If I want to make a suggestion for the "What if" thread, where should I do it? I wanted to discuss Defog working as it does right now but in Gen 4, since Stealth Rock was a big game changer in that gen.
If you have a suggestion for the what if thread, feel free to send me a message. Im always up for suggestions.If I want to make a suggestion for the "What if" thread, where should I do it? I wanted to discuss Defog working as it does right now but in Gen 4, since Stealth Rock was a big game changer in that gen.
Gen 2 isn't really super stall js. It can be if you want it to be, but most of the time it isn't, with things like Lax, explosion, Champ, Nido and Wak being notable things that are more offensively inclined. Also Blissey isn't even that good tbh, super passive and it has to coexist with Lax, which is kinda similar to Blissey defensively (only far from useless on offense).likegen 2 was super stall all the way by the advent of blissey and psychic stop being OP, that kind of stuff...
i know in gen 6 it's whoever is faster dies first, and i don't think it has ever been any different. i could be wrong, but i found nothing about it changing.In Showdown ADV, one way to get a 0-0 is to initiate Perish Song in a 1v1 situation and have it go off on both of you. I was surprised to find that the user loses. Is this implementation accurate?
That's how it is for the original game carts. Game Freak nerfed it in Gen II.Can sombody please explain to me why the special drop chance for psychic was changed from 10% to 30% in gen 1? I've been looking in vain for this information, and as someone who enjoys gen 1 randoms battles it has really shaken up my life. Thanks for your time.
The exact amount of time has been discovered - http://www.smogon.com/forums/threads/stat-experience-training-in-rby-gsc.3467090/ This was just for Red Blue, because of course your Rival's team is different in Yellow, but as you can see the number of rounds per stat barely differ. Fight the Elite Four with your team 37 or 38 times and you're probably fine.I've been trying to make a competitive team on Yellow using the Virtual Console release. I'm to the point where I've beaten the E4 and have the duplication glitch down for Vitamins, but has the exact amount of times you need to defeat the E4 to reach max "Stat Experience" been discovered and does the EXP ALL share "Stat Experience" between all your Pokemon? The guide in the OP just says to train on GSC, which isn't an option here, so any tips or a nudge in the direction of a proper guide is appreciated.
I don't think it's a legal combination in GSC, as the move is mutually exclusive egg move-ish for Oddish, but I may be wrong. There may be a bug I'm unaware of that makes this possible, as a chain exists, but it would require Nidoran-M somehow keeping Charm in its meta-data until it bred with the next in the chain (Serebii has the listings, check Here). So unless I'm missing something, or there's a glitch, I don't think it's possible (At least for GSC).Legit question: how do you get a charm oddish in gsc? Bulbapedia tells me it's coded to be able to learn it as an egg move but no other pokes in its Egg group can learn it legitimately (and by extension neither can oddish). Is this true because if so Charm probably shouldn't be legal in gsc (it currently is), which actually has important consequences for UU...
So I figure you're looking at Meganium and Skarm as both being Lax counters. They also have overlap in terms of being able to handle Marowak, Machamp, Quagsire, and Exeggutor. Skarmory is a more solid answer to most of these threats for the reasons you mention. Plus, it handles Heracross, whereas Meganium most certainly does not. However, Meganium is one of the best counters to Growth Vaporeon out there, and it also handles Curse Rhydon/Steelix with ease, both of which are things Skarmory can't do. Meganium probably shouldn't be tasked with switching into Electrics unless it's as a Light Screen-using pivot; it loses the PP war pretty hard against them.I've been wanting to build a GSC team which features Meganium, but the more I think about it, the more I find that Skarmory fits the role much better. It is a better physical wall in both stats and typing, and Whirlwind is considerably better than Leech Seed at forcing switches. Moreover, Skarmory is less concerned with status, with Toxic immunity and Rest on most serious sets. The only point I can see in favour of Meganium is that it takes Thunder like a champ, which Skarmory most certainly does not. Have I missed, or worse, misunderstood something about Meganium in the second generation?
Thanks for the reply, it's very helpful. "Snorlax counter" is perhaps overly specific, I'm thinking about it as a general purpose physical wall, but Snorlax is obviously one of the more important things Meganium will have to face. The point about countering Vaporeon is something I didn't think about, but it could be very relevant. You're probably right about the Electrics as well.So I figure you're looking at Meganium and Skarm as both being Lax counters. They also have overlap in terms of being able to handle Marowak, Machamp, Quagsire, and Exeggutor. Skarmory is a more solid answer to most of these threats for the reasons you mention. Plus, it handles Heracross, whereas Meganium most certainly does not. However, Meganium is one of the best counters to Growth Vaporeon out there, and it also handles Curse Rhydon/Steelix with ease, both of which are things Skarmory can't do. Meganium probably shouldn't be tasked with switching into Electrics unless it's as a Light Screen-using pivot; it loses the PP war pretty hard against them.
Standard set for Meganium is probably something like:
Meganium @ Leftovers
where the (filler) move can be a status move (Toxic or Body Slam), Light Screen to fill out a dual-screens set, or Razor Leaf for dissuading Starmie/Cloyster/Donphan/Golem from coming in to spin away precious Spikes. Or, more rarely, even a coverage move like Earthquake (to check Gengar), Hidden Power Ice (to shoo out Exeggutor while maintaining Razor Leaf's SE coverage against Ground-types), or Hidden Power Fire (shooing out Egg and keeping Forretress from spiking/spinning on you).
Counter sounds like fun, but it requires you to drop Leech Seed, which is quite a big ask as it's the main reason Meganium is considered a good check to Vap and Snorlax. Meganium dissuades a lot of Physical attackers from staying in anyway.
Swords dance is almost never going to do anything useful, but if you're dead-set on using it, you can try:
Meganium @ Leftovers
-Hidden Power Fire/Earthquake
HP Fire lets you muscle past Skarm (it's got a solid chance to 3HKO), which you need to be able to do if you're going to be a halfway serious offensive threat. EQ can be an alternative, though, if you really need to be able to hit Ghosts (Rocks aren't as big a deal because you're friggin' Meganium). No STAB, but Synthesis + Body Slam para will give you plenty of chances to set up, at least. Leech Seed is listed as a Synthesis alternative to try to keep Lax from Cursing up on you. Idk, tbf Leech Seed might be better over the coverage move, I just don't know.