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i started winning again when i dropped the mega floette team and went back to my mega lop + mega dnite team, i am being rewarded for my commitment to the most midtier megas ever
They already announced what they'll be doing in the patch, which is fixing a few huge bugs that people have talked about on Twitter, like the Mega Evolution turn order issue and the Leech Seed text error
i started winning again when i dropped the mega floette team and went back to my mega lop + mega dnite team, i am being rewarded for my commitment to the most midtier megas ever
But have you considered the comedic content of pivoting into an Incin dark move, getting the Justified boost and then Mega evolving afterwards. Since you mega evolve on the turn right after you pivoted into the Incin dark move, Incin isn't switching in and Intimidating you on the Mega Evolution turn. And now you're coasting on a +1 that can't be Intim dropped.
i started winning again when i dropped the mega floette team and went back to my mega lop + mega dnite team, i am being rewarded for my commitment to the most midtier megas ever
tbh I might just have not built super well around it, I've transferred in a Sinistcha and a Maushold and I might try a combo of one of them with it to better support it. When Floette actually gets a turn it fucking nukes shit, I thought I was gonna lose and then Mega Floette OHKO'd Mega Froslass with 1 (one) Moonblast. "I thought you were stronger"
But I've been pairing it with Arcanine/Sneasler mostly to try and get turns with Whimsicott/Scarf Chomp as speed control and it just isn't enough, I think you very much need redirection, and I think when I run that it'll solve the problem
Ngl I thought "Sharpness Mega Gallade is theorymonners coming up with unbalanced bullshit and saying 'why doesn't game freak just do it'" and then I calced it and nah Mega Gallade is just genuinely a fraud, esp. since it can be intimidated again with Sharpness I think it's a fair ability lol
I'm curious, does Mega Sol also ignore opposing Weather boosts? Cause apparently you can OHKO M-Tar in Sand with Solar Beam. (Unless they forgot to implement Sand buffs lol.)
It does ignore Sand boosts, which aligns with my prediction for how the ability would be implemented.
I'm guessing that internally, the ability is temporarily overriding the current weather with Sun during the attack step and then restoring the actual weather afterwards.
Ngl I thought "Sharpness Mega Gallade is theorymonners coming up with unbalanced bullshit and saying 'why doesn't game freak just do it'" and then I calced it and nah Mega Gallade is just genuinely a fraud, esp. since it can be intimidated again with Sharpness I think it's a fair ability lol
It's mostly the speed, sorta like Heracross' problem. Not fast enough to outspeed the things it actually wants too. Don't get me wrong, really fast, but still not enough.
Ngl I thought "Sharpness Mega Gallade is theorymonners coming up with unbalanced bullshit and saying 'why doesn't game freak just do it'" and then I calced it and nah Mega Gallade is just genuinely a fraud, esp. since it can be intimidated again with Sharpness I think it's a fair ability lol
In terms of damage output, it's not the flashiest thing in the world. Sharpness Sacred Sword is like Mega Gallade getting a Muscle Band boosted Close Combat damage-wise. But not getting Def dropped can be nice especially with its solid Sp.Def stat, and ignoring Archaludon's stamina boosts was a big win though maybe less big in a no Body Press Arch world.
It does ignore Sand boosts, which aligns with my prediction for how the ability would be implemented.
I'm guessing that internally, the ability is temporarily overriding the current weather with Sun during the attack step and then restoring the actual weather afterwards.
erm ackshually !, whats more likely is that the move calls a function to damage calc, and in that damage calculation they switch the weather, but overall weather is not changed in the battle code! (if you kill me i understand
erm ackshually !, whats more likely is that the move calls a function to damage calc, and in that damage calculation they switch the weather, but overall weather is not changed in the battle code! (if you kill me i understand
Yeah it largely depends on how their codebase is structured. I'm going off the basis that gen 3 code used a global weather variable, so it depends on whether they kept that or refactored that logic in later gens. I don't know the code structure of modern Pokemon games.
A friend of mine who's more in tune with VGC has been running a Snow team with Mega Crabominable.
She showed me a video of her Mega Crab OHKOing Archaludon with Mach Punch after an Anger Point boost. (She was running Frost Breath on a partner to proc it herself.) That's neat.
Game went down while I was in an intense doubles battle while trying to extend a six-ish win streak, blah,
My doubles team is weird but hey, it's kinda working, Hatterene/Conkelldur for a Trick Room duo, but the rest of my team is speedy mons, Mega Froslass, Meowscarada, Sneasler, and Choice Scarf Ditto. Somehow it was working for me until TPC put the game into maintenance to punish me, personally.
Game went down while I was in an intense doubles battle while trying to extend a six-ish win streak, blah,
My doubles team is weird but hey, it's kinda working, Hatterene/Conkelldur for a Trick Room duo, but the rest of my team is speedy mons, Mega Froslass, Meowscarada, Sneasler, and Choice Scarf Ditto. Somehow it was working for me until TPC put the game into maintenance to punish me, personally.
They'll probably do something with them eventually, their appearance in the game is basically "keep rising the ranks and one day you'll face us"
maybe a gimmick challenge or something will happen in the future where they can show up instead of a real person or if you reach a high rank by the end of season.
otherwise there's no reason for them to exist. All the other NPCs are the faces & flavor of the menus.
btw here are the move changes.
Some of the more notable changes are Bone Rush, First Impression, Crabhammer, and Make It Rain, with some changes being only impactful for lower tiers, Ubers, and OM
Bone Rush going from 25 to 30 is actually pretty massive buff. That means the minimum damage this move can deal is about 60 BP, a max of 150 BP, and ignoring accuracy, an expect value of 93 BP.
This is a pretty big buff as it's now a pretty solid alternative to Earthquake. Even on a 3 hit, Bone Rush is only 10 BP lower than Earthquake, but has the benefit of ignoring Grassy Terrain and bypassing Substitutes. On top of potentially dealing as much damage as Headlong Rush or Max Quake at max Power.
I think that this makes Alolan Marowak a much bigger threat on Trick Room teams or as a strong Wallbreaker. Not having to worry about Rillaboom and hitting bulky Fires for major damage. And yeah, Marowak-A still. Even without loaded dice, you're still doing decent damage and more so than Earthquake if Rillaboom is on your opponent's or even your own team.
Lucario does some what appreciate Bone Rush buff for similar reasons and can run Loaded Dice to have a 120 minimum Ground type move. Being even more threatening to Toxapex and other Poison types. Though since this is regular Lucario, it likely not that relevant in higher tiers.
First Impression is actually crazy strong now, and that +10 BP matters.
252+ Atk Choice Band Tinted Lens Lokix First Impression vs. 0 HP / 0 Def Dragapult: 258-306 (81.3 - 96.5%) -- guaranteed 2HKO
252+ Atk Choice Band Tinted Lens Lokix First Impression vs. 0 HP / 0 Def Dragapult: 288-340 (90.8 - 107.2%) -- 43.8% chance to OHKO
252+ Atk Choice Band Tinted Lens Lokix First Impression vs. 0 HP / 0 Def Cinderace: 258-306 (85.7 - 101.6%) -- 6.3% chance to OHKO
252+ Atk Choice Band Tinted Lens Lokix First Impression vs. 0 HP / 0 Def Cinderace: 288-340 (95.6 - 112.9%) -- 75% chance to OHKO
252+ Atk Choice Band Lokix First Impression vs. 252 HP / 8 Def Slowking-Galar: 244-288 (61.9 - 73%) -- guaranteed 2HKO after Stealth Rock and 1 layer of Spikes
252+ Atk Choice Band Lokix First Impression vs. 252 HP / 8 Def Slowking-Galar: 271-319 (68.7 - 80.9%) -- 50% chance to OHKO after Stealth Rock and 1 layer of Spikes
252+ Atk Choice Band Tinted Lens Tera Bug Lokix First Impression vs. 0 HP / 4 Def Dragonite: 284-336 (87.9 - 104%) -- 31.3% chance to OHKO
252+ Atk Choice Band Tinted Lens Tera Bug Lokix First Impression vs. 0 HP / 4 Def Dragonite: 316-372 (97.8 - 115.1%) -- 87.5% chance to OHKO
252+ Atk Choice Band Tera Bug Lokix First Impression vs. 0 HP / 4 Def Kingambit: 234-276 (68.6 - 80.9%) -- guaranteed 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
252+ Atk Choice Band Tera Bug Lokix First Impression vs. 0 HP / 4 Def Kingambit: 260-306 (76.2 - 89.7%) -- 62.5% chance to OHKO after Stealth Rock and 1 layer of Spikes
A lot of barely under OHKOs become full on OHKOs or have much more favorable odds. Lokix obviously benefiting a lot from this change as this is a free 11% boost to its main priority and getting those OHKOs I mentioned. It also lets it take out opponents a bit earlier too after some chip. Slither Wing also buffs from this change as well, appreciating the damage output on neutral targets being even larger.
Make It Rain only has a small nerf, which is lowering its accuracy. From 100% to "95%" (aka will miss when you need to actually hit the move).
I like Gholdengo and even if I didn't, I'd hate this change since it's an RNG based nerfed. So sometimes it doesn't matter and your opponent hits the move every time, sometimes your opponent (aka you) misses multiple times in a row. I'd much rather them nerf the base power by 10 or 20, or give it the same stat drop as Draco Meteor.
I also hated how Thunder Wave was nerfed. Not removing full paralysis, but instead lowering accuracy so that there is even more RNG for the game to screw you over with.
I completed the required three battles for the Warm-Up Challenge, am I unable to collect the participation rewards until the end of the challenge date?