Jump to content

BurntZebra

Members
  • Posts

    4404
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by BurntZebra

  1. I believe I only took bets with enchanteur+kriliin. I already paid enchanteur and haven't gotten around to paying kriliin yet
  2. kiwi vs strider in a minute or less
  3. posting bets for Jovi also 1mil on myself (BurntZebra) @Rise plebs take please
  4. obviously the person who wins is the one posting. if anything, to avoid spoilers, someone else not from either team should post the replay if you really wanted to avoid spoilers
  5. IGN: BurntZebra Timezone: EST Fluff: Most active TC member, better than all of RISE combined, better than all of PSL 5 ninjas, coolest PSL host in the past 6 seasons Preferred Tiers: USUM LC / USUM OU / GSC OU / RBY OU / ADV OU Most Preferred Manager: Haazuu / Predakiller
  6. So rude to season 1 and 2 of PSL, the best seasons of PSL
  7. Houndour is not a good mon in a tier with many good stealth rock setters (onix, tirtouga, ferroseed, dwebble, pawniard) and its immunity to fire is fairly irrelevant. Its usefulness as a psychic answer is not useful considering abra is not as good without magic guard. It also adds to a team's fighting weakness which is rarely good since we're lacking some fighting resists (regen foongus/slowpoke mainly). Murkrow and misdreavus are probably the 2 most banworthy mons that exist in LC currently, so I'd say discussion should be mainly on those for now. Murkrow has insane versatility and great base stats (also hitting 19 speed), which makes predicting what moves it has very difficult. It also has stab sucker punch to ruin the days of any scarfers that try to revenge it. Misdreavus seems slightly more manageable personally. Running knock off on timburr/mienfoo will cripple misdreavus bulk a lot (and knock off is a god move in LC anyways, even with low base power). It also has the trade off of running speed or bulk. Sure it can hit 19 speed, but it'll also be a lot frailer vs scarfers/things that can tank a hit. It also doesn't have nasty plot so its offensive presence is a lot less than what it would be with nasty plot. Another food for thought. Shell smash users. I only watched the finals match of the recent lc tournament so I don't know how much shell smash users were used, but they are quite powerful and difficult to stop. Shellder, clamperl, tirtouga, dwebble are a few that come to mind. Shellder has reasonable physical bulk, which allows it to set up on certain physical attackers, and it has flexibility in its moveset to some extent with its last slot. Clamperl has insane power behind it, but is more difficult to set up/not get revenged by sucker punch etc. Surf+hp fire coverage gives you all the coverage you need at +2 sp atk. Diglett can be used as a support for any shell smasher. It can remove pawniard, a troublesome pokemon for smashers due to its typing and stab sucker punch. It can memento on a threat to allow a shell smasher to set up. It can pick off anything low hp that is slower than it. Diglett will be one of those annoying mons in LC that will be extra annoying without team preview. You'll have to second guess pressing volt switch with magnemite or chinchou, fearing the diglett popping out from its dirt hole. I'm not sure if diglett will outright be banworthy, since it has low power and low bulk, meaning it has very little that it can outright ko, even if it gets in safely. It's definitely something to watch out for in the future, most likely for potentially unhealthy teambuilding constraints, but I guess we'll have to see how the LC meta evolves.
  8. 252+ SpA Kingdra Draco Meteor vs. 252 HP / 252+ SpD Lapras: 75-88 (31.6 - 37.1%) -- guaranteed 4HKO after Leftovers recovery 252+ SpA Kingdra Draco Meteor vs. 252 HP / 252+ SpD Deep Sea Scale Clamperl: 51-61 (35.9 - 42.9%) -- guaranteed 3HKO shell armor new meta
  9. This team looks like it would only work against noobs with less than competitive teams. I'll give a quick rundown on the problems. 1. No hazard control so once your opponent uses stealth rocks/spikes, they're down for good (unless they press defog, which they won't since you don't have any stealth rock user). This is less than ideal on a team with a 4x rock weak volcarona, a 2x rock weak dragonite, a leftoverless snorlax, and a couple of rock neutral pokemon that will take 12.5% from stealth rock on entry. 2. As I mentioned before, you don't have any stealth rock user, so all of your team needs to do a full 100% damage to any pokemon that comes out to the playing field. Entry hazards are a great way to break down more defensive oriented teams, especially when paired with uturn/volt switch, which brings me into points 3 and 4. 3. You lack a reliable way of taking down skarmory+blissey (or now eviolite chansey) combo. Blissey switches in eternally vs volcarona and hydreigon, while skarmory switches in vs tyranitar/snorlax/metagross without too much fear and sets down spikes or stealth rock. Assuming your opponent doesn't make an obvious mistake by leaving in blissey vs a physical attacker or skarmory in vs a sp atk'er, you have no chance of breaking the core without some rng from tyranitar/metagross. 4. An offensive team relies on uturn/volt switch to keep up momentum. As said before, blissey comes in vs hydreigon for free as it is running 4 special attacks. Instead, you could run uturn so you can get some chip damage on blissey and immediately go to a physical attacker that threatens it. Uturn and volt switch are also great ways of bringing in frailer attackers into play. 5. Conkeldurr is a huge pain to this team. You only have 2 fighting resists and both are weak to rock and don't immediately threaten conkeldurr, while conkeldurr revenge kills tyranitar, beats snorlax, and can deal with hydreigon easily as well. Nothing on your team comes close to being able to ko (or even 2hko) conkeldurr, which means it has an easy win over your team assuming the opponent doesn't misplay too much. ____________________________________________________________________ Changes to make: Hydreigon set. Earth power should definitely be dropped for either uturn or superpower. Uturn is usable on a modest nature hydreigon, superpower would require a different hydreigon nature. Hydreigon should be using an item other than leftovers as well. Life orb or specs are the popular choices. Snorlax moveset. I didn't mention this before, but snorlax has no way to hit gengar and is also walled by skarmory. An easy change is to do fire punch > earthquake. You lose coverage on tyranitar, but you can at least go for a body slam paralysis. Snorlax should also run leftovers, as leftovers makes snorlax last a lot longer before it needs to rest. Snorlax overall is a sub optimal choice in OU right now. Conkeldurr and whirlwind hippo are the main reasons for this. Snorlax has little to no chance of beating either of these pokemon, while snorlax lacks the team support to really ever get a snorlax sweep (e.g. running magneton to deal with skarmory consistently, pursuit users for ghost types, a good way to deal with fighting types, etc). Add hazards and hazard control to your team. This is a little harder to do since there are a lot of options for both. If you wanted to keep as much of the original team as possible, you could add stealth rocks to either tyranitar or metagross (obviously making them something other than a boosting set). If you don't mind replacing a pokemon or two, then you have some options for stealth rockers. Skarmory, forretress, bronzong, ferrothorn, hippowdon are all good options. Some of them provide other utility (skarmory can defog or run spikes or whirlwind as well, forretress can rapid spin and lay down any other hazard, ferrothorn gets stealth rock+spikes, hippowdon can stealth rock and whirlwind to deal with conkeldurr). Hazard control has several options as well. Like previously mentioned, skarmory and forretress can run removal in their movesets to allow for role compression. Salamence is a great defogger as well, with a moveset of roost defog flamethrower dragon pulse. A problem with many defoggers is that they have a bad matchup vs common hazard setters. Salamence has a great matchup vs pokemon like skarmory, ferrothorn, and forretress, while also acting as a fighting resist for conkeldurr/other fighting types. Remove one of the pseudo legendaries to get a better matchup vs bulky waters. Currently milotic is a huge pain for the team, being able to wall pretty much everything on your team and everything fears a scald burn. Snorlax can take advantage of milotic if milotic doesn't run haze, but I believe haze is still an optimal move on milotic for bulk up conkeldurr/calm mind reuniclus, so relying on hazeless milotic is not ideal. _______________________________________________________________________ Overall, I give your team a 4/10 teambuilding wise and your ego a 2/10. I would not let your ego go to your head after winning some matchmaking games (especially if they're unranked since those are the bottom of the barrel players potentially). Even in ranked matchmaking, most of the players you play at first are probably very new to competitive play. Being successful with this team in tournament play (e.g. getting to round 4/5) would be more bragworthy, especially considering the flaws the team has.
  10. shit, my amazing censor got me A P R I L F O O L S was 11 days ago
  11. Finals Tiebreaker HYPE: The Shooting Seelniles (0) vs The Ruthless Rattatas (0) OU: Axellgor vs enchanteur OU: Lkrenz vs MadaraSixSix DPP: LifeStyle vs Zigh Deadline: uh don't take forever, alright
  12. This isn't entirely true. To put it lightly, when the update hit, I felt the update was extremely rushed and very unpolished. Even though I had less time due to me being ass blasted by classes and having a job, I was still somewhat prepared to do a little grind and stay in the competitive scene. But when I saw abilities and moves not working, barely any competitive items working, hidden abilities not implemented, missing key gen 4 pokemon, and still no legendary dungeons in sight, I figured why waste my precious time and resources making comps that might be potentially outclassed eventually. That being said, I never said I had zero interest in hosting PSL again. I was mostly just waiting for another update that might actually polish up the turd that the Devs shit out in November. Seeing how slow they are to updating even minor things like abilities and moves makes me think maybe starting PSL in January wasn't a terrible idea in hindsight, since the only update that has hit during PSL wasn't really much of a competitive/PVP related patch, and if we did decide to wait for moves, abilities, and stuff like eviolite to be implemented before we started PSL again, we'd still be waiting now. I was somewhat surprised when you posted the PSL9 threads without consulting me at all or asking for input. I still do believe there should be greater time in between PSL seasons. The first few seasons of PSL had an appropriate amount of time in between them. I definitely recall seeing one season of PSL end, and the donation thread for the next season already open again. Obviously a donation thread doesn't really indicate when PSL will actually start, but seeing it around definitely makes PSL feel a bit less special. Players who won the previous season were still riding that high of winning and didn't need PSL right away, while players who lost still had the sour taste of defeat in their mouths, and needed more time for that taste to wash away. Even though there might be a lack of unofficials in the game right now, I don't think spamming PSL is the best course of action. Orange has made some attempts at various unofficials, which I admire him for, although this also made me realize that the playerbase is somewhat unable to handle tournaments that deviate from the standard challonge bracket tournaments. For PSL10, which should definitely happen, I'd like to see various changes made. First, a "humongous" prize pool. I'm thinking 100mil. I've seen individual players with over 100mil, so I think it's definitely obtainable. PSL being started relatively soon after a major update probably didn't help with donations this time around. The only reason we had any substantial prize this season was due to Riga.exe generously donating part of his scammed funds to us. Second, the host shouldn't play. Fortunately for us, I think we have a few good choices on people who would want to host and not mind not playing. Even I might consider not playing, depending on how future updates and future tiers roll out. Third, don't allow @gbwead to host because he'll allow coaching and that is filth. Fourth, add some unique element to the 10th season to shake it up and make it spicy. I'm not exactly sure what that unique aspect should be yet, but something to make the season memorable besides it being the 10th one.
  13. The Small Council has received evidence that extensive coaching has taken place within The Ruthless Rattatas team this season of PSL. The match between Barrage and Giantpipe during the Quarterfinals week is the specific match we have evidence on, but we have reason to believe extensive coaching has occurred throughout the entire season of PSL involving certain players. DoubleJ is the main offender in this case, in addition to Barrage, who allowed himself to be coached during this match. DoubleJ told him play-by-play what to do throughout the match. This is unacceptable behavior, especially by the PSL host, who should be upholding the rules that he created. The magnitude of the punishment has not been decided entirely, but the Council has decided that DoubleJ and Barrage will receive a ban from playing this week, and thus, will need to be subbed out as soon as possible. Further punishments may come later, but we are undecided at this time on what the appropriate course of action is. These possible punishments will be announced after the season is over. This will set a new precedent in PSL, as there has been no serious discourse for coaching in the past. At times, coaching has almost felt ubiquitous in the MMO environment, and the fact that the host of PSL was willing to break these rules shows that the current rules and punishment for coaching was not enough incentive to not partake in coaching. The risk versus reward of coaching made it too easy to make that decision to break the rules and coach, as worst case scenario, a person would get a one week ban and the match involved would be a rematch. In future seasons of PSL, I hope to see a decrease in the amount of coaching. I understand PSL is a team-based event, but the cooperation between people needs to be before and after a match, not during. The person who revealed this evidence to us will not be punished, even though they were participating in this coaching environment as well. We do not want to disincentivize other players from coming forward who have witnessed coaching. In the end, we strive for a fair game, where the better player wins most of the time, not whoever has the better coach. Have a nice day, PokeMMO'ers. Tagging Affected Individuals: @Parke @DoubleJ @Barrage @DoctorPBC
  14. Ah yeah forgot to consider the things that moved up from UU, my bad.
  15. Cloyster doesn't seem too difficult to deal with. It has the trade off of life orb vs white herb. White herb means it has a better chance of not getting killed while shell smashing and/or taking priority attacks. Life orb means it can get more kos. Off the top of my head, I can think of a handful of answers, assuming you aren't giving cloyster a completely free turn to do something. First thing is getting stealth rock up. As soon as you get rocks up, cloyster is limited to one switch in realistically as it takes 25% from rocks. Second thing is priority users: 252+ Atk Life Orb Bisharp Sucker Punch vs. 0 HP / 0 Def Cloyster: 51-60 (40.8 - 48%) -- guaranteed 3HKO 252+ Atk Life Orb Bisharp Sucker Punch vs. -1 0 HP / 0 Def Cloyster: 75-90 (60 - 72%) -- guaranteed 2HKO 252+ Atk Life Orb Breloom Mach Punch vs. 0 HP / 0 Def Cloyster: 62-73 (49.6 - 58.4%) -- 90.2% chance to 2HKO 252+ Atk Life Orb Breloom Mach Punch vs. -1 0 HP / 0 Def Cloyster: 88-109 (70.4 - 87.2%) -- guaranteed 2HKO 252+ Atk Linoone Extreme Speed vs. 0 HP / 0 Def Cloyster: 31-37 (24.8 - 29.6%) -- 99.9% chance to 4HKO 252+ Atk Linoone Extreme Speed vs. -1 0 HP / 0 Def Cloyster: 46-55 (36.8 - 44%) -- guaranteed 3HKO 252 Atk Life Orb Houndoom Sucker Punch vs. 0 HP / 0 Def Cloyster: 36-44 (28.8 - 35.2%) -- 19.5% chance to 3HKO 252 Atk Life Orb Houndoom Sucker Punch vs. -1 0 HP / 0 Def Cloyster: 55-66 (44 - 52.8%) -- 12.9% chance to 2HKO 252+ Atk Life Orb Honchkrow Sucker Punch vs. 0 HP / 0 Def Cloyster: 51-60 (40.8 - 48%) -- guaranteed 3HKO 252+ Atk Life Orb Honchkrow Sucker Punch vs. -1 0 HP / 0 Def Cloyster: 75-90 (60 - 72%) -- guaranteed 2HKO Third thing is bulky stuff that can live a +2 attack from cloyster: +2 252+ Atk Cloyster Icicle Spear (5 hits) vs. 252 HP / 0 Def Poliwrath: 100-120 (50.7 - 60.9%) -- approx. 91.8% chance to 2HKO after Leftovers recovery +2 252+ Atk Life Orb Cloyster Icicle Spear (5 hits) vs. 252 HP / 0 Def Poliwrath: 130-155 (65.9 - 78.6%) -- guaranteed 2HKO +2 252+ Atk Cloyster Rock Blast (5 hits) vs. 40 HP / 176 Def Snorlax: 145-175 (60.4 - 72.9%) -- guaranteed 2HKO +2 252+ Atk Life Orb Cloyster Rock Blast (5 hits) vs. 40 HP / 176 Def Snorlax: 190-225 (79.1 - 93.7%) -- guaranteed 2HKO +2 252+ Atk Cloyster Rock Blast (5 hits) vs. 248 HP / 252+ Def Vaporeon: 125-150 (52.9 - 63.5%) -- guaranteed 2HKO +2 252+ Atk Life Orb Cloyster Rock Blast (5 hits) vs. 248 HP / 252+ Def Vaporeon: 160-195 (67.7 - 82.6%) -- guaranteed 2HKO +2 4 SpA Cloyster Hydro Pump vs. 252 HP / 0 SpD Weezing: 147-174 (85.4 - 101.1%) -- 6.3% chance to OHKO after Black Sludge recovery +2 4 SpA Life Orb Cloyster Hydro Pump vs. 252 HP / 0 SpD Weezing: 191-226 (111 - 131.3%) -- guaranteed OHKO +2 252+ Atk Cloyster Icicle Spear (5 hits) vs. 0 HP / 160 Def Thick Fat Hariyama: 120-140 (54.7 - 63.9%) -- guaranteed 2HKO +2 252+ Atk Life Orb Cloyster Icicle Spear (5 hits) vs. 0 HP / 160 Def Thick Fat Hariyama: 155-180 (70.7 - 82.1%) -- guaranteed 2HKO +2 252+ Atk Cloyster Rock Blast (5 hits) vs. 252 HP / 252+ Def Slowbro: 85-105 (42 - 51.9%) -- approx. 1.2% chance to 2HKO +2 252+ Atk Life Orb Cloyster Rock Blast (5 hits) vs. 252 HP / 252+ Def Slowbro: 110-135 (54.4 - 66.8%) -- guaranteed 2HKO +2 252+ Atk Cloyster Rock Blast (5 hits) vs. 248 HP / 176+ Def Jellicent: 125-150 (60.6 - 72.8%) -- guaranteed 2HKO after Leftovers recovery +2 252+ Atk Life Orb Cloyster Rock Blast (5 hits) vs. 248 HP / 176+ Def Jellicent: 160-195 (77.6 - 94.6%) -- guaranteed 2HKO after Leftovers recovery +2 252+ Atk Cloyster Rock Blast (5 hits) vs. 252 HP / 0 Def Azumarill: 155-185 (74.8 - 89.3%) -- guaranteed 2HKO +2 252+ Atk Life Orb Cloyster Rock Blast (5 hits) vs. 252 HP / 0 Def Azumarill: 200-240 (96.6 - 115.9%) -- approx. 93.8% chance to OHKO +2 252+ Atk Cloyster Icicle Spear (5 hits) vs. 252 HP / 4 Def Bronzong: 80-100 (45.9 - 57.4%) -- approx. 11.3% chance to 2HKO after Leftovers recovery +2 252+ Atk Life Orb Cloyster Icicle Spear (5 hits) vs. 252 HP / 4 Def Bronzong: 105-130 (60.3 - 74.7%) -- guaranteed 2HKO after Leftovers recovery Fourth thing is fast scarfers: Cloyster is faster than some of its other fellow shell smashing brethren, so it's a bit more difficult to revenge kill it with scarfers, but it is still possible. Assuming cloyster goes for a non speed boosting nature, it'll hit 244 speed after a shell smash, which means a pokemon has to be at least 163 with a scarf to outspeed it. Flygon and slaking are the only scarfers that I would probably consider running that meet that speed requirement. Sigilyph could work, atlhough I imagine it prefers life orb more. Obviously you could run scarf manectric or something similar to that and achieve similar results, but they're at the point of having too much speed and not enough attacking power. Fifth thing: Get gud
  16. won, easy gg http://replay.pokemonshowdown.com/gen7lc-726240731 let's get that W apes!
  17. Team Name: KingCheerios Team Tag: LYLE Registered Players: BurntZebra, DoubleJ, Yangsam, Serakan, NikhilR, DestructX, Kanzo, Artemiseta, Goldeneyes Team Captain: DoubleJ
  18. I've seen some magnetons lurking around in NU, so escavalier isn't exactly the safest option, even if it decides to run drill run. Escavalier's recovery is pretty much limited to a rest sleep talk set, not sure if people run that or not. It's probably decent but you miss out on pursuit trapping. If it doesn't run rest, then linoone just needs to wait around until escavalier is 50-60% to set up, which is pretty doable. Mismagmius is an option, but it has to be running timid, and it can't be running a sub cm set or else it will lose. Linoone can always run jolly to mess up haunter as well, although I imagine jolly linoone will miss out on some kos. Both ghost types are also prone to pursuit trapping, although not sure how prevalent that is. Defensive normal resists have existed in every meta where linoone was banned, so I wouldn't say that's a compelling argument to me on why it's not overpowered. Crustle/amoonguss/tangrowth/armaldo/golem all fall to the flail set you love so dearly, although flail means you're giving up seed bomb, which probably doesn't matter too much anyways. Sturdy users could work, but unless you have fairly dedicated hazard removal, stealth rock/spikes/toxic spikes will most likely ruin any plans with sturdy. Also it seems like you're forgetting that linoone is usually the last pokemon revealed in the match, late into the game, so the odds of someone keeping a sawk at 100% throughout the entire match on the off chance that the opponent might be running linoone, is pretty slim. My main issue with linoone is that it has a +2 priority stab extreme speed, which makes it very deadly vs an offensive team. You might think, oh if I'm running offense, then linoone won't have a chance to set up, but that's generally incorrect, unless you run 6 things with fighting coverage or strong stab moves. An offense team can't just rely on a priority user or a scarf pokemon to deal with linoone, unlike other set up sweepers, which can be dealt with scarfers or +1 priority. We're probably not going to take any action with NU currently since we're still ironing things out in OU and UU before we really touch NU, so whatever can go wild in NU currently.
  19. won, gg https://replay.pokemonshowdown.com/gen7lc-719503348 let's finish them off OPA!!
×
×
  • Create New...

Important Information

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