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#1 |
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maybe I just misunderstood
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Join Date: Aug 2007
Posts: 3,695
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Archive of the Small subjective changes thread. All suggestions here have either been made or rejected.
Last edited by eric the espeon; Apr 15th, 2010 at 8:03:18 PM. Reason: Set up OP. |
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#2 |
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Join Date: Dec 2008
Posts: 30
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Latias
Grass Knot could be slashed with Thunderbolt on the three attack life orb set. This OHKOes Swampert, and hurts Tyranitar, Mamoswine, Hippo, Rhyperior and Suicune more. This is useful if your team has trouble with Swampert.
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FC: 2750 4028 1070 |
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#3 |
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Join Date: Apr 2009
Posts: 68
Rancho Palos Verdes, California
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http://www.smogon.com/dp/pokemon/lucario
On the Reversal set...I'd suggest Shadow Claw over Crunch. Simply because it scores better neutral coverage. It probably 1HKOs those ghost types at about the same rate, and it's a better option against Heracross (also, the crit rate as far as I know > 10 base attack and a def lowering chance). http://www.smogon.com/dp/pokemon/gyarados I suggested this a long time ago that Natural Gift was a good option on Gyarados for eliminating bulky water counters. Natural Gift Liechi Berry is listed on Rampardos's set as a viable option for grass type physical attack (or attack boosts). I think this works even better on Gyarados, since it has Dragon Dance to set up with and doesn't roll over and die in 1-2 hits. Natural Gift Grass probably is Gyarados's best option for dealing with Slobro, Starmie, Swampert, Lanturn, Suicune, Quagsire, and other water types that try to stop the sweep. Even if you don't need to use that to eliminate a counter, there is the afformentioned attack boost which is very helpful (and listed on the SubBounce set). Last edited by A2ZOMG; Jun 3rd, 2009 at 5:57:01 PM. |
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#4 | |
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Join Date: Dec 2007
Posts: 161
United States
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This is in Sandslash's D/P/Pt article (http://www.smogon.com/dp/pokemon/sandslash)
In the Sweeper moveset, it says: Quote:
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#5 |
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Join Date: Oct 2008
Posts: 2,777
Location: Alaska, USA Occupation: Gamer Gamerscore: 84319
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I'd just like to note that there is a Sandslash Update, which excludes the Garchomp mention.
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Now playing: Minecraft, Street Fighter x Tekken |
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#6 | |
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Join Date: Nov 2008
Posts: 118
You See Eye
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http://www.smogon.com/dp/pokemon/smeargle
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#7 |
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Join Date: Oct 2008
Posts: 648
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It should be known and fixed (I told Caelum this, but I'm just making sure) that the entries for Choice Band, Choice Scarf, and Choice Specs are currently incorrect. They list the interaction of Choice Item + Trick (or Switcheroo) to be the way it behaved under the glitched ShoddyBattle (a Pokemon that uses trick and gets another Choice Item can pick a new move).
This should be fixed to be in line with the way Trick + Choice actually behaves (the way that Trick and Switcheroo say it), where a Pokemon that uses Trick and receives a Choice Item from it is locked into Trick as their next move. The current text is: "If a Pokémon with this item is Tricked or uses Trick, it can select a new move next turn, even if the item that was given to it is another Choice item. If, however, the Trick comes before they use a move, then the Pokémon is still locked in as though no Trick had taken place. For example, Alakazam uses Trick, but both Pokémon are holding a Choice Scarf, then Garchomp uses Swords Dance (in the same turn), Garchomp would have to use Swords Dance next turn, but Alakazam could do anything." A correct version of this text would be: "If a Pokémon is given this item via the move Trick or Switcheroo before it makes its move for the turn, it is locked into the move that it picked. If it is given the item via Trick or Switcheroo after it has already made its move, it is free to choose another move. If a Pokémon uses the move Trick or Switcheroo and obtains a Choice Item from it, it is locked into Trick/Switcheroo and must pick it next turn. For example, if Alakazam uses Trick on a Garchomp and both Pokémon are holding a Choice Scarf, then Garchomp uses Swords Dance, then both Pokémon are locked into their selected move next turn, Trick and Swords Dance respectively. If Alakazam was originally holding a Choice Specs, and was thus slower, so Garchomp Swords Dances, then Alakazam Tricks Choice Specs for Choice Scarf, Alakazam will be stuck using Trick, while Garchomp is free to choose any move" This seems especially pertinent as OmegaDonut just lost the finals Match of VGC because he thought trick worked the way it used to on Shoddy. The affected articles are: http://www.smogon.com/dp/items/choice_specs http://www.smogon.com/dp/items/choice_band http://www.smogon.com/dp/items/choice_scarf And the affected pargraph is the fourth (and final) paragraph of each article. Reference for the correct interaction between TrickChoice: http://www.smogon.com/dp/moves/trick http://www.smogon.com/dp/moves/switcheroo You are free to choose to use the text from Trick/Switcheroo in place of mine, mine was just an example. For reference's sake, the relevant text from Trick is: "If a Pokémon with a Choice Band, Choice Scarf, or Choice Specs is Tricked by / uses Trick on a Pokémon that does not have a Choice item itself, the Pokémon that has the Choice item after the Trick will be free to use whatever move it wants on the next turn only if it went first. That Pokémon will be free to select whichever move it likes regardless of whether it was originally the Pokémon with the Choice item. The Pokémon that moved second will always be locked into whatever move it used on the turn it was Tricked if it is the one holding the Choice item after the Trick. However, if both Pokémon are holding a Choice item, and either Pokémon uses Trick, then both Pokémon will be locked in to whatever move they used on the turn of the Trick(s). For example, if Choice Scarf Jirachi is facing Choice Scarf Bronzong, and Jirachi uses Trick while Bronzong uses Stealth Rock, Jirachi will be stuck using Trick the next turn, and Bronzong will be stuck using Stealth Rock and therefore have virtually no reason to stay in, meaning Jirachi, if it decides to stay in, will have no choice but to Trick the Choice Scarf onto the incoming Pokémon (unless it has Sticky Hold or Multitype). To expound on this, if the Bronzong user switches in Swampert to the Trick, Jirachi would be free to use whatever it wants. But if it uses Trick again and Swampert stays in to do whatever, then the next turn, Jirachi will be forced to use Trick, and not something like Reflect or U-turn." |
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#8 | |
![]() ![]() Join Date: Apr 2009
Posts: 2,419
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Impossible EVs for Mismagius first set:
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#9 |
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Join Date: Aug 2007
Posts: 1,971
My Soul, Your Beats!
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48 + 208 = 256
256 + 252 = 508 Or am I missing something???
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Creator of the DPP Pokemon Resource, the one thing no Trainer should be without! (eventually... maybe) My YouTube Channel My Blog (VERY, VERY small, ATM) |
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#10 |
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Join Date: Aug 2005
Posts: 2,087
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http://www.smogon.com/dp/pokemon/zapdos
The Agility Baton Passer set only has a total of 504 EVs rather than 508. |
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#11 | ||
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Join Date: Nov 2007
Posts: 1,057
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Something I noticed on the Kangaskhan analysis http://www.smogon.com/dp/pokemon/kangaskhan, the moves Fire Punch, Ice Punch, and ThunderPunch became legal with Scrappy from the platinum move tutors. It's just mostly in the Other Options section since none of the sets really need/use the elemental punches anyway.
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He Last edited by Al_Alchemist; Jul 13th, 2009 at 7:08:10 PM. |
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#12 |
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I am your big brother
Join Date: Nov 2007
Posts: 2,464
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In Moltres' descriptions it is constantly being compared to OU (and sometimes Uber) Pokemon. Now, I would not have a big problem with this if it were compared to Pokemon in its tier more often, because frankly, Moltres isn't getting enough action in any other tier to warrant all the comparisons to upper tier Pokemon.
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#13 |
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Join Date: Aug 2005
Posts: 2,439
Dagobah m i rite?
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Azelf's EV section says that only 216 Speed EVs are needed if you're not running 30 Speed IVs for HP Fight. The Choice and LO sets don't have HP Fight listed but have 220 Speed EVs instead of 216.
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#14 |
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Join Date: Apr 2009
Posts: 68
Rancho Palos Verdes, California
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http://www.smogon.com/dp/pokemon/bibarel
On Tauntarel. Consider Brine over Waterfall (and a Calm nature instead of Careful). I did some calculations, and from what I understand, it has some more raw power when its effect is activated. At any rate, Bibarel may shockingly be the one Pokemon that has a "real" use for Brine since Super Fang will get your opponent quickly into the range where Brine becomes more powerful. |
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#15 |
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Join Date: Jul 2009
Posts: 2
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http://www.smogon.com/dp/pokemon/swellow
On Guts Activation I think it's worth the reminder that Facade is a physical attack, and Burn halfs Attack. Though the reasoning behind considering both is sound, I believe that fact should be pointed out, as it may have an effect on which is chosen. |
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#16 | |
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Join Date: Aug 2007
Posts: 1,971
My Soul, Your Beats!
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Quote:
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Creator of the DPP Pokemon Resource, the one thing no Trainer should be without! (eventually... maybe) My YouTube Channel My Blog (VERY, VERY small, ATM) |
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#17 |
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Join Date: Jul 2009
Posts: 2
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#18 | ||||
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Join Date: Aug 2008
Posts: 1,886
Bowser's Lovely Lift!
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http://www.smogon.com/dp/pokemon/bronzong
Okay, I think the Bronzong analysis is a bit screwed up. Have a look at TrickZong: Quote:
The Trick Room set begins like this: Quote:
Quote:
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#19 | |
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Join Date: Nov 2007
Posts: 1,057
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On the Rampardos (http://www.smogon.com/dp/pokemon/rampardos) Trick Room set there is a small error to where I think the writer of that set confused Rhyperior with Rampdardos, although I could be wrong.
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#20 |
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Join Date: Jan 2008
Posts: 235
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I believe Uxie can make good use of the move 'Imprison' in its Support set. That move is Uxie's only way of stopping slower leads (and Uxie is pretty fast for such a bulky Pokémon) from setting up Stealth Rock, since it doesn't learn Taunt.
As an added bonus, it renders Scizor unable to use U-Turn, and Uxie will always outspeed even max speed Adamant Scizor with minimal EV investment (20 Spd). The Support set's moveset would then look like this: ~Stealth Rock ~U-Turn ~Yawn ~Thunderbolt / Psychic / Protect / Imprison
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Pokémon VGC 2012 Birmingham - Top 16 Pokémon VGC 2011 Madrid - Top 16 Pokémon VGC 2011 Rome - Top 16 Pokémon VGC 2010 Madrid - Champion Last edited by Stellar; Jul 31st, 2009 at 3:03:38 PM. |
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#21 | |
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Join Date: Jan 2009
Posts: 1,604
Location: Chicago
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http://www.smogon.com/dp/pokemon/empoleon
3rd paragraph: Quote:
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#22 |
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Join Date: Aug 2009
Posts: 83
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Hello, long time reader, first time poster.
I'd like to suggest two minor subjective changes to the article on Venomoth (http://www.smogon.com/dp/pokemon/venomoth). Specifically, the set called "Choice Specs". The change I'm suggesting is centered around the choice of "Sludge Bomb". Although Sludge Bomb gets stab and may poison the target, I believe it is not an effective move for this set. Poison is only super effective against grass, which Bug Buzz already covers – if Bug Buzz is not very effective, Venomoth's ability negates this fact. Except on pokemon in which it is doubly not very effective on. However, this is only the case on Fire/Flying, Ghost/Poison, Fire/Fighting, Fly/Poison, Fire/Steel, Fighting/Steel and Fly/Steel; but in the case of Steel and Poison, Sludge Bomb does little to aid Venomoth. Indeed in the cases of Fire/Flying or Fire/Fighting or Fire/Steel the player should switch out Venomoth or use sleep powder, no amount of Sludge Bombing will defeat these offensive pokemon. The purpose of Venomoth is to surprise your opponent with a powerful counter, or a powerful not-very-effective attack. The author of the article even acknowledges that Sludge Bomb is not very useful. Thus, I suggest it should be changed. Energy Ball provides Venomoth with some great coverage against rock/ground types which may try to counter Venomoth, it is also effective against water/ground or water/rock types which are abundant in NU/UU and even OU tiers. I would like to suggest it be put in Sludge Bomb's place. Venomoth will rarely survive three hits from any pokemon and because of its unique ability, I would also like to suggest that Hyper Beam be added as a suggested move in place of Sleep Powder or Sludge Bomb. Sleep Powder is very situational as you must switch after you use it, and if it misses, Venomoth is left vulnerable. Hyper Beam is a good suggestion to put in place of either move because it allows Venomoth to do some unexpected damage before it dies. It can hit at full power on types it is usually not very effective against, also surprising opponents. Hyper Beam and Energy Ball offer better alternatives to Sludge Bomb, which is probably better left on a bulkier pokemon. Thanks for hearing me out, hope I've posted in the right place (I believe so, thread is a bit... empty though). |
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#23 | |
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I see sparks fly whenever you smile
Join Date: Dec 2008
Posts: 2,314
Illinois
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It's empty because Darkie deletes the posts to keep the thread neat.
Anyway, small change I was talking about in #stark: Quote:
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#24 |
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Join Date: May 2007
Posts: 351
Kingdom of Hawai'i
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http://www.smogon.com/dp/pokemon/rotom-c
I've got a fix to the Rotom-C Standard set. Using either Modest nature or Timid nature results in wasting EVs. Here is the current EV spread/nature: EVs: 252 HP/168 Def/88 Spd Modest/Timid nature The Modest spread boosts a stat that has no EV investment and the Timid spread boosts a stat with little EV investment. Rotom-C even has higher base Defense than its base Special Attack and Speed, so Modest and Timid nature doesn't fit. Replacing set: EVs: 252 HP/72 Def/88 Spd/96 SAtk Bold nature This spread allows it to maximize EVs. I've read over the analysis, and noticed that it doesn't mention nature at all, so this set just needs a quick change. Also, a slightly related matter, do you think it's possible to auto-direct searches for the new platinum formes? Searching them always results in going to the Google search page.
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Last edited by kaonohiokala; Aug 17th, 2009 at 6:52:58 PM. Reason: :jump: |
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#25 | |
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Iron Bahbs
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http://www.smogon.com/dp/pokemon/raikou
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Timid: 30 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe Timid: 27 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe Timid: 22 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe Timid: 3 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe would be more viable for Timid HP Fighting because the analysis set that calls for HP Fighting doesn't use physical attacks (so it probably doesn't need the 31 IV in Attack), and these two spreads give Raikou 8 free Defense points over the currently suggested IV combination.
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Last edited by Wild Eep; Aug 16th, 2009 at 6:41:01 PM. Reason: added a few more choices |
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