(Archive) Small Subjective Changes Thread

Discussion in 'Archives' started by eric the espeon, Jun 1, 2009.

  1. eric the espeon

    eric the espeon maybe I just misunderstood
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    Erico9001 likes this.
  2. Knut LB

    Knut LB

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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.
  3. A2ZOMG

    A2ZOMG

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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).
  4. BaruAizu

    BaruAizu

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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:
    Garchomp isn't OU anymore, so please reword this.
  5. Veedrock

    Veedrock

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    I'd just like to note that there is a Sandslash Update, which excludes the Garchomp mention.
  6. BRShooter

    BRShooter

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    http://www.smogon.com/dp/pokemon/smeargle
    I scrapped the entire bit about Medicham OHKOing everything in OU, because it still can't OHKO Cresselia, even with Life Orb (and it only has a 53.85% chance to OHKO with Stealth Rock with +6, LO ThunderPunch/Ice Punch).
  7. wildfire393

    wildfire393

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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."
  8. franky

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    Impossible EVs for Mismagius first set:

    That goes to 514.
  9. CardsOfTheHeart

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    48 + 208 = 256

    256 + 252 = 508

    Or am I missing something???
  10. Pidge

    Pidge

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  11. Al_Alchemist

    Al_Alchemist Physics and Math \O/
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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.
    So maybe you could just add a sentence before this part explaining the advantages of the elemental punches and combine the previous three sentences just to mention the notable illegal move combos with Scrappy. Something like:
    Just an example as I'm not much of a talented writer :P.
  12. Xia

    Xia aka Lone Gansel
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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.
  13. Little Green Yoda

    Little Green Yoda

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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.
  14. A2ZOMG

    A2ZOMG

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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.
  15. Khajmer

    Khajmer

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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.
  16. CardsOfTheHeart

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    Guts prevents the Attack drop from Burn.
  17. Khajmer

    Khajmer

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    Ah, I didn't take that into account. My mistake.
  18. Erodent

    Erodent

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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:

    The paragraph begins with a random "now that Bronzong has a 31 Speed stat" sentence. The next 2 sentences also don't seem to belong here. Then, in Paragraph 2, there's that random "a ground" text.

    The Trick Room set begins like this:

    Finally, there are also a series of double commas:

  19. Al_Alchemist

    Al_Alchemist Physics and Math \O/
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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.
    So yeah, basically change it to "Rampardos" or "it" if it was supposed to refer to Rampardos and your good I guess. Hope that helped ^^.
  20. Kefka

    Kefka

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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
  21. whistle

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    http://www.smogon.com/dp/pokemon/empoleon

    3rd paragraph:
  22. anubite

    anubite

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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).
  23. supermarth64

    supermarth64 Here I stand in the light of day
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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:

    You don't need that parenthesis.
  24. kaonohiokala

    kaonohiokala

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    Rotom-C Analysis (Standard set EV fix)

    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.
  25. Wild Eep

    Wild Eep pet pet pet
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    http://www.smogon.com/dp/pokemon/raikou

    I believe one of the following Shoddy-legal spreads

    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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