Resource Union Street - Casual Discussion Thread

Except the mons already pointed out by Helios, I feel like some other mons are also worth mentioning

1) Tyranitar: 4x weak to fighting but has really solid defensive stats to make up for it. Also strong offensive presence with its 9 atk stat, Sand Stream chip, Unnerve (and also cool synergy with barometer)

2) Volkraken: Fast and powerful fire/water type. It can hit 11 sp atk with modest and 110 speed with Timid and it appreciates both equally. The faster version can make use of the accuracy boost to better land its powerful stab moves in Overheat and Hydro Pump while the slightly slower version gets more sp atk boost from a choice specs and appreciates the +2 Analytic bonus against faster opponents. Also excellent ability in Pressure and Infiltrator

3) Dragonite: Even though Dragonite is not as much of a strong presence as before after the Multiscale nerf, it still boasts a decent ability with a plethora of tools in its arsenal.

4) Clefable (not biased opinion) : Magic Guard + Life Orb, Unaware, Cute Charm, Good tools (including rocks, meteor beam, screens, etc)

There are certain caps that are worth mentioning like Aurumoth and Stratagem but I don't have much experience with or against them to give a proper opinion
 
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I could definitely see those being on the list.
TTar has impressed me so far, despite the 2x fighting weakness. Though otoh I did see kingambit, another mon balanced around 2x fighting weak absolutely explode in my league battle vs fort.

Clefable I have not played with or against to form my own opinion, but they definitely look cool.

I am still a bit iffy on dragonite but maybe I am trolling. They just seem quite fair unless their their opponent gets wrecked by multi scale. I suppose they do have bide, fly/dive, trapping and some other good utility tools.
 
I am very surprised to see Shuckle on that list, it might not take very much damage but I feel like it also just can't really do anything. If you don't Contrary Shell Smash you do 0 damage, and if you do you get beat by any of Taunt/Haze/Psych Up/Phasing/Unaware, and it's really rare to find a mon that doesn't have *any* of those. I guess if you pair it with Mental Herb and send it out last you can mitigate most of the downsides, but I still feel like it's too situational to be on a "best mons in the game" list.

As for mons I think belong on the list, I think Golisopod is a big one. Just an absolute behemoth stats-wise, a really good typing where in terms of high-BAP weaks the only one you need to worry about that doesn't have shit accuracy is Meteor Beam, a pretty good ability, and a movepool that while not a strong asset isn't shallow enough to be a liability.

I also think Togekiss deserves some consideration, Serene Grace+Super Luck are amazing abilities, 90/7/8 defenses, while not on the same level as Golisopod's 90/10/9 after nature (Togekiss should always be Timid imo and I am strongly biased in favour of Careful Golisopod, so those are the natures I'm assuming), are still quite solid, it has great utility and coverage and Serene Grace Air Slash is solid STAB that will probably net you a free action every round against anything slower.

Munkidori is also probably worthy of consideration, although I haven't really seen it used enough to know for sure. It only does one thing, but it does that one thing way better than anything else in the game. Acid Spray -> Venoshock spam is simple but very effective when backed up by Toxic Chain and 9 SpA.

There's nothing else off the top of my head that is worth adding that costs 0 tech, I considered Swampert and Zapdos recommendations as well but tbh I don't think pivoting as a role is strong enough right now for "easily top 2 pivot in the game and nothing else comes remotely close" to let something make the top mons list.
 
For the December event, does anyone know what the JC rewards are for the referee?

Events reward x1.5 of the base facility, which in this case is Realgam Tower. A typical 4v4 Doubles match in the Realgam Tower rewards 15 JC to the referee. Assuming the referee gets 100% of the referee progress, is the JC reward:
1. 15*1.5=23, due to the entire event being considered a single match; or
2. 15*3*1.5=68, due to the event consisting of three separate doubles matches; or
3. Some other formulation?

EDIT: For that matter, is the reward based on number of matches played, if the players DQ or lose in waves 1 or 2? Or is it constant?
 
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I've been designated as BBP's Community Leader, which means I do all of the stuff I was already doing, but I get a fancier title plate for my trouble.

The resources now available to me will further my plans to abduct you all and force you to play SV OU help connect BBP more strongly with the main site. Thank you to site staff for helping to include our little community in the wider whole.
 
I've been designated as BBP's Community Leader, which means I do all of the stuff I was already doing, but I get a fancier title plate for my trouble.

The resources now available to me will further my plans to abduct you all and force you to play SV OU help connect BBP more strongly with the main site. Thank you to site staff for helping to include our little community in the wider whole.
Congratulations, well deserved.
 
looking to put out a small hotfix later this week, before Circuit 19 fires, to codify that Fatigue is a "system condition" like Fainting is; and thus persists between battles in a venture. this also means that effects like Purge won't remove it, because they don't mention Fatigue or system conditions.

there are few mentions of Fainting having this special treatment in the handbook, those mentions will instead mention "System Conditions (such as Fainting)" or similar.

because finding windows to Chill is currently the only reliable source of En recovery in the Battle Pike (and a big help in Safari), I'm posting this instead of just springing it on people mid-round. ideally I'd like to have it done by Friday.

i also owe people a radar post for balance; and not just for Groudon reasons.
 
Do Safari mons need EN (or some equivalent limitations?)

Currently, I think EN-stalling strategies (Protect, Substitute spam) are king for Safari mons. While I'm aware Safari is an easier facility, EN-stalling strategies add tedium more often than challenge - though I have dealt with ENKOs lately when I didn't respect them enough.

The use of powerful moves with little to no cost creates frustrating situations, such as the use of Roar in Neosonic97's first Safari expedition. Phazing moves have little to no counterplay at low levels, and the recent Phazing buff makes its effect very strong (1 turn of 1st order+1 turn of 2nd order stuck in a bad matchup). I imagine this is usually balanced out by its high EN cost (twice as much as a standard move).

And since you only bring 2 mons to Safari, Phazing is even more polarizing.

It might be that our frustration over EP healing being available to Safari mons (which led to the 10 EP a round stopgap) might have been misplaced, and the EN stalling issue is more impactful.

I think it would be healthier for EP healing and higher damage to be more available to Safari mons but with some limitations on how often they can use EN-stally moves or unusually high impact moves like Phazing moves. Maybe they could be limited to spending 7 EN a turn or something without having max EN. I dunno, these are just my thoughts.
 
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