Format Discussion Gen 9 Baby Random Battle Set Discussion

bobomania

every moment every day beyond words
is a Community Contributor
What should be posted here?
- Accurate reports or screenshots of objectively bad movesets, ability synergy, items, et cetera.
- Suggestions on moves or items to add to (or remove from) Pokemon, backed by good reasoning.

What can I read to make the best suggestions I can?
We've got a very comprehensive resource for that!

Please do not post:
- One-liners. This includes suggestions without any backup reasoning.
- Complaints of illegal Pokemon or sets.
- Requests to add the National Dex.
- Posts complaining about unfairness, demanding certain Pokemon should be "banned" from the format, or complaining about hax.*
- Screenshots of movesets that are not actually bad.

Important details about Random Battles that affect set effectiveness and generation!
- All Pokemon have 85 EVs in every stat with a neutral nature, unless 0 Atk EVs/IVs and 0 Spe EVs/IVs would be beneficial. In these cases, the rest of the EVs are still 85 and the nature is still neutral.
- The set generation is random and runs on an algorithm. Sets will not be identical from match to match, and some sets may be slightly better than others; this thread is only for reporting unviable/undesirable sets. If you want the same few sets every time, you should play Battle Factory instead!
- Unreleased Pokemon and abilities and illegal move combinations are allowed in Random Battles.
- Pokemon can run moves in Baby Random Battle that they do not learn until later levels. Shell Smash Sinistea is legal.
- Cosmog, Dreepy, Magikarp, Toxel, Combee, Kricketot, Scatterbug do not exist. They do not have enough moves to run a functional moveset that doesn't include Tera Blast.

*Disclaimer (READ BEFORE POSTING):
Random Battles try to always make every part of the competitive Pokemon realm available (not including traits exclusive to AG like Evasion, duplicate species or OHKO moves), along with always aiming to give each Pokemon its best competitive options on their sets. Our method for nerfing strong Pokemon includes a subjective level reduction based on objective winrate data (availabe on the /rwr command), while we try to buff reduced winrate Pokemon by increasing their levels or thinking on alternative sets that might be more useful for them.
Therefore, this thread is not for suggestions, questions or complaints about a particular set that seems too overwhelming for you, as at best it's an issue that will be solved with level nerfing, and if winrates don't abide to it being broken you can reach the Random Battles room to ask for suggestions on how to properly deal with it.
 
Last edited:
Hi, this was a cool idea that I know we in LC appreciate having around. I want to briefly comment on the way randbats tends to balance with leveling: this tends to be, in practice, not very functional at this level range. Level differences tend to dramatically change bulk from lv 5-9, resulting in typically useless bulky mons like Duskull, Happiny, and others being nigh unkillable. I understand that this tier is not LC, but it creates a rather bizarre dynamic when calcs like this happen:

Turn 1 Battle timer is ON: inactive players will automatically lose when time's up. (requested by KSG) Squirtle used Water Spout! (The opposing Duskull lost 28% of its health!) The opposing Duskull used Poltergeist! Squirtle is about to be attacked by its Choice Scarf! (Squirtle lost 66.7% of its health!)

The result is a tier where there is very little sense of what kills what and is paradoxically often bulkier than lv 100 randbats (LO mons and +2 sweepers almost never KO anything). I am by no means an expert in how to balance these tiers, but I would consider a closer look at how dramatically the level differences apply here.
 
Hi, this was a cool idea that I know we in LC appreciate having around. I want to briefly comment on the way randbats tends to balance with leveling: this tends to be, in practice, not very functional at this level range. Level differences tend to dramatically change bulk from lv 5-9, resulting in typically useless bulky mons like Duskull, Happiny, and others being nigh unkillable. I understand that this tier is not LC, but it creates a rather bizarre dynamic when calcs like this happen:

Turn 1 Battle timer is ON: inactive players will automatically lose when time's up. (requested by KSG) Squirtle used Water Spout! (The opposing Duskull lost 28% of its health!) The opposing Duskull used Poltergeist! Squirtle is about to be attacked by its Choice Scarf! (Squirtle lost 66.7% of its health!)

The result is a tier where there is very little sense of what kills what and is paradoxically often bulkier than lv 100 randbats (LO mons and +2 sweepers almost never KO anything). I am by no means an expert in how to balance these tiers, but I would consider a closer look at how dramatically the level differences apply here.

nice to know the format is appreciated. we do not plan to change our level ranges at this time. the current levels are preliminary, and level balancing is planned once we get some real data. if anything feels too strong, weak, or bulky, you can blame me (i designed most of baby rands).
 
nice to know the format is appreciated. we do not plan to change our level ranges at this time. the current levels are preliminary, and level balancing is planned once we get some real data. if anything feels too strong, weak, or bulky, you can blame me (i designed most of baby rands).

(this user used chatGPT to try to pad the word count of this but this was edited back down by a mod)

Wiglett doesn't learn Pain Split.
 

Attachments

  • pain split wiglett.jpg
    pain split wiglett.jpg
    72.3 KB · Views: 111
Last edited by a moderator:
1719906183310.png

I've found out through getting this set that milcery has an absolutely terrible pool of moves to pick from (why does this thing not get calm mind), but i think replacing draining kiss with dazzling gleam (or giving it an alternate set with it) would be a good idea as currently it can't really do any immediate damage.
 
View attachment 644736
I've found out through getting this set that milcery has an absolutely terrible pool of moves to pick from (why does this thing not get calm mind), but i think replacing draining kiss with dazzling gleam (or giving it an alternate set with it) would be a good idea as currently it can't really do any immediate damage.

we can add dazzling gleam as an alternate stab option, yeah
 
  • Like
Reactions: nd_
Back
Top