Not sure if that's the applicable scenario. Rather if you do it against someone in a wi-fi battle on cartridge would be more applicable.What's the default? Like if you do it in white 2 against some random trainer on some random route?
Not sure if that's the applicable scenario. Rather if you do it against someone in a wi-fi battle on cartridge would be more applicable.What's the default? Like if you do it in white 2 against some random trainer on some random route?
Weird question, do you mean you use your last pokémon to explode on the opponent?What's the default? Like if you do it in white 2 against some random trainer on some random route?
This is pretty interesting actually but overall I think something like a win percentage of a certain Pokemon is too simplistic to show any useable data. The reason being is that there are not enough unique Pokemon to do this. In sports this type of statistic is effective since each player is unique but in Pokemon every team has access to every player so it becomes a pretty flawed statistic. I have however thought about having something to analyze a single team to determine the value of each team member. If anyone here is familiar with WAR ratings in sports (Wins Above Replacement) this is kind of what inspired me to think of this. Basically, its a combination of each statistic (for Pokemon a KO would be one obviously, successful status moves, Hazards which could be adjusted in usefulness on a match to match basis, spinning, etc., etc.) and each team member is given a rating above or below zero based on how effective it is compared to an average team member. Something like this could potentially allow you to find the most efficient team member possible on a team where you are struggling to find a member in that final spot. Anyways, I kinda rambled on a bit but I think this is a very interesting discussion and something that should be looked into more.Is it possible to record actual winrate a pokemon has? Right now the monthly stats show the usage, moves and most common partners but I think it would be interesting to see which pokemon have the highest winrate (and if both teams have the same pokemon the game is ignored in the winrate calculation). That would be much more like a representation of actual strength, whereas right now we only have the difference between all stats and 1800 stats and usage % which only slightly correlates with strength.
Honestly I like your method, I feel a lot of people do it without actually thinking they do it: if they actually change members in their team.This is pretty interesting actually but overall I think something like a win percentage of a certain Pokemon is too simplistic to show any useable data. The reason being is that there are not enough unique Pokemon to do this. In sports this type of statistic is effective since each player is unique but in Pokemon every team has access to every player so it becomes a pretty flawed statistic. I have however thought about having something to analyze a single team to determine the value of each team member. If anyone here is familiar with WAR ratings in sports (Wins Above Replacement) this is kind of what inspired me to think of this. Basically, its a combination of each statistic (for Pokemon a KO would be one obviously, successful status moves, Hazards which could be adjusted in usefulness on a match to match basis, spinning, etc., etc.) and each team member is given a rating above or below zero based on how effective it is compared to an average team member. Something like this could potentially allow you to find the most efficient team member possible on a team where you are struggling to find a member in that final spot. Anyways, I kinda rambled on a bit but I think this is a very interesting discussion and something that should be looked into more.
couldn't think of any other scenario lolNot sure if that's the applicable scenario. Rather if you do it against someone in a wi-fi battle on cartridge would be more applicable.
A big decrease in Jellicent use is unlikely, as Jellicent's primary role isn't to wall Pokemon like Keldeo, but to block spins. I do think Celebi might see a noticeable dip, it wasn't nearly as used in BW1 as it is now, a big part of Celebi, as well as Pokemon like Amoonguss, is to wall certain Pokmeon, including Keldeo.More like if Keldeo gets banned will Celebi/Jellicent usage go down?
Probably, because there is a misconception currently that being a Keldeo counter is the only thing they are good for. Especially in Jellicent's case it's usage shouldn't go down at all seeing that it is the best SpinBlocker in OU and is just a great support mon/ wall in general against Fighting Types and Scizor. Celebi also has some great niches, especially the recent NP and SD Baton Pass sets. However, they most likely will both drop in usage pretty significantly.More like if Keldeo gets banned will Celebi/Jellicent usage go down?
Yes I agree Roserade just fits the role that I want it to be on quite a few of my teams so I use it more than most people would. Her defense is underrated I agree (Which is why I put some EV's in defense) and makes her a better mixed wall but Amoonguss and Celebi I agree do fill the role of a defensive grass type better if your arn't looking for the t-spikes support especially.Yeah defensive Roserade is ok, I have used it quite a few times and its pretty solid. The main problem with Roserade is how niche it is, you have to go through sort of a process in team building where you specially need a Spikes Pokemon and only have that wiggle room for your bulky grass type on your team when you should use it, otherwise it has serious competition with Amoonguss and Celebi, who outside of Spikes, are better defensive Pokemon.
Although, it's shitty defense is not to be underestimated:
252+ Atk Choice Band Technician Scizor Pursuit vs. 252 HP / 120 Def Roserade: 145-171 (44.75 - 52.77%) -- guaranteed 3HKO
252+ Atk Choice Band Technician Scizor Pursuit vs. 252 HP / 0 Def Celebi: 216-256 (53.46 - 63.36%) -- guaranteed 2HKO
Just to put that into perspective, a super effective move on Celebi does about 10% more damage than to Roserade which is neutral to it, Roserade has almost half the defense of Celebi.
I think there's a couple of reasons that DD is used over SD on Dragonite. First of all, due to Dragonite's great bulk, it is able to set up twice rather easily if played correctly and SR has been kept off of the field and speed is more valuable in the fast paced metagame. Next, Dragonite's base 134 attack is already insanely powerful whereas it's speed is something that leaves much to be desired. Therefore, being able to negate it's poor speed stat through DD is much more favorable and will allow it to fire off its powerful STAB attacks more often rather than relying on the comparatively weak Extremespeed.Why is Swords Dance Dragonite considered a bad idea? Even after a Dragon Dance, Dragonite is still pretty slow, and it still relies on ExtremeSpeed to hit things faster than it. Swords Dance allows Dragonite to act like ESpeed Lucario, but with a different typing a much greater bulk. So is there any competitive merit to SD Dragonite?
Also, disregarding weaknesses and resitances, who has greater physical bulk: Tangrowth, (base 100/125 physical bulk) or Kyurem-B (base 125/100 physical bulk)?
Dragonite can't learn Swords Dance.Why is Swords Dance Dragonite considered a bad idea? Even after a Dragon Dance, Dragonite is still pretty slow, and it still relies on ExtremeSpeed to hit things faster than it. Swords Dance allows Dragonite to act like ESpeed Lucario, but with a different typing a much greater bulk. So is there any competitive merit to SD Dragonite?
Also, disregarding weaknesses and resitances, who has greater physical bulk: Tangrowth, (base 100/125 physical bulk) or Kyurem-B (base 125/100 physical bulk)?
Thank you, and my mistake; I must have gotten Swords Dance and Agility confused :XDragonite can't learn Swords Dance.
Tangrowth is more bulky:
252+ Atk Choice Band Pure Power Medicham Psycho Cut vs. 0 HP / 0 Def Kyurem-B: 229-271 (58.56 - 69.3%)
252+ Atk Choice Band Pure Power Medicham Psycho Cut vs. 0 HP / 0 Def Tangrowth: 190-225 (55.71 - 65.98%)
For future reference you can also quantify bulkyness by multiplying the HP by defense:
Kyurem-B: 391*236=92276
Tangrowth: 341*286=97526
For Jellicent I don't really know.More like if Keldeo gets banned will Celebi/Jellicent usage go down?
I didn't really think about that until now but that seems like that could happen.For Jellicent I don't really know.
But for Celebi, I don't think his usage will decrease because Keldy is a huge threat to Breloom (252 SpA Keldeo Hidden Power Ice vs. 4 HP / 0 SpD Breloom: 230-272 (87.78 - 103.81%) -- 25% chance to OHKO without SR) and if Keldeo gets banned, the usage of Breloom will increase (imo, this is theorymoning).
In fact, the usage of Celebi won't decrease, imo, the physically defensive set will reborn from hell to hard counter Breloom.
I have never made a manual rain team, however a tanky Hydration Rain Dance Damp Rock Vaporeon with Rest, or any bulky water type with Dance.I was looking at some of the swift swim sweepers and wondering what the viability of manual rain teams are in the current meta. What would be a good approach to making a manual rain team, some of the best sets, strengths weaknesses etc?
The Pros:I was looking at some of the swift swim sweepers and wondering what the viability of manual rain teams are in the current meta. What would be a good approach to making a manual rain team, some of the best sets, strengths weaknesses etc?