Well, if I try to play on Showdown, I'm forced to play with Smogon rules, which means no Blaziken.
Switch "format" to "Ubers". Ta-da! Problem solved.
Well, if I try to play on Showdown, I'm forced to play with Smogon rules, which means no Blaziken.
Well, if I try to play on Showdown, I'm forced to play with Smogon rules, which means no Blaziken.
And then I have to fight Yveltals and Mega Mewtwos because I had the gall to use Blaze Blaziken.
+3/+4...Speed? In that case, your sweeper is walled even harder. There's such a selection of amazing walls and revenge killers in OU that even a +6/+6 offensive mon isn't that hard to deal with, and a +0/+6 one is simply hard walled. Period.
Of course if you don't have any Azumarill counters you would find a +0/+6 Azumarill hard to beat. But in that case it's your fault for not having a counter.
Speed Boost is so ridiculously easy to defeat that it's really silly to call it broken.
Without getting too invested I this debate, I'd just like to point out that by claiming that not having the answer to speed boost is your fault, you're also making me wonder: "why is it that because smogon users dislike evasion, they pick and choose to ban things like moody?", shouldn't good players just carry perfect accuracy moves? They exist as a counter to evasion on purpose, and if me not being able to kill a strategy is my responsibility, then where is the responsibility in that?
I know this topic has been poured over endlessly, and I'm really not interested in arguing it, but you should pick your points more carefully, saying that one thing is OP because I should have the tools to kill it, yet another is legitimate and I shouldn't be penalized for ignoring countering it (because I simply don't like to use the perfect accuracy moves because 'they suck') is hypocritical.
Not to beat a dead horse or anything, but I want to chime in on the RNG thing. There are some elements of random chance that we accept as a fact of life in pokemon battles, such as the built-in chances to miss of many moves to confusion, attraction, critical hits, duration of status, all kinds of things. That's why I think it's not exactly right to condemn things purely on the basis of luck, because there is luck involved in every battle whether we like it or not. It would have to be because Moody in particular has a much larger effect on the game than any of the previous things I mentioned. Missing a turn due to an attack missing or confusion is bad, but letting your opponent get a free +2 whatever is usually much worse. So someone has to decide which effects are acceptable to happen randomly each turn and which ones shouldn't, and I guess you either agree with Smogon's decision or you don't.
I have an unrelated question. I heard something about female pokemon being able to pass on egg moves in this game? Can someone explain that?
How do you even make custom games on Showdown?
bump - help pleaseI have a team of these pokemon
Goodra (M) @ Assault Vest
Ability: Hydration
EVs: 252 SAtk / 252 HP / 4 Def
Modest Nature
- Dragon Pulse
- Dragon Tail
- Flamethrower
- Sludge Bomb
Galvantula @ Salac Berry
Ability: Compound Eyes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Bug Buzz
- Thunder
- Energy Ball
- Sticky Web
Zoroark @ Life Orb
Ability: Illusion
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Dark Pulse
- Flamethrower
- Focus Blast
- Grass Knot
Kangaskhan @ Kangaskhanite
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spd
- Power-Up Punch
- Return
- Earthquake
- Sucker Punch
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Earthquake
- Ice Fang
- Roost
- Toxic
however, I can't find anything good to cover the big ice weakness. has anybody else got any ideas.
bump - help please
So in other words, there's no way on Showdown to play normal OU games with a Blaze Blaziken that has no reason to be in Ubers.
Yup.
Please stop. What you just described was a Baton Pass team, and the fact that you were unprepared to deal with the playstyle / team doesn't prove that Speed Boost is broken in the slightest (hint: Dragon Tail, Roar, Taunt, can all help deal with Baton Pass). Also, even if the opponent is at +6 Speed, that doesn't prevent you from attacking - it's probably due to the way you played or predicted that made your attacks ineffectual.Just fought a team with Sub/Protecting Speed Boost Ninjask, Acid Armoring Vaporeon, and Calm Minding Espeon constantly baton passing their boosts without letting me get a hit in because they were too fast.
Yup, that's fair.
How many usages of an O-Power does it take to level up?
Two questions:
Reaffirming, ingrain in gen 5 WAS able to be roared away, correct?
Secondly, now in gen 6 with Ingrain passing being able to STOP roar, what is the standard tactic to taking down baton pass teams with ingrain? Esp. Stall teams countering.
Taunt is probably your best bet. Make sure you get a taunt off as soon as possible and you should break the chain. Make sure you can take the hits though. Pretty sure smeargle is still the only ingrain passer so he is very easy to taunt especially with a prankster user.Two questions:
Reaffirming, ingrain in gen 5 WAS able to be roared away, correct?
Secondly, now in gen 6 with Ingrain passing being able to STOP roar, what is the standard tactic to taking down baton pass teams with ingrain? Esp. Stall teams countering.