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Gen 4 Random Battle (LIVE!)

Discussion in 'Ruins of Alph' started by Tiksi, Apr 6, 2017.

  1. Tiksi

    Tiksi Dazzling Gleam
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    EDIT: Implemented

    -Tyranitar
    Add: Flamethrower, Thunder Wave
    Flamethrower is more reliable than Fire Blast, and Thunder Wave uses your impressive bulk to bring opponents closer to your 61 Speed / cripple offensive threats.

    -Solrock, Lunatone
    Add: Trick Room, Explosion (Lunatone, Solrock already has it)
    Trick Room is great, immediately exploding after so teammates can use it right away is better slow. Also, both are slow enough to use it decently.

    Here is a bit of an Arceus revamp to further variety/coverage while making sure the options there are good.

    -Arceus-Electric
    Add: Roar
    Remove: Iron Defense
    Changing my mind on Iron Defense, it's plenty fun but you have CM / Boltbeam for quakers and Mono-Attacker is hurt by Grounds immunity to electric. Roar helps you remove those who would phaze CM and uses your great bulk/typing an so Recover to phaze even without CM.

    -Arceus-Bug
    Add: Earth Power
    Keeps coverage on Steels for special sets while also hitting Fires.

    -Arceus-Rock
    Add: Extreme Speed, Ice Beam
    Remove: Grass Knot
    ESpeed is always great on SD and Ice Beam is more reliable than GK/gets more coverage. GK nails Waters but they don't resist Judgment anyways.

    -Arceus-Flying, Arceus-Dark,
    Add: Thunder Wave (Flying), Will-O-Wisp, Roar (Dark)
    Remove: Refresh
    Ive never really liked Refresh on Randbats Arceus; you usually have much better to do, as the move is very situational. I'm keeping it on just one type, Rock (which is screwed by all forms of status and just needs EdgeQuake/special equivalent for coverage). Both of the other Refreshers get a useful status instead (Dark gets WoW for physical bugs/fightings). Darkceus also gets Roar to abuse its setup and grew defensive typing.

    -Arceus-Psychic
    Remove: Will-O-Wisp
    Too often it doesn't make a difference, either because you'll kill the target regardless or the target doesn't care much. Psychic isn't awesome for status walling anyways.

    -Arceus-Ground
    Add: Toxic
    Great natural bulk? Solid defensive typing? Crushes Steels and Poisons with STAB? Has reliable recovery? Sign me up!

    -Arceus-Dragon, Arceus-Poison
    Remove: Toxic
    Can't hit Steels neutrally without Earthquake? Just not needed, WoW better cripples Steels / Grounds and Rocks respectively.
    ----------------------------------------------------------------------------------------

    Suggestions:

    -Mr. Mime
    Add: Thunder Wave, Trick
    Remove: Barrier
    T-Wave cripples all the physical sweepers that switch into you and things faster than your decent but not spectacular 90 Speed, while that 90 Speed makes TrickScarfing awesome and TrickSpecs is far from bad. Barrier is fun to use/BP but you're not a Special defensive juggernaut anyways and no recovery sucks. Passing CM/Sub is generally better unless you're in a full BP chain, which you won't be in randoms.
    Last edited: May 11, 2017
  2. Tiksi

    Tiksi Dazzling Gleam
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    I guess "slow down" is better fitted than "pause".

    EDIT: Implemented.

    -Giratina-Origin
    Add: Earthquake
    Remove: Hidden Power Fire
    EQ is a powerful physical option that nails Steels. HP Fire seems a Ubers-specific choice for spinblocking forretress, which is pretty niche for randbats.

    -Giratina
    Add: Toxic, Aura Sphere
    Toxic lets you use Pressure and massive bulk to stall, and Aura Sphere gives you a way to nail Steels (which STABS pre-CM and Toxic can't really)

    -Golduck
    Add: Hypnosis
    Remove: Focus Blast
    Hypnosis brings fun CM setup and havoc-wreaking, while Focus Blast seems cool but rarely useful.

    -Slaking
    Remove: Hammer Arm
    The Speed drops make Truant even worse. EQ handles the need fine.

    -Hypno
    Remove: Calm Mind, Barrier
    CM just makes you wish you had that sweet NastyPass/Sweep, and as with Mr. Mime Barrier is dubious.

    -Kingdra
    Add: Dragon Pulse
    A Dragon STAB that doesn't disadvantage you in some way. Fun for bludgeoning on Rain Dance / Focus Energy sets.

    -Blaziken
    Add: Overheat
    For mostly physical sets, it is more powerful and reliable than Fire Blast to smash a key physical wall.

    -Beautifly
    Add: Hidden Power Ground, U-Turn
    Remove: Roost, Hidden Power Fighting
    HP Ground is more useful for its coverage Poison/Fire, and U-Turn could work with a Choice Scarf. Roost is much less useful with your paper bulk and typing.

    -Seviper
    Add: Glare
    Lets you cripple offensive switchins (including Grounds) with paralysis, also letting you outspeed them and hit them with the appropriate option in your wide movepool.

    -Snorlax
    Remove: Ice Punch
    Return hits 2x weak mons just as hard, and having this just for dragons/flying or ground is pretty niche.

    -Muk
    Add: Explosion
    KABOOM also fun with curse
    Last edited: May 15, 2017
  3. Tiksi

    Tiksi Dazzling Gleam
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    Especially paying attention to possible removals and de-gunking.
    EDIT: Implemented.

    -Mewtwo
    Add: Trick
    Do you like Specs Mewtwo that cripples the few things it doesn't destroy? I like that. Scarf is also hilarious to outsped slower speed boosters

    -Deoxys-Defense
    Add: Thunder Wave, Counter, Mirror Coat
    TWave is great support that cripples the offensive mons that don't mind taunt, while CounterCoat enjoyably gives your opponent aneurysms.

    -Raichu
    Add: Endure, Endeavor
    Raichu's less impressive stats and the impressive coverage it gets from STAB + one of Surf/GK/HP Ice alone make it a great user of pinch berries, which Endure can sometimes do more reliably than Substitute. Endeavor works excellently with Endure, letting you get a mighty hit on a wall before fainting.

    -Dugtrio
    Add: Night Slash
    Remove: Reversal
    Night Slash gives you Dark coverage that doesn't require the opponent to attack. Additionally, few DPP things will outsped 120 Speed. Reversal is okay but Reversal+Sub/Endure is worse than Dark move + Stealth Rock/Sub.

    -Camerupt
    Add: Substitute
    Remove: Rock Polish
    Due to Random Battle EVs, you'll still be very slow after a Rock Polish; Substitute is a better prediction-assisting option that also leads to very fun Explosions à la Golem.

    -Tangrowth
    Add: Earthquake
    Reliable way to hit Steels (plus Fires and Poisons) that comes off that nice 100 Attack.

    -Quagsire
    Add: Ice Punch, Encore
    Remove: Stone Edge, Surf
    Stone Edge is very inaccurate for the defensive Pokemon and Surf is just so weak and unneeded off 65 SpA. Ice Punch picks up the coverage on Flying (and Dragon) types while keeping good accuracy, and Encore is useful support.

    -Dewgong
    Add: Waterfall
    Remove: Protect
    Waterfall gives powerful physical STAB, and while Protect is fun with Toxic it overall isn't that useful and wastes Rain turns.

    -Marowak
    Remove: Swords Dance
    Hilariously powerful but near impossible to use effectively due to your dubious speed and special bulk.

    -Luxray
    Add: Discharge
    The paralysis chance punishes non-Ground switchins and may enhance what you can outspeed.

    -Relicanth
    Add: Rock Polish
    55 Speed isn't terrible for an agility clone and you have the great offensive power/moves to abuse it

    -Blastoise
    Remove: Yawn
    Yawn is less useful when you have Roar

    -Pinsir
    Remove: Substitute
    This feels very unnecessary, and its slot is much better filled by Earthquake, Stealth Rock, or even Quick Attack. It just doesn't specifically help Pinsir enough.

    -Delcatty
    Add: Ice Beam
    A good companion to Shadow Ball for CM sets that often hits super effectively; it also functions as special STAB if Normalize is used.

    -Spinda
    Add: Fake Out, Endure, Flail
    Remove: Ice Punch, Psychic
    Fake Out gives some potential for utility by first-striking things, while Endure can both give b-passable Salac boosts and prime a Salac Flail that might actually hurt things. The removed options look cool but rarely outdamage STAB.

    -Shiftry
    Add: Low Kick
    Physical coverage for Steels, Fighting/Dark coverage is always nice.

    -Dodrio
    Add: Agility, Baton Pass
    Congratulations, you now have something to distinguish you from every Normal/Flying ever.

    -Swellow
    Add: Return
    To make non-status orb sets possible, they die less quickly and give variety.

    -Garchomp
    Add: Stealth Rock
    Just an amazing move, especially in Randoms.
    Last edited: May 18, 2017
  4. Tiksi

    Tiksi Dazzling Gleam
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    EDIT: Implemented.
    Removals at the top, Additions-Only at the bottom.

    -Arbok
    Remove: Gunk Shot, Rest
    When facing foes outside of UU, even with Intimidate / Shed Skin resp., you don't really have much bulk to deal with Gunk Shot misses or sleep turns.

    -Mothim
    Remove: Tailwind
    Forgot that this only lasted three turns in Gen 4. U-Turn is still good though.

    -Tauros
    Add: Payback
    Remove: Zen Headbutt
    Payback hits (not switching out) Ghosts harder than Pursuit, especially if they are switching in, and often Ghosts won't have reason to switch out from you. Zen Headbutt is barely more powerful than neutral Return on super-effective hits and considerably less reliable; it rather wishes Tauros had Sheer Force by now, but alas it does not.

    -Aggron
    Remove: Toxic
    Just Head Smash, you're not exactly some great-typed instant-heal cleric over here

    -Deoxys-Attack, Deoxys
    Remove: Spikes, Stealth Rock (Deoxys)
    The fact that you usually wont be leading with either, and that you'll be facing less-bulky non-Ubers, makes hazards less useful on these frail powerhouses. Deo-A keeps SR because it's so amazing at revenge killing and forcing switches, while the slightly weaker/bulkier Deoxys focuses on offense.

    -Clefable
    Add: Encore
    Remove: Grass Knot, Healing Wish
    Grass Knot is a decent move but overall rather less useful than Thunderbolt and Ice Beam. Healing Wish is fun and occasionally devastating but you are slow and overall have better things to do. Encore is excellent support that lets you turn the tables on those exploiting your sometimes-passive nature.

    -Nidoking
    Remove: Surf
    Taking this one back, Earth Power covers rocks and grounds fine

    -Heatran
    Add: Rest, Sleep Talk, Taunt
    Remove: Protect, Overheat, Hidden Power Ice
    Restalk works well with your bulk and resistances to heal, while Taunt comes off an okay 77 Speed and frustrates defensive Pokemon (particularly those trapped with Magma Storm). Protect is okay but outcompeted by your many offensive and defensive options, three Fire STABS is enough and Overheat doesn't offer massive benefit over Fire Blast, and HP Ice doesn't have the power/coverage to merit a slot.

    -Steelix
    Add: Gyro Ball
    Remove: Ice Fang, Fire Fang
    The Fangs are too weak, you're too weak, and you have EdgeQuake anyways. Pass. Also, Gyro Ball is a fine alternative over iron head with your speed, especially after Curses.

    -Slaking
    Add: Night Slash, Ice Beam
    Remove: Sucker Punch
    Night Slash hits Ghosts reliably, and Ice Beam gets useful damage on physically bulky Grounds and such while increasing the likelihood of less predictable non-choice sets. The mere thought of Sucker Punch Truant makes me writhe in pain.
    ----------------------------------------------------------------------------------------------------------

    -Parasect
    Add: Pursuit
    Pursuit lets you nail fleeing Pokemon you have put to sleep.

    -Persian
    Add: Nasty Plot, Swift, Dark Pulse
    Your special Attack is only 5 worse than your attack, and you have great non-damaging (NP, Hypnosis) as well as damaging (Dark Pulse, Technician Swift and Water Pulse) moves for it.

    -Magnezone
    Add: Explosion
    Rip Special Walls 2017-2017

    -Farfetch'd
    Add: Agility, Baton Pass
    Giving Speed/Attack boosts to actual threats is always nice

    -Machamp
    Add: Substitute
    Great for taking advantage of the switches Dynamic Punch forces.

    -Weezing
    Add: Haze
    Lets it deal with bulky boosters that would set up on it otherwise

    -Glaceon
    Add: Toxic
    Fun with Wishtect, and threatens switchins that wouldn't mind anything else e.g. bulky Waters. Too bad it can't affect Steels but at least you have HP Ground for that.

    -Celebi
    Add: Swords Dance, Seed Bomb, Zen Headbutt, Trick, U-Turn
    The former gives another way to threaten as well as Baton Pass boosts, while the latter make very amusing and useful Choice sets.

    -Linoone
    Add: Switcheroo
    For a less risky Band Extreme Speed set that can also cripple opponents

    -Lopunny
    Add: Agility, Substitute, Baton Pass
    Especially with Encore, you make a great BP supporter.
    Last edited: May 23, 2017
  5. Tiksi

    Tiksi Dazzling Gleam
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    -Empoleon
    Add: Agility
    Agility is a useful tool that lets it abuse a high 111 SpA and make up for its poor 60 Speed

    -Deoxys, Deoxys-A
    Add: Pursuit
    Lets it pursuit-trap weakened targets and ensure revenge kills, while also playing mindgames with other Psychics as well as with Ghosts.

    -Marowak
    Add: Stealth Rock
    Not the most optimal user ever but it's so good a move and you're reasonably bulky.

    -Kangaskhan
    Add: Low Kick
    Remove: Double-Edge
    Double-Edge isn't bad but it somewhat puts that nice base HP and bulk to waste. Low Kick hits Rocks and Steels without lowering Speed like Hammer Arm.

    -Charizard, Dragonite
    Remove: Substitute
    Seems rather filler / not often useful

    -Raticate
    Add: Quick Attack
    Makes your priority less predictable/exploitable
    Last edited: May 24, 2017
  6. Tiksi

    Tiksi Dazzling Gleam
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    Gen. 4 Random Battles are currently live on Showdown! Thank you so much to those who contributed! To play, challenge your friends (with /challenge username, gen4randombattle or by clicking on their name and "challenge") and select [Gen 4] Random Battle under "Past Generations". It is also available on the ladder. I'll keep testing and report any sets that need fixing; if you find any, feel free to put them here. Have fun!
    Last edited: Jun 12, 2017
    partys over likes this.
  7. Typhlito

    Typhlito One Active Dawg
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  8. Mindnight

    Mindnight

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  9. Mindnight

    Mindnight

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    Infernape
    Add: Close combat, Fire blast, Mach punch and Flare blitz
    all move it's for the stab and fire blast / flare blitz for the recoil and mixed mon is cool
  10. Tiksi

    Tiksi Dazzling Gleam
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    Pokemon should not be able to mega evolve, this is a bug and will be reported.
    All of those are already on its moveset
  11. Typhlito

    Typhlito One Active Dawg
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  12. Tiksi

    Tiksi Dazzling Gleam
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    Bug/Suggestion/etc. Report (continually being edited) on OP:


    Mega Evolution should not be possible (known).
    In turn 17 here, the ability works properly but is visually assigned to the wrong Pokemon.
    Pokemon outclassed by their evolutions, such as Hippopotas, should not appear.
    Hidden Power Grass Glaceon is bad (besides hitting Waters harder than Shadow Ball it doesnt do much)
    Pokemon without Sunny Day/Drought should not have Solar Beam.
    Pokemon without Rain Dance should not have Swift Swim, unless the other ability lacks significant use (this happened to me on Kingdra, and Sniper does have use)
    Protect + Entry Hazard should not be a move combination.
    Speed Boost + Choice Scarf should not be a combination.
    Leech Seed + Roar should not be a combination.
    Rest + Sleep Talk + Roar + Setup Move should not be a combination.
    Taunt + Substitute + Setup Move should not be a combination.
    Calm Mind + Light Screen should not be a combination.
    Sturdy + Custap Berry should not be a combination (since Sturdy only blocks OHKO moves now)
    Brick Break + Low Kick should not be a combination.
    Toxic Spikes/Stealth Rock should increase the chance to roll Focus Sash
    Last edited: Jun 12, 2017
  13. Steven Snype

    Steven Snype Kunclord Supreme
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    had a crocune (CM + RestTalk) suicune with ice beam. Should be Surf. Anything with CM + RestTalk should prefer its STAB if it has one available for it. In that match, my opp left before I could use IB.

    http://play.pokemonshowdown.com/battle-gen4randombattle-590458467

    Also my opponent getting Hippopotas makes me wonder how NFEs are considered given there's no Eviolite in DPP. I don't think I've ever seen a Snover in any randbat in recent memory. I'm not sure how mons are generated for randbats, but I wager it's based off of tiers/banlists?
  14. The Immortal

    The Immortal They Don't Want None
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    I fixed these
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  15. Oglemi

    Oglemi oh my gosh you found me
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    Secret Boss Mod

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    Upload/link the actual replay you nerd not the battle room
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  16. Steven Snype

    Steven Snype Kunclord Supreme
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    rip too late :( it's nothing worth salvaging anyway. just a hippopotas that didn't OHKO my nidoking w/EQ
  17. The Immortal

    The Immortal They Don't Want None
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    Fixed these (whenever PS! restarts or updates)

    EDIT: And these
    Last edited: Jun 23, 2017
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  18. Khaytra

    Khaytra

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    Minor thing, but Aura Sphere should force Raikou to be shiny + Rash nature, as the move comes from an event Raikou that can only ever be shiny/Rash. I haven't seen it yet so idk if it's in there, but Extreme Speed Entei should also be shiny/Adamant because of the same event. (And I think Suicune's event move was Sheer Cold iirc? So that one doesn't matter.)
  19. Tiksi

    Tiksi Dazzling Gleam
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    You're right on the compatibilities but PS Random Battles (including the current gen7 ones and one) ignore such legality issues, some reasons being that not ignoring them would give unfair advantages / disadvantages, so this will not be implemented.
    Nocty, HoeenHero and Khaytra like this.
  20. Steven Snype

    Steven Snype Kunclord Supreme
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    http://play.pokemonshowdown.com/battle-gen4randombattle-601911721

    Mightyena was Intimidate @ Flame Orb with Howl / Taunt / Sucker / Facade. It shouldn't have flame orb if it doesn't have an ability that benefits from statused, usually guts. Quick Feet should have a tendency towards toxic orb as well, especially if there's another attacking move that isn't Facade.
    Tiksi likes this.
  21. The Immortal

    The Immortal They Don't Want None
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    Fixed that

    and this,

  22. Mango Smoothie

    Mango Smoothie

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    [​IMG]

    It would be nice to have a move with >40bp, but also is foresight without rapid spin a thing?
    Tiksi likes this.
  23. Oglemi

    Oglemi oh my gosh you found me
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    Secret Boss Mod

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    I mean you really shouldn't be bringing top without spin at all in DPP but running foresight + close combat with the sole intention of eliminating spiritomb wasn't totally unheard of in uu (still crazy tho), doesn't really apply in this situation cuz randbats so foresight probably shouldn't even be an option but ya

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