcoat Base stats: 70/135/105/60/105/20 Difficulty: Hard (Change if need be) There's not too much to say about Escavalier. On paper, it looks like he could be amazing. His stats are pretty good IMO. That HP stat is OK, his attack is beast and his defences are both high and even, and that low speed could be turned to his advantage in trick room teams. So, despite that, why isn't this guy seen more? I can give at least one reason. His movepool is pretty bad. Yes, that's why he is uncommon and his abilities don't back him up either. However, if you're looking for a Bug/Steel with some durability, well, Escavalier may be able to do something about that. Let's look at his strengths. First of all, his stats. It's good, and with that physical attack stat, who cares about that low special attack? His STAB movepool, well... He can learn Iron Head and X-scissor, but he is now known as the strongest user of Megahorn. Yes, that attack stat of 135 combined with megahorn will troll around if it hits, as likely it will OHKO quite a number of pokes in one hit, except for those who resist it, of course. His defences are pretty good, and it's nice that they are even... Due to being a bug/steel, he can safely switch into a fair number of things and the only type he should worry about is fire. Due to that low speed, he is perfect for UU trick room teams, as he'll become a killing machine with good defences. If you're using him as a trick room sweeper, I suggest Megahorn. If it misses... Well, due to that low speed, he can try again under the trick room. He can also be fairly tricky with counter. If he gets hit by a heavy physical, hit back with counter if you'll know he'll survive it for tremendous damage. As far as trick room teams are concerned, there's also reversal which would work great, and would hit hard against those steels that would normally completely wall him. He can also learn pursuit, which is good on those pokes that think they can easily switch into their fire type pokemon. Flail and reversal should only be used for trick room teams, since he's too slow to utilize it without. He can learn swords dance, but again, only should be used on trick room teams. He is hard to use otherwise; he is just a standard hard hitting but slow pokemon without a fantastic movepool. Escavalier is incredibly hard hitting and has solid defence capability for a time, but is literally made for trick room. Otherwise, he's not very notable if you don't use trick room. If he is baton passed to with attack and speed boosts, he could outrun a little bit of pokemon... But not much. You may as well just use trick room. As far as cons go... Well, let's just say it's movepool is a major killer. Although I'm just assuming here, but gamefreak might have been paranoid that it's stats would be too powerful if it could use Rock slide, earthquake, or anything of that sort (that's just me, because they give Conkeldurr all it needs to be incredibly powerful, whereas Throh could've used Drain Punch, stuff like that). Well, it's movepool is almost terrible. It isn't versatile at all and the most unique moves it has is reversal, counter, pursuit and perhaps knock off... It's just... Ugh. To be short, you'll be guaranteed to carry Iron Head and some bug move, whether it be a reliable X-scissor or incredibly strong Megahorn. Other than those two... It's pretty barren. Let's just say the moves that are noted in notable moves are pretty much the only moves that Escavalier can really make use of, other than that it's... Shamefully low. Also, it's abilities are pretty meh. Swarm is only useful for trick room because he's so slow, it's not going to made of much use. Shell Armor is in some ways better because it ignores that unlucky hax you may get from time to time. Overcoat would be nice, since you could slap him on a sandstorm team if you felt like it, but I dunno why you'd do that unless you had a sandstorm team that used trick room at the same time or whatever. Also, he lacks a recovery move aside from rest, of course. If he doesn't have trick room with him, well, let's just say if he gets hit by a move that takes over 50% of his health, well, he's screwed. To counter it, many fire types can rid of him easily, because he doesn't have anything noteworthy to take them on. A special attacking Nidoking resists his bug attacks and can hit with flamethrower. Volcarona is almost too brutal of a counter, unless you have aerial ace... There's nothing that can hurt it really. Hippowdon is a complete wall and literally laughs at most of what's thrown at him except megahorn. Registeel should watch out for reversal, but otherwise completely walls it. Cofagrigus can burn him, since faint attack is his strongest dark move (for the most part). Skarmory laughs at him, resisting the reversal better due to the flying weakness but should be weary of counter if it bothers to attack. Swampert works really nicely too, as do some water types. Really, Escavalier is one of those really specialized pokemon, one that needs to be under a specific condition (trick room) in order to be of big use. Otherwise, his low movepool will come back to haunt him with a simple water or ground type. It's not terrible, he just needs proper support. Notable moves: Megahorn, X-scissor, Iron Head, Counter, Reversal, Pursuit, Knock Off, Headbutt, Flail, swords dance, rest insert more here if need be Useful items: Leftovers, Focus sash, Leichi berry, lum berry, quick claw, air balloon Counters: Skarmory, Swampert, Conkeldurr, Machamp, Charizard, Typhlosion, Cofagrigus, Lucario, Spiritomb, Moltres, add more if need be I dunno about the last item, air balloon, just thought in trick room could be useful for switch ins.
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Hmm. Difficulty ranking. I liek. Although I would down Durant's difficulty to intermediate, because it doesn't need to long to set up in order to be beast. Oh well, that's just me. Anyways, I'm putting up Aggron to add to Hoenn. I do honestly find Accelgor to be hard to use, so that's kept. Wait, why am I only mentioning my posts? Because I breeze threw to quickly look at some of them, also because I know about the pokemon I posted about... Yeah. So here's Aggron. If it's not good, add whatever you want to it. Note: Adding Escavalier afterwards #306: Aggron Type: Steel/Rock Abilities: Sturdy / Rock Head / Heavy Metal (Dream world) Base stats: 70/110/180/60/60/50 Difficulty: Intermediate (change this if you want Wraith) Aggron is to me a pretty sick looking Pokemon, but in a good way. This guy looks epic, and his physical stats are pretty darn good to boot. His movepool is quite vast too in the physical category to show that he can be pretty lethal. His physical stats can be boosted by curse, his speed can be ramped by rock polish/automotize (they do the same thing) and he can even use thunder wave! His movepool is more vast than some other physically sturdy pokes, but at this comes at a high price. Despite having good physical stats and a good movepool, Aggron suffers from the easily exploitable weaknesses he has, fighting, water and ground. Rock is a good offensive type, Steel is a good defensive type, but putting them together can add to some severe issues defensively. Aggron probably was a lot more valuable in the past, but now his shine is... Hard to find. Now, like Muk in some ways, Aggron can do a number of things. It can simply be a hard hitting truck, a cursing machine, a stealth rock setter, or a physical wall that counters some other pokes weaknesses. Aggron's movepool is actually fairly good, and it lets you experiment a little. It can learn the elemental punches, payback (good with curse perhaps), stealth rock, magnet rise (although it's perhaps too slow for that.) It perhaps has the four moveslot syndrome, because if you give it curse, well... Give it Iron Head for sure, but the rest are up to you. (Even though stone edge may be calling you.) Indeed, there's quite a selection of moves to be had for this metal dinosaur. It's abilities are also great, Sturdy and Rock Head. Sturdy is no doubt one of the best abilities in the game, but if you manage to utilize it, Rock Head can be pretty dangerous too. The sole reason to have Rock Head is for the use of Head Smash, which he can learn. Despite being inaccurate, it will hurt truckloads and since it's stronger than Relicanth (who likely would use it with rock head), it will be dangerous. If the accuracy is a problem, it can learn hone claws, but it would need an entire set based around accuracy... Dragon Rush? Hmm... Whatever. It's got good abilities, but it's not like you're going to cry in amazement for it. It's dream world ability is interesting, but it's not amazing. Heavy metal makes your pokemon's weight doubled. Lovely. Now grass knot is going to probably OHKO the poor dinosaur, and low sweep... Nah, I kid, but the only reason you'd want to utilize this ability is for heavy slam, which while sounds promising, it's not as reliable as the other two abilities. Heavy slam is while strong, it's not as reliable as Iron Head, and it depends on how heavy your opponent is too... Unlike Iron head, this deals different amounts of damage. I'd suggest just to stick with Iron Head, but it's not illegal to use it if you wanted to. Aggron is good for bringing on the pain train, as long as his weaknesses are kept away. Despite his huge weaknesses, he has as whole lot of resistances, and as such he can safely switch in to the likes of weavile, although if it has brick break then... Ouch. Aggron is also a good trap setter, and his extra physical bulk is great as he will be able to set up rocks easily. However, like some pokemon, Aggron isn't just good for that. He is a solid hard hitting truck that needs his weaknesses kept away. If not, Aggron will fall quickly. Also, Aggron doesn't like any form of special attacks, so... Keep them away, of course. He can counter most poison types except Toxicroak, and he can also be good on Choice Banded Slakings if they spam Giga Impact or return. To counter it, well, bring on any fighting type, water or ground type and watch what happens. Aggron fears fighting in particular because there's no balloon or whatnot that'll prevent fighting types. As a result, Infernape is a good counter as long as it safely arrives onto the battlefield. Registeel is good too, because it resists it's STAB and although Earthquake may hurt, it's not STABBED so Registeel can hurt it bad. Jellicent could burn it or scald it, but should be weary of things like Thunder punch. Cofagrigus is probably the better ghost to use due to the insane defence and a random shadow claw won't hurt too bad. Payback may be nasty if Will=o-wisp misses, but due to the defence and the likelihood of being wisped, Cofagrigus shouldn't worry. Any Mach punch user (again infernape) will take him down fast, but probably should worry if it has sturdy. Conkeldurr... Will just decimate him, and so will Machamp. Hippowdon will tank most of the hits, except Ice punch, Aqua Tail or avalanche, and should worry about those only. Aggron should be taken down quickly it's going to boost itself with curse or rock polish, or otherwise it shouldn't scare the crap out of you. Be weary if it'll use Dragon Tail though, it might force you out of your switch in, and be an entire switch in game. Infernape should worry if he will survive an attack or if Aggron predicts such a switch in and uses Earthquake. Notable Moves: Iron Head, heavy Slam, Stone Edge, Rock Slide, Stealth rock, Thunder Punch, Ice Punch, Fire Punch, Payback, Shadow Claw, Rest, Head Smash, Magnet rise, Avalanche, Brick Break, Aqua Tail, Rock Polish, Dragon Rush, Dragon Tail. Useful Items: Chople Berry, Leftovers, Focus Sash, Air Balloon, add more here Counters: Registeel, Hippowdon, Cofagrigus, Jellicent, Skarmory, add more if needed,
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617: Accelgor Type: Bug Ability: Hydration / Sticky Hold / Unburden (Dream world) Base Stats: 80/70/40/100/60/145 Accelgor... is interesting, but not fascinating. If you look at it's stats, it's pretty mediocre except for it's above average special attack and it's speed is incredibly high. Because of that, it's main selling point is his speed. When you look at this guy, he looks pretty good, but his movepool is limited, he gets trolled by special walls and gets killed practically in one hit in the physical category. Accelgor can perform a few roles, one of which being a spike setter, another being a hit and run,or a baton passer. He performs fine in in any of them, and his abilities complement this well. Having sticky hold is always useful and prevents his focus sash from being tossed out if he gets hit by knock off, and Giga drain is useful for restoring any health he lost from either spikes, rocks, or an ineffective move. It is also useful if he is running a choice specs set, since his speed is so high he could utilize this boost, but unfortunately due to a limited movepool he wouldn't be able to counter, his, well, counters, or those that switch and resist his attacks will be able to set up afterwards or whatnot. Hydration works very well against some pokes that try to use thunderwave to try to slow it down, and heal him afterwards. Unburden is if you are obsessed with speed, but it's already incredibly fast. Having a timid nature will allow it to outrun some adamant or modest scarfers, mainly those with a speed of 80, clocking at up to 427 with perfect IV's. (It can outrun a scarfed Hitmonlee that's Adamant). It's good on pokemon that try to set up on you, because it can hit hard and the unreliable but still somewhat useful Focus Blast is good on those steels that try to set up or wall you (unless they have good special defence). Agility is good only for baton passing, since unless you are paranoid that things will outrun you, there's no reason to use it himself. Acid armor is not too useful for accelgor because it's so frail aready, but still useful for passing. Substitute is also a given to use for baton passing, of course, as long as it is actually able to set it up. It can set up rain because of it's incredible speed, that is if you don't want to use Politoed, but don't forget that it can still function after setting up rain, a sandstorm (although rain would be better for Accelgor anyway), and spikes. It can still hit hard and outrun a lot of Pokemon. Accelgor is best used offensively to take down fragile sweepers and setting up baton passes, spikes, and weather. Keep in mind that he should probably attempt to hit the pokemon that he is effective on like Alakazam, since he will probably faint if his move doesn't knock out his target. Countering Accelgor isn't that difficult. Any special defence wall that isn't weak to bug, grass, or fighting will be able to take a hit from it, but of course there are some exceptions. For example, Registeel and Ferrothorn can sit there for a turn, paralyze him, or hit him with gyro ball and kill it in one blow. Jellicent is a distinguishable counter, because even though it is weak to grass, it will be able to endure multiple hits of giga drain/energy ball with relative ease and hit back with scald, surf, or shadow ball. Cofagrigus will also be able to sustain damage from it with incredible ease, and can easily burn it and hex it or just hit it hard with shadow ball. Accelgor is no match for the Blissey family, end of story. Regice may get hurt by some of it's moves, but it's got a load of special defence and can just shrug it off and hit back with ice beam, easily knocking it out. Paralyzing it is very useful, especially if it doesn't have rain set up with hydration or holding a berry. Keep in mind that Accelgor will often switch out with U-turn and likely will not be too easy to hit, unless you predict it or it tries to attack and ends up failing to KO you. Priority users such Bullet punch Scizor will wreck it without a boost unless it's holding a sash, and pursuit with stab or scizor will kill it easily too. Rocks will hurt it bad and there's not much it can do after priority moves. While Accelgor may be annoying, it's not too threatening if you have the right pokemon. Just watch out if it's able to baton pass successfully. Notable moves: Bug Buzz, Focus Blast, U-turn, Energy Ball, Hidden power fire, Substitute, Spikes, Rain Dance, Acid Spray, Final Gambit, Giga drain, baton pass, Agility, Acid armor Useful Items: Life Orb, Choice specs, focus sash, lum berry, Choice scarf, Damp Rock, add more if needed Counters: Jellicent, Ferrothorn, Cofagrigus, Registeel, Regice, Chansey, Blissey, Zapdos, Drifblim, Scizor
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Genres? I like Turn based strategies (pokemon), RPGS, some shooters, racing, and fighters. I'm not a puzzle gamer. Starting to dislike shooters though... lol Favourite gaming franchise is... POKEMON! lulz bet you woulda never have guessed it. Although I'm more of a Nintendo person, I like other stuff. Not a huge CoD fan.
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I'm more of an Nintendo Person, because the 360/PS3 are running rampant with copy/paste shooters/etc, and games that feel to similar to one another and I feel like some companies aren't trying to hard. That's just me, and I personally do like the 360, simply not the common shooters. I don't honestly think much of the Wii's controls, yet I don't have many games lol. I honestly thought it was kinda a gimmick, and I honestly don't know what to think of the touch screen idea. It shows promise, and many unique/more original ideas for games with innovative controls may come in. Meaning, it shows promise for what may be in store than your typical analog shooter or whatnot. The graphics apparently superior or meets that of the other consoles, which, for graphic nuts, is a good thing. However, there may be less action games... I dunno. Overall, shows promise, looking forward to it.
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Well drawn, I suppose. I can't draw unfortunately.
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Howdy, people. I just gotta ask if you're still doing this. Cuz I'd like a cardz.
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Interesting thread. I like things about Kyurem lol. He better have an alternative form. I was thinking that the orb would actually, as probably said earlier, change his ability to remove charge up time, or it could give him levitate. As for his design, I hope he becomes more serpent like as opposed to just looking like another Reshiram/Zekrom mix.