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The Expert Belt Dojo (Q&A) (CHALLENGES CLOSED)

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Caliber enters the Dojo uneventfully. Floating behind him is Hindenburg, his Drifloon. The odd balloon Pokemon floats around, poking at various things in short bursts of balloon propulsion. The Trainer humbly bows.

First of all, I'd like a two-turn brawl for my purple friend here. Second, I have a few combo questions:

Regarding the Phanpy line, how would Rollout react with:
-Flail (I'm assuming some sort of reckless Rollout with additional power based on lower HP)
-Fire Fang / Thunder Fang (Elementally charged Rollouts?)
-Ice Shard (Perhaps using Rollout in snowy areas to kick up snow without using an action?)
-Bulldoze (Literally?)
-Head Smash / Superpower (Well, it does say Donphan can take out a house...)
-Knock Off (More energy to aim for the item, but more damage when the item comes off?)
 
"Sweet, this dojo finally opened up, huh? Well, might as well poke around...too bad Sharpness is off in glorious Weedle combat, he could really use the help more than you, Tourmaline..."

The collection of animated rocks known as Tourmaline remains silent, tilting its head as the sun refracts through its red, gem-like eyes.

"Well, I suppose it wouldn't hurt to ask a FEW questions on Sharp's behalf, yes?"

First things first then, questions about the ever-popular Beedrill line:

1. What are the best ways to get the most out of Weedle and Kakuna's extremely limited movepools? One idea I have to get a bit of damage out of the support half, at least for Kakuna, is to try using Harden or Iron Defense, then using String Shot to grapple onto something, using the momentum of the swing as a body tackle of sorts. Do you believe this would work? Are there any other potential combos out there for the under-evolved duo?
2. Would Iron Defense in any way benefit Sharpness when it finally becomes a Beedrill? I know it won't do much in terms of aiding survivability, but the quirkiness of the move has me almost wanting to teach it while I still can!

That's it for questions for now, I have a few others, but they are ones I wish to test, as a scientist of sorts, on my own.

Next, Tourmaline wishes to do battle in the dojo, think you can set something up for us?
 
1. What are the best ways to get the most out of Weedle and Kakuna's extremely limited movepools? One idea I have to get a bit of damage out of the support half, at least for Kakuna, is to try using Harden or Iron Defense, then using String Shot to grapple onto something, using the momentum of the swing as a body tackle of sorts. Do you believe this would work? Are there any other potential combos out there for the under-evolved duo?
2. Would Iron Defense in any way benefit Sharpness when it finally becomes a Beedrill? I know it won't do much in terms of aiding survivability, but the quirkiness of the move has me almost wanting to teach it while I still can!

1: You'll probably find that most refs are willing to reward creativity a lot when it comes to those Pokemon that basically get jack in the way of moves. As such, something like Iron Defense + String Shot would probably work, and maybe even Iron Defense + Tackle. However, "your mileage may vary" and be prepared for some refs to be very flexible and some to be less flexible.
2: Iron Defense can always be useful in some way - if you go first in a turn and use Iron Defense on round 2, it will reduce physical damage by 19.5 over the next 8 actions. That can be a pretty big deal depending on the opponent (and whether or not they have any effective special moves). However, offensively, I'm not sure Iron Defense would do much for you. Its main offensive benefit would be to amplify body tackles since ostensibly it would make the contact surface super-hard and increase the force of the impact. However, considering that Beedrill's effective attacks are all stabbing or slashing attacks, its offensive usefulness is very limited.

Counter: 2
 
We've come for some more combo training. >:3
EDIT: Added the intended effects of most combos. Some of these I'm not really sure what they're supposed to do LOL.

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- Rage + Metal Claw: like a Steel-type, attack-boosting version of Flame Charge-- the Rage boosts Metal Claw's chance of an attack boost while the effects of Rage are still active.
- Metal Claw + Brick Break: the ultimate rock-breaker. Like a more powerful Rock Smash that may or may not be Steel-type.
- Scary Face + Growl: combined forms of intimidation that lower both Attack and Speed.

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- Sand Tomb > Fissure: (2-turn combo) Restrict movement of the foe so Fissure has a much higher chance of connecting.
- Bite + Bug Bite: Dark-type version of Bug Bite
- Bug Bite + Crunch: Bug-type version of Crunch
- Roost + Digging: from the air, diving straight to the underground (would probably require sand or very soft dirt)
- Dig + Faint Attack: stealthily emerging from underground to strike
- Dig + Quick Attack: rapidly emerging from underground to attack in the blink of an eye

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- Wing Attack + Stone Edge (attempt to be a weaker, but more accurate Stone Edge):
- Earth Power > Ancientpower: 2-turn combo that knocks the opponent into the air, then attacks with Ancientpower while they're airborne and vulnerable.
- Agility + Acrobatics: utilizing superior mobility to strike and then dart away before the opponent has a chance to retaliate with a physical move.
- Scary Face + Leer: combined forms of intimidation that lower both Defense and Speed.
- Scary Face/Leer + Taunt: No idea outside of simply compounding their effects in the same turn. o___O So like, it'd be of use against faster stuff...? *shrug*
 
Athen, thanks for reffing. But could you please add the Electro Ball, Light Screen, and Agility it has learnt?
 
How flammable is Sludge Bomb?
Is it possible to combo it with a fire-type move to create a napalm-like effect?
Or use it to hit Inferno's fireball and cause a toxic explosion of some sort?
 
With Sludge Bomb you're throwing several balls of sludge. Sludge is not really flammable, given it is generally part water, meaning that combos with Fire-type moves are not possible. As for hitting a fireball, it probably would just disrupt the fireball wherever it passed through it, leaving it weaker but probably not exploding.2/3
 
Lupus, Sludge probably wouldn't be flammable for the reasons Athenodoros suggested, but poison gas-related moves most likely would be. Team Rocket's Weezing was one forced to explode by having his gas ignited in the anime or something, I seem to recall.
 
Lupus,

Okay, like before, we'll start with the combos. One thing before I start: it is near impossible to combine a pure status move with an attacking move. If you do, it will most likely either not cause the status automatically or not work at all. With that out of the way, here we go:

  • Whirlpool (self, avec Water Absorb): This is considered a healing move that goes against the "recovery move" count established before the match. The 2-5 turns of Whirlpool do not happen, since Water Absorb stops the entire attack to heal.
  • Whirlpool (WA self)+Ice Beam (whirlpool): See above, so this combo doesn't work.
  • Whirlpool (WA self)+Blizzard (whirlpool): See above, so this combo does not work.
  • Surf+Ice Beam (wave): Impossible, since the ice would simply freeze the wave still or not work at all (the wave is huge and moving fast, so freezing seems impossible).
  • Surf+Blizzard (wave): See above.
  • Surf+Toxic: Pretty much changes the typing of Surf to Poison. May have a 30% chance to normally poison the target. Hits all targets.
  • Surf+Spore/Stun Spore: This doesn't make sense. Better off just using the two moves individually.
  • Splash+Physical Move: Increases the velocity of moves, so that means increased damage from moves like Take Down, Bounce, etc.
  • Whirlpool+Hypnosis: Doesn't make much sense. Better off just using the two moves individually.
  • Flamethrower+Sludge Bomb: A slightly more powerful version of Sludge Bomb. Fire-based attack. May have a 10% chance to Poison AND a 10% chance to Burn.
  • Earthquake+Surf: As a combo attack, it doesn't make much sense. I don't think this would work as an attack against the opposing Pokemon. However, this combo could potentially alter the stage greatly. As to what extent, that is up to the referee.

"yes, sludge is flammable"
 
Apologies for the wait, SDS and Objection. I couldn't get on this morning, and have been out all day.

Spiffy will be using Shield Dust as her ability.

Alright, little chica, let's start off with a Charge to boost your power, then zap away with a double Thunderbolt.

Charge >>> Thunderbolt >>> Thunderbolt.

Reposting because SDS didn't seem to notice... Or did and is just busy. Which would make me look like an asshole. Which I am.
 
What would happen in a double battle if one of my pokemon explodes, and the other uses counter in the same action?

Signing up for a 2 turn battle.
 
Ok, so what is the final verdict on Sludge Bomb? Isn't its composition influenced by the fact it's produced by a Fire-type mon like Houndoom?
 
I cash in my DC for a TC, from my two-turn brawl loss vs Flora. I also sign up for another two-turn brawl, this time with Vanguard, my Shieldon. And one more question (for now :p), what would be a good type for a fourth poke for my Swablu-Shieldon-Croagunk team?
 
We've come for some more combo training. >:3
EDIT: Added the intended effects of most combos. Some of these I'm not really sure what they're supposed to do LOL.

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- Rage + Metal Claw: I'd be wary of this one, because Rage is such a specialized ability.
- Metal Claw + Brick Break: Questionable, because combining a "sharp" claw attack with a blunt smashing attack is always odd. If it DID work, it would likely make Brick Break effectively Steel-type and also give it the chance of Attack raise.
- Scary Face + Growl: Yeah, this works, I guess. However, it's not significantly better than just using them on 2 different actions.

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- Sand Tomb > Fissure: (2-turn combo) Fissure requires too much energy to use in tandem with an attack that requires you to keep focus in order to keep the opponent trapped. On top of that, anything that increases the power of OHKO moves is questionable.
- Bite + Bug Bite: Yeah, this would work. Adds the effects of a Dark-type move as well as the flinch chance.
- Bug Bite + Crunch: See above.
- Roost + Digging: I'm not sure this would actually be necessary for a flying Pokemon to use Dig, but I'm inclined to say no. Roost implies a slow, controlled descent meant to give the Pokemon a chance to recuperate, which doesn't really work with Dig.
- Dig + Faint Attack: It's kinda hard to emerge from underground stealthily, so I'd personally say no.
- Dig + Quick Attack: This would probably work, though it'd work better for a Ground-type, since they'd have the knowhow to actually get out of the ground fast enough to do said quick attack.

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- Wing Attack + Stone Edge (attempt to be a weaker, but more accurate Stone Edge): Given that it's Archen that's doing it, I'd be willing to take this. It'd probably split the difference and have 8 BP with high CH rate and 100% accuracy. However, given that Stone Edge says "either pointed stone or stony appendage", this wouldn't work on a non-Rock bird.
- Earth Power > Ancientpower: No dice here. Earth Power doesn't have a violent enough effect to actually disable the opponent and make them more susceptible to the Ancientpower.
- Agility + Acrobatics: This works, but remember that you'll be kinda helpless on the next turn due to combo fatigue.
- Scary Face + Leer: Again, see my earlier post for the effect of this. Sure, it works, but it's not significantly better. Certain refs MIGHT give Leer a bonus effect (-2 instead of -1), but your mileage may vary.
- Scary Face/Leer + Taunt: Again, it probably works, but not with a significant benefit.

HUEG POST IS HUEG so I'm counting this as 2 counters (with DarkSlay's blessing). My counter is at 1, and I'm up to 3 WCs.
 
I have a question for a combo move, how would Growl + Snarl work?

Growl can be used menacingly depending on the Pokemon, so in that case it could easily compound with Snarl. However, they have such different aims that they don't really compound properly. I would suggest something like the result adding the two effects but doubling the defence drop, because I would say that the snarl adds more to the growl than the other way around.

What would happen in a double battle if one of my pokemon explodes, and the other uses counter in the same action?

Signing up for a 2 turn battle.

Given that your Pokemon will be KO'd when Counter is released, it is very reasonble to target one of you opponents with it instead. I would give it the okay.

Leethoof said:
I cash in my DC for a TC, from my two-turn brawl loss vs Flora. I also sign up for another two-turn brawl, this time with Vanguard, my Shieldon. And one more question (for now :p), what would be a good type for a fourth poke for my Swablu-Shieldon-Croagunk team?

For your match, Arcanite has a challenge available, so you can play against him when there is a spare ref. As for your question, type synergy does not have as much of an influence in ASB, so it doesn't matter as much. You also don't have any glaring weaknesses, so it shouldn't matter too much. I would just go with whatever you like, although perhaps avoid any more 4x weaknesses, because you already have a lot.1 WC + 2/3
 
On my Shroomish, would it be possible to combine Seed Bomb and Spore to make a damaging sleep move? How about Seed Bomb and Leech Seed?
 
my issue with seed bomb + spore would be that I don't see how Seed Bomb would manipulate the trajectory of the spores themselves and, if they do, it would seem more likely that the spores would be less likely to hit the target

seed bomb and leech seed would seem iffy because the seeds from seed bomb would explode and possibly destroy the ones from leech seed, but I guess that's more up to the ref

1
 
On my Shroomish, would it be possible to combine Seed Bomb and Spore to make a damaging sleep move? How about Seed Bomb and Leech Seed?

Probably not Seed Bomb and Spore, since Spore is less seeds and more a fine powder. However, Leech Seed + Seed Bomb would probably work to spray the seeds over a large area, potentially hitting both Pokemon in a double battle and also making it more difficult / impossible to dodge the Leech Seed. It would also make the Leech Seed harder to counter via Fire attacks, since a lot of players tend to burn up the seeds with WoW or Flamethrower. It's harder to do that when it's a huge exploding pile of seeds.

2
 
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