Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by PandaJJ

  1. I'm sorry to break it to you Rendiz, but you are stuck with that shiny
  2.   I was just pointing out that there are plenty of inconsistencies. Even for the format, some pokemon have only one introductory comment, most have two, and yet others have three. Based on DoubleJ's inital set-up, I assumed there was one comment for pros, and one comment for cons, but this is inconsistent. There is no reason not to fix the spacing, though.
  3. There are plenty if inconsistencies, because this was done by several people. DoubleJ uses capital letters for moves, pokemon etc, but I don't think I managed to replicate that in all of mine. He also refers to the metagame as "PokeMMO Doubles," whereas I simply use "doubles." I don't think I have the OCD to go through all of it, though.
  4.   Isn't your psych up set the same as the agility set with psych up over agility? One could simply add psych up as a variant of that set. I must admit it had not yet struck me that you could use psych up to pick up DD boosts when I wrote the sets for metagross, but it's far more effective than stealing belly drum boosts because you get the speed too. 
  5.   Oh my days. First of all, as DoubleJ stated, there is no reason to add every possible set to a guide like this, especially not the less effective ones. You have some nice additions, but sometimes I wonder if you even play doubles.   Relaxed blastoise with EQ: If you have ever played doubles, you might be aware that an intimidated swampert fails to 3HKO standard metagross with EQ (yes, that is lum berry metagross.) Where does that leave blastoise? It should be sufficient to mention that blastoise has lower atk and non-STAB EQ, but let's look at the most depressing calcs ever: 0 Atk Blastoise Earthquake vs. 0 HP / 0 Def Jolteon: 74-88 (52.8 - 62.8%) -- guaranteed 2HKO -1 0 Atk Blastoise Earthquake vs. 0 HP / 0 Def Jolteon: 48-58 (34.2 - 41.4%) -- guaranteed 3HKO Not only does blastoise fail to beat jolteon 1v1, it also fails to beat a jolteon that switches in if blastoise gets intimidated before it can get off it's second move. For the other pokemon blastoise suposedly beats with EQ, they are all bulkier than jolteon, so EQ is absolutely horrendous. Furthermore relaxed nature means that you are always outsped by opposing blastoise, making follow me and fake out less effective. I would strongly advice anybody against using this blastoise set.   Cosmic power clefable: Clefable does not need cosmic power to work, but for most purposes blastoise is better than clefable without cosmic power. The cosmic power set is usually better, but does not exclude clefable without cosmic power.   Safeguard/swagger/screens dragonite: Slow dragonite is really bad because of the 4x weakness to ice. Slow swagger is also pretty bad, since whatever you are trying to power up won't be able to use it untill next turn. Safeguard is very niche, but if you're running a useless dragonite already, why not. Screens are also way better when used by a fast pokemon.   Choice band gyarados: This is acceptable.   Cross chop hariyama: This is also acceptable, just note that 2 superpowers and 2 cross chops will do exactly the same amount of damage.   Swords dance heracross: This is acceptable.   Mach punch on hitmontop is bad: If you think that KOing a low health jolteon/aerodactyl/something else that is about to decimate your team is bad, feel free to do so, but do know that you are wrong. Not to mention mach punch helps with killing ttar before it can get a move off if you double into it. I have seen so many battles where mach punch have been decisive that writing it off as bad is quite ignorant. While RS is an acceptable alternative, RS is just as much of a niche move as mach punch is. And for protect, I can not think of a scenario where that would be good. Hitmontop is used to spread intimidate and fake out, both of these things require you to switch out to do effectively. If you think your opponent is about to attack hitmontop, jokes on them, because you are just going to helping had your partner and they will give you a free switch-in to something if they kill top. Protect is really, really bad.   Wish kangaskhan: Anything with wish is bad. Refer to DoubleJ's previous post.   Slower starmie: Correct, there is little reason to run max speed starmie. While you do provide some nice calcs for the extra def variant, do also note that 0 spatk starmie has a chance to not OHKO gengar with psychic, so putting the remainding EVs in spatk does not hurt either.   EDIT: I forgot to mention, it might be worth adding the calm mind set on slowbro. I did win a tournament with a team centered around calm mind slowbro, and I haven't seen slowbro have much success apart from that. Just note that you need blizzard in this meta to make it viable. As for you warrior slowbro set, extra spatk is probably prefered, so you can 2HKO metagross with flamethrower.
  6. While it's not my call, I see no reason why this should not be moved out of WIP. I feel like this has been requested for a long time and some people don't even know it exists (including at a certain team mate, you know who you are.) The few missing pokemon are among the least important ones, and even when they are done I think some of older sets need an update as well as adding a few underused pokemon. For instance, there is no cosmic power set for clefable (although that set is bad, it's still way better than dual screen clefable.) Also, adding niche pokemon like tentacruel would be nice.    On another note, I know I promised you slowbro, but I have been busier than expected. I will eventually get around to it if nobody else does it.
  7. PandaJJ

    GTL Tab

    This would be amazing. It is possible to breed a hidden power pokemon for pretty cheap if you let your odd IVs be 27/29 and your even IVs be 26/28, but this requires you to look through a lot of stuff on GTL to make sure everything you need is available. This is again exceedingly more time consuming without the possibility of "pinning" the pokemon you are planning to buy. Not to mention it also makes sure that you can see whether the stuff you need is sold when you finally start buying everything you looked at.
  8. Whether that price is unreasonable is not really dependent on how they will be distributed, but how they are going to be distributed will certainly decide the value. To pp max a pokemon would cost you 180k, which is close to two hours of grinding. When you are forced to pp max two pokemon or breed a new one, the latter would more often than not be your desired option, because pp maxing two pokemon really isn't worth a new UT.   One huge reason to make them available at a lower price is that if they don't, they will still never be able to get rid of alts, which I would consider a huge blunder on their part.
  9.   These prices are completely unreasonble. The only reason why the prices are as they are right now is because there is a severe lack of pp ups/pp maxes. When they become obtainable, there is no reason why they should keep the inflated prices. Also, if pp ups cost 1/3 of pp maxes, their existence is obsolete. They should be cheaper.
  10. http://replay.pokemonshowdown.com/vgc2016-325402116   Tfw you get accused for not knowing how the most basic of mechanics work. Yes, it's my mawile.   (Btw, the rounding is either 49 or 50, not 48. I do math I promise.)
  11. The laziness got to me, but I eventually sat down and did another one.   Snorlax   Base stats: 550 (160/110/65/65/110/30)   -Snorlax is the most powerful exploding pokemon in the game, hitting slightly harder with Selfdestruct than Metagross’ Explosion. The advantage of using Snorlax is that you are not forced to give up your steel type in order to explode, as well as Snorlax having significantly better durability against special attackers. This means that against special attackers you are in no hurry to explode, and can use your high attack to dish out significant damage while remaining on the field. In particular rain teams should be wary when facing against Snorlax. With very few pokemon actually carrying fighting moves in doubles, normal typing together with its ice resistance from Thick Fat is not too bad defensively either. -Snorlax has lackluster defense, as well as being pretty much the slowest pokemon in the metagame. Since you need a lot of attack to remedy potential intimidates, you will notice that Snorlax doesn’t have the staying power it has in singles. Although there are few pokemon with fighting moves, the ones that do carry them tend to shut snorlax down completey. Hitmontop, Dragonite and Heracross are great answers if you can avoid a full power Double Edge coming your way. Metagross’ normal resistance and powerful physical attacks also makes it an ideal Snorlax stop, just watch out for Fire Punches and Earthquakes.   [spoiler]BOMB Item: Sitrus Berry / Choice Band Nature: Adamant Ability: Thick Fat EVs: 4 HP / 252 Atk / 252 Def Selfdestruct Double Edge / Body Slam Crunch / Earthquake / Fire Punch Protect / Earthquake / Fire Punch The spread might seem disappointingly simple, but this both optimizes bulk and attack power. Without band, you still get the OHKO on non-invested Gengar with crunch, OHKO on frail things like Jolteon with Double Edge, as well as being able to 2HKO most of the metagame. Choice band takes this to a new level, where even the likes of Kingdra is within OHKO range of Double Edge, while you can still survive 2 rain- and helping hand boosted Surfs. Choice band does reduce your bulk and flexibility, but opens up for coverage moves such as Earthquake and Fire punch, which will now 2HKO Metagross. Protect is obviously only there if you are using Sitrus Berry, but makes it easier to land a succesful Selfdestruct. Note that all of these remarks can be thrown out the window if Snorlax is intimidated, but Snorlax is all about that Selfdestruct anyways. Belly Drum Item: Sitrus Berry Nature: Impish Ability: Thick Fat EVs: 244 HP/ 252 Def / 12 SDef Return Fire Punch / Rock Slide Belly Drum Protect What did you say? We have a maniac over here? Well, Snorlax is one of the few pokemon, if any, that learns Belly Drum that could potentially use it to attack. First thing to note about this is that you need Follow Me support. After a Belly Drum, Return OHKOs everything that doesn’t resist it, as well as Aerodactyl. The only thing that would survive this is Metagross and ghost pokemon, which both go down to Fire Punch (except Dusclops, which is a 2HKO.) Now, if you are crazy enough to actually attempt this, you might want to consider Rock Slide for the spread damage, because Snorlax is not going to stay around forever, even with Follow Me support. You can take a spread move, even 2 Rock Slides from banded Aerodactyl, but you will eventually go down, and flinches are your worst nightmare. One thing to note is that Psych Up pokemon could steal your attack bonus while you protect, which can be used to your and your opponent’s advantage.[/spoiler]
  12. Aren't points 1-3 solved simply by implementing the move deleter, so all clefable cup pokemon can delete all non-metronome moves from their moveset? With the move deleter, I'm not sure exactly why you would have to play in normal mode, unless you are supposed to use leppa berries from your bag after the pokemon runs out of pp (after eating its own leppa berry, ofc.) 
  13. Darkshade: If this is how you feel about it, that's fine. However, any game I have ever played that has used a timer of this sort has had some sort of cue that you are running out of time. Why? Because they are strategical games where you totally focus on what is going on, and you may lose track of time. Having to frequently look at the timer, which in this case is small and anonymous, distracts you from actually playing the game. If you feel that a sound notification will help out people who use calculators, then I would like a visual cue. Big, red, flashing numbers or something of the sort. I'm pretty sure we can solve this problem together if we try.
  14. I am free to spend the time on my clock however I want. If I want to calc during a battle, I can, and so can you. I don't calc when I have a timer, but I should be able to do so. Stop trying to come up with reasons to shut down a good idea.   EDIT: I'm also fine with a visual cue, if you think that a sound notification is somehow game-breaking.
  15.   If you are talking about a discussion with players, that might be difficult. Seeing as Follow Me is exclusively used in doubles, not many people care about it. I hope that as long as there are no objections in this thread, you will take that as support from the community, since there most likely won't be many voiced opinions in either direction. I guess that doesn't really support my case, but hopefully you will know that this matters a lot the the players who care.
  16. Levitate only allows you to escape from arena trap, not shadow tag. Shadow tag was initially inescapable, but can now be avoided by either being a ghost, or having shadow tag yourself. Note that none of these help you escape from arena trap - the two abilities are quite different.
  17.   I'm pretty sure I said template for new mechanics in this game. If you remember, this game was initially intended to only obey 3rd gen mechanics, but it was later decided to update some mechanics to obey newer generations. Wish and Knock Off were both implemented before this was decided, so they have simply not been updated (and might not be.) Knock Off in particular does not even make sense to change, since this game doesn't have mega stones. There are certainly 6th gen mechanics in this game, such as ghosts being able to swap out against shadow tag users (this was never possible prior to gen 6.)
  18. Did you try using a slower Fake Out? And did you try using a faster Extremespeed? In both cases it's redirected, which is due to the fact that we use gen 5 mechanics.   Based on the lists you posted, you should be aware that Follow Me is the only move in our game that had its priority changed from gen 5 to gen 6. All other changes were made to moves that have not yet been implemented, and probably never will be (Rage Powder, Magic Room and Wonder Room.) So by changing the priority of Follow Me, you are changing the entire priority mechanics to become gen 6. I can't really see the problem here. I was under the impression that gen 6 was the template of most new mechanics in this game, after all.
  19. After some experimenting, I have realized that Follow Me currently has a priorty of +3 in this game, unlike generation 6 where it has priority +2. This makes Follow Me even more powerful than it already is and rules out two of the common ways to deal with it. Fake Out has a priority +3, and should always go before Follow Me, allowing you to disrupt the strategies associated with it. As of now, this is only possible if you use a pokemon that is faster than the Follow Me user. Extremespeed has priority +2, and should be able to bypass Follow Me when used by a faster pokemon. As of now, Extremespeed is always redirected by Follow Me, which makes bypassing Follwo Me impossible.   I ask you to change the priority of Follow Me to +2, since this is how it is in generation 6 (for the sake of consistency,) and since it allows for more strategical play in Doubles.
  20. I'd argue the exact opposite. By selling choice bands in order to afford vitamins, you are feeding the market and making it harder to sell those later, when you need to. For a measly 6k save (although you can actually sell choice bands for more, so there is a bit more profit) I would never do that.   Regarding the pros and cons thing, I believe it is way more important to actually provide pros other than "it would make it easier" rather than cons. This case would be an exception, since it's simply a poorly designed system that does nothing but inconvenience players (and the one thing it does, which is waste time/money, could be replaced by higher prices, so it's not an argument)
  21. Not everything must have a con, you are correct. My point was that your pro was basically "I'm too lazy to use the BF," which does not justify the suggestion. In fact, if there is any con, it's just that - if BP becomes tradeable, a lot of people might stop using the BF. But also, as I implied earlier, a lot of people might start using BF, so it's really up to how the developers judge it. One of the best way to justify it in my opinion, as you briefly hinted, is that BP is being traded already, but making them tradeable would reduce scam.
  22.   Let me give you a quote from an actual staff member:     As a player, making something easier or better for the player is a no-brainer, who wouldn't want that on an individual level? But as a designer, when you look at it on a mass scale, is making something easier a good idea? How will it affect the economy? What effect will this have on gameplay?     Well, you did just this. Your way of presenting this suggestion is most likely going to be auto-rejected, because you gave a shitty reason for it. We don't care about your motives, if your suggestion does actually benefit people (which it does,) you should say so. "I can't be bothered" really is just a terrible point.
  23. I agree, it's bad reasoning, but a good suggestion. Hopefully staff will read further down this thread...
  24. You have to consider those of us who are on the other side of the fence - I'm trying to get rid of my BP, but I can only do so by selling choice bands or teach moves to people who trust me. Tradeable BP also benefits the sellers, not just the buyers.
  25. Thank you, that's what I wanted to know. From your first comment it appeared as is if you were not allowed to reveal whether or not it was even confirmed.   On a second note, the fact that you can't buy multiple items at once is such a huge blunder from the developer's side that it should be considered as a bug. It isn't functional at all.
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and Privacy Policy.