I believe a majority of suggestion topics related to IVs would not exist/not have existed if the teambuilder did not override IVs that the user has directly inputted into their Pokemon when the user clicks on their Pokemon's moveset.
Ordered by recency:
The first, second, third, and last complaints still exist.
Ordered by recency:
Currently, the amount of Pokemon that run Foul Play in SV and SS 1v1 is 0, with only a select few low tier mons that run it in older generations, and most importantly the damage rolls are completely irrelevant against special attackers anyway, since it's not a considerable enough difference in damage to change the number of hits required to KO.
Meanwhile, a very very relevant move instead that really needs the 31 Attack IVs is Struggle.
in SV 1v1, A tier Pokemon Iron Valiant and Ninetales-Alola both run Encore Disable sets that force you to struggle.
Aromatisse does the same...
Meanwhile, a very very relevant move instead that really needs the 31 Attack IVs is Struggle.
in SV 1v1, A tier Pokemon Iron Valiant and Ninetales-Alola both run Encore Disable sets that force you to struggle.
Aromatisse does the same...
- RADU
- Replies: 6
- Forum: Suggestions
Reviving this thread to bring up this issue once again...I'd like to bring up another big use case for this would be in oms, particularly in catswap and a more niche case would be partners in crime (particularly when you want to use ally's physial attacking moves), but if this were to be implemented I'd much rather have a toggle on specific teams rather than your entire teambuilder cause 99% of the time it's the better option and it'd be obnoxious to switch it on and off, even better just having it save in the import/export when you set it so it doesn't get auto set back
Currently, pokemon such as Rapid Spin Starmie and attack-less Skarmory are automatically set to 0 Atk IVs. Confusion is basically nonexistent, while struggle and rapid spin damage occur more frequently. This could also extend to ghost types in Gen 4, as they are immune to Dynamic Punch. So, I am requesting that all pokemon in Gen 3 and ghost types in Gen 4 keep 31 Atk IVs as the default regardless of their moveset. Thank you.
- ABR
- Replies: 0
- Forum: Suggestions
Basically the title. There'll be cases (mostly in OMs) where full Attack EVs and IVs are suggested if running moves that deal negligible / no fixed damage, such as the ones below:
I'm not a coder but i'm presuming that the builder just checks the category of the move and not the BP. This is generally important due to Strength Sap being a lot more common in OMs, and ends up wasting EVs / giving more healing than necessary. I think it'd be more convenient if this didn't happen, especially for newer players who aren't aware of the importance of minimum Attack. The...
I'm not a coder but i'm presuming that the builder just checks the category of the move and not the BP. This is generally important due to Strength Sap being a lot more common in OMs, and ends up wasting EVs / giving more healing than necessary. I think it'd be more convenient if this didn't happen, especially for newer players who aren't aware of the importance of minimum Attack. The...
- Tea Guzzler
- Replies: 0
- Forum: Suggestions
In Hackmons generations from Gen 5 onwards Foul Play is basically nonexistent; the chance a Pokemon has to resort to Struggle is higher than the chance one encounters a Foul Play user.
(format set as Gen 6 Pure Hackmons)
Of course, this also goes for formats I'm not aware that Foul Play is nonexistent in.
(format set as Gen 6 Pure Hackmons)
Of course, this also goes for formats I'm not aware that Foul Play is nonexistent in.
- aerobee
- Replies: 4
- Forum: Suggestions
This is kind of annexed with this thread but I think for photon geyser and shell side arm, it's practicaly more a bug than a suggestion so I'm making another thread.
When we put shell side arm or photon geyser and no physical attacking move (other than rapid spin which is the subject of the first thread), the builder defaults the set to 0 attack IVs. Since both moves can damage on the physical side as much as on the special side, they should trigger the builder as physical and special moves. This is especialy annoying since every time you click on one of your moves in the builder...
When we put shell side arm or photon geyser and no physical attacking move (other than rapid spin which is the subject of the first thread), the builder defaults the set to 0 attack IVs. Since both moves can damage on the physical side as much as on the special side, they should trigger the builder as physical and special moves. This is especialy annoying since every time you click on one of your moves in the builder...
- Sweet Jesus
- Replies: 1
- Forum: Closed Suggestions
Rejected Thread 'Fake Out & Attack IV'
As can be seen on the attached Salazzle set (a standard VGC 17 set), Fake Out is causing the Attack IV to be set to 31 and is also causing the teambuilder to suggest Hasty. I know why this is happening; the Attack IV defaults to zero unless the Pokemon's set has a physical move (which Fake Out is), and the suggestion of the Hasty nature is due to it detecting both physical and special moves on the set.
I want to suggest that Fake Out should not have any impact on the suggested nature and should not automatically set the Attack IV to 31. Neither of these things are difficult for a person...
I want to suggest that Fake Out should not have any impact on the suggested nature and should not automatically set the Attack IV to 31. Neither of these things are difficult for a person...
- Adamant Zoroark
- Replies: 5
- Forum: Closed Suggestions
The first, second, third, and last complaints still exist.
Last edited: