I will make a Pokemon of you 2.0 [Welcome to the Sun/Moon Meta: Video Warriors]

And now that @Persona is revealed, I can share one of his testing battles in which he completely saves the day after some really idiotic moves on my part:

http://replay.pokemonshowdown.com/ou-359813695

My Many Regrets:

  • Basically, I could have just killed that Mega-Charizard X outright with @Ronk, if I had–uh–remembered that it was now a Dragon type. Whoops.

  • And then I guess there’s a clause with Outrage that “disrupts” it if used on a Fairy, so that the user doesn’t get confused unless it’s their final Outrage usage? Had no idea.

  • And–um–yeah: Empoleon’s are weak to Electric but resist Fire, because they’re Water/Steel. So. Yeah. Could’ve OHKO’d it with drobe quite easily, if I hadn’t trapped myself into using Hidden Power Fire. Oops.

  • I also could have OHKO’ed that Clefable if I hadn’t over-predicted and assumed it would switch to the Empoleon I had failed to kill before. Tbf, that would have been the smart move, given my previous behavior.

Summary:

Anyway, my sheer idiocy made it necessary for Persona to sweep, and sweep he did! That Chandelure could have been a big problem, but we managed to get in just enough Calm Minds to eke it out.

That encounter actually inspired me to invest more in your defenses rather than your Sp Attack. When I did the math later, I realized that you had the strength to kill that thing after one boost, but I had to play conservatively and keep you HP up. Still, if you can take a a Shadow Ball from a Chandelure, you can take pretty much anything with a free set-up. Good to know.

Another Bonus 'Mon!

Not sure if DAIS is still in the community, but as soon as I realized how useful Porygon2 is for the team, I instantly associated it with DAISy. Basically, if anyone was going to be a living video game, I figured it would be DAISy. Anyway, here’s the official write up:

Dark Age Iron Saviour, your deep and unerring commitment to the video game medium makes you none other than Porygon2, the living embodiment of the horrors of polygonal life.

While Porygon-Z ultimately offers little more than a slight generational facelift and some minor processor oomph, Porygon2 has enough retro charm to carry Eviolite, the item that multiplies your defensive stats by 1.5, as long as you’re not in your final evolutionary form. Coupled with your overall decent bulk and almost universally neutral Normal typing, this makes you an excellent Pivot. If you don’t like the way a battle is going, you can interject with a non-sequitur attack, changing the course of the battle or simply disappearing as quickly as you came.

Being a great pivot is one thing, but your true value lies in your surprising offensive capabilities. With some investment, your decent Special Attack becomes formidable, but your real asset is your ability Analytic, which gives you a 30% attack bonus as long as you move second, something that your naturally low base Speed and Quiet nature make a strong possibility.

Dark Age Iron Saviour (Porygon2) @ Eviolite  
Ability: Analytic  
EVs: 248 HP / 56 Def / 188 SpA / 16 SpD  
Quiet Nature  
- Tri Attack  
- Ice Beam  
- Thunderbolt  
- Recover  

Tri Attack is an excellent STAB with a 20% chance of burning, freezing, or paralyzing the target, and Recover ensures you aren’t too easily worn down. With this offensive build, the natural fits are Thunder and Ice Beam, fairly powerful attacks that cover two offensive typings that are crucial in a pinch but sometimes difficult to pack.

Though if the team is in need of a status pokemon (useful for wall-breaking) we can also give you an excellent Wall build along with Toxic and Paralyze to ensure a smooth victory of attrition.

DAISy (alt) (Porygon2) @ Eviolite  
Ability: Analytic  
EVs: 248 HP / 148 Def / 112 SpD  
Quiet Nature  
- Tri Attack  
- Toxic  
- Thunder Wave  
- Recover  

Of course, like any Eviolite ‘mon, your effectiveness is severely hampered by a well-placed Knock Off from any of the myriad ‘mon that carry it as a utility move. And as a Normal ‘mon, you’re weak to Fighting types who could capitalize on such an unfortunate event with an OHKO fist right to the kisser. Lastly, with no way of healing status effects on your own (and few clerics in our midst) a Toxic or Will-o-Wisp is most likely your death sentence, Recover or not.

Still, you make an excellent mayonnaise spackle, holding everything together and filling holes. You’re unlikely to ever steal the show with a Sweep, and yet I’ve seen you turn the tide of battle many times, ultimately sacrificing yourself to give someone else the glory of the coup de grace. Glory or no, every SB ‘mon knows we’re stronger for having you. And I think we can all sleep a little easier knowing you’re in the back pocket, ready to remind us just how good it is to have you around.

And now that DAISy’s out there, I can share the time @la_ciel saved everyone’s ass during a training mission!

http://replay.pokemonshowdown.com/ou-358044645

Recap:

Basically, I knowingly started this one at a disadvantage. I was testing jsnlxndrlv, and I wanted to see if he could survive against a bisharp, which is both a powerful physical attacker and has a scary type advantage.

Well, I won’t likely be forcing that match up again.

A not-entirely-polished status-effect DAISy went down to an unfortunate Synchronize mishap, and I spend a bit too much time weakening a very threatening boosted Mega-Altaria, not realizing that @ArOne was just barely able to KO it (I just checked out the calculations, and actually that was quite the lucky shot, though we didn’t need the full critical).

Anyway, after some footsie with a Special* mummy, nocode heroically downs a Talonflame**, begins a sweep, and scares a forfeit.

*If it had been a physical attacker, nocode would have had Poison Heal replaced by Mummy, and then he’d be pretty screwed.

**Zhe was not expecting that Rock Slide. That’s a TMKF special for you nocode ;)

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Oh interesting! I liked Reuniclus because I love all Psychics but never took the time to use it seriously. I didn’t know it could even be useful! Magic Guard is pretty great.

In the battle with me, I’m surprised I wasn’t Paralyzed once during that fight, when the Poko previously was absolutely crippled by it. That RNG!!

Yeah, I actually commented to the opponent that they were getting no return on their investment. With that Chandelure, the wrong paralysis could have ended you, though I think by then we had enough momentum to win with Rudie.

Yeah, it’s actually a really good pokemon, but isn’t used much. It’s stats are really good, but it’s Psychic typing makes it sort of frail, despite it’s bulk (since so many 'mon carry Knock Off). People almost never run Acid Armor. Usually they give it a back-up attack move like Focus Blast. If you do that, you basically have a much more defensive offensive Mew. With the extra Sp. Atk power and Life Orb, Calm Mind should get you to about where Mew is after a Nasty Plot, anyway, plus you have more HP and the Sp. Def boost. The only problem is it’s so slooooow. So I think the favorite way to run it was with Trick Room in BW. But man do I hate Trick Room maintenance.

Other than Mew (whose sheer versatility is so useful), reuniclus might be the most viable OU Psychics in my book. Once you get into legendaries, it’s madness with Psychics, but in singles battles, non-legendary, reuniclus is great!

@Brooks, your professed love of dance halls as well as your propensity for pithy bon mots pegs you as a shiny escavalier, the glamtastic sword dancer with rapier-sharp STAB bonuses that are always on point.

As an escavalier, perhaps your greatest advantage is your solid typing. As a Bug/Steel type, you have one immunity (Poison), eight resistances (including a super-resistance to Grass) and only one weakness: a super-vulnerability to Fire. In addition to being defensively fantastic, you’re also offensively super-effective against two of the OU meta-games most prevalent and threatening typings: Fairy (weak to Steel) and Dark (weak to Bug).

On top of that, you have a nicely balanced and effective stat distribution with an excellent Attack stat and great Defense and Special Defense. Unfortunately, your HP is mediocre and your Speed is downright terrible. While these stats hold you back from achieving true greatness as a speedy Sweeper or an impenetrable Wall, they’re not enough to hold you back from being a wonderfully effective mid-game heavy, able to fit solidly on pretty much any team without becoming a liability.

Brooks (Escavalier) @ Leftovers  
Ability: Overcoat  
Shiny: Yes  
EVs: 248 HP / 76 Def / 184 SpD  
Impish Nature  
- Megahorn  
- Iron Head  
- Swords Dance  
- Knock Off

Your moveset, while not vast, packs everything you need to follow-through on your niche, including two powerful STAB moves (Megahorn and Iron Head). Of course, Knock Off is a solid utility for any 'mon who has it–it not only threatens the Ghosts your other attacks are neutral against, it also knocks the items off any 'mon who don’t stand much chance of OHKO’ing you but might threaten your teammates.

And in the final slot: Swords Dance, 2x Attack boost that turns you from a moderate threat to a serious problem, capable of sweeping if the opponent lacks a quick response.

Now, for many escavaliers, Swords Dance is a nice bonus, but not really a strong part of their lifestyle. They’ve invested fully in Attack already, and their somewhat vulnerable defenses make Swords Dance either something to throw in at an opportune moment or a distraction that they never quite get around to.

But for you, Swords Dance is something that allows you to feel more yourself. You’ve found that by investing fully in your HP and evenly in your defensive stats, you’re able to stay in the game longer and actively make time for a good Swords Dance once in a while. In fact, with your resistances and some Leftovers for ambient healing, you’re downright bulky–able to jump into the fray without fear as an Offensive Pivot. This gives you the free turn that you need to make Swords Dance a regular thing, and ultimately allows you to reach your true potential, making the battle worth fighting.

Overall Brooks, you’re a solid ‘mon without any real gimmicks. You jump in when you’re needed and never overstay your welcome. You might not turn the tide of a battle, but you’re always an excellent addition to the team.

@ToruMasuda, your deep commitment to the minutiae of fantasy worlds and ingrained sense of self preservation make you a Musharna, the sleepy dream-eating pokemon who’s both sensitive and resilient.

As a Psychic ‘mon you don’t enter the ring with many type advantages. You’re weak to Dark, Ghost, and Bug, and you’re only strong against Fighting and Poison. Whereas Psychic types excelled in the first gen meta due to some unfair stat advantages, in the current generation they’ve fallen behind as other types have been buffed ahead.

However, what you lack in typing, you make up for with personal quirks. Above all, you’re a survivor, and so your strengths are built around surviving, despite your disadvantages. Your greatest natural asset might be you HP. Yours is naturally quite high, making it easy to amplify your bulk with a full investment in that stat. We’ll also fully invest in Defense, ensuring that physical attacks will take their toll but leave behind only a scratch. This leaves you somewhat vulnerable to Special attacks, but that’s where your moveset comes in…

ToruMasuda (Musharna) @ Leftovers  
Ability: Synchronize  
EVs: 248 HP / 252 Def / 8 SpD  
Bold Nature  
- Stored Power  
- Calm Mind  
- Heal Bell  
- Moonlight

Since your high HP removes the worry of being OHKO’ed or even 2HKO’ed in most cases, we’re open to spend a move building up. No matter how intimidating the challenge ahead of you, the first thing you want to do in battle is use Calm Mind. It raises your Special Defense and Special Attack by one level. Used once, it gives you a nice boost. But–given how bulky you are–why not use it again? Hell, use it three times. By your second boost, you should be able to at least 2HKO anything that doesn’t resist you. By the third…it’s time to sweep.

When you you just can’t take it anymore, you can lash out with Stored Power, a Psychic STAB move with a pathetic base power of 20. However, for each state raise you accumulate, Stored Power’s BP increases by 20. Since Calm Mind raises two stats simultaneously, that’s an additional 40 BP with each usage, meaning that after two boosts, it’s already among the strongest Psychic moves in the game.

Obviously, your opponent will try to stop you from reaching your full potential, but after your first boost, most ‘mon can only chip away at your defenses. Leftovers will heal you by 16% each turn, and if you ever really get low in health, Moonlight will heal you by 50%.

Since you’re such an effective Wall, your opponent will likely attempt to cripple you with status effects. However, thanks your ability Synchronize, any poison they throw your way will immediately effect them as well. And you can simply use Heal Bell to cure yourself (and your whole party) of any ailments.

Of course, you’re never completely safe. When an opponent breaks your concentration, you’re basically forced to start all over. So watch out for enemies that can knock you off your cloud with moves like Roar (always goes last, but switches the current challenger for a another on the opponent’s team), or moves that interrupt your set up enough to require that you switch out, like Taunt (limits you to offensive moves for three turns) or Encore (forces you to use the move you just used until you switch out). While these move are generally valuable in a competitive setting, many team tend not to pack them, simply because they feel so specialized.

But, above all, your biggest threat is Dark ‘mon. They’re both immune to your only attack move and super-effective against you. Therefore you’re best used only after all Dark ‘mon are dead or occasionally brought out early to coax out a Dark Sweeper.

While your strategy isn’t the most daring or flashy, it’s reliable, and it works. It keeps you alive longer than most, and that’s really all the foothold you need. With a little extra time to meditate, you find that you’re able to use yoour intellect to excel in a world in which the advantages of brawn so often dominate brains.

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Ah, the resonance of fate

Made my Thursday squire, not least for incorporating my thing for coats

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Well, I was going to save this for when I was ready to add audio commentary, but if you wanna see an example of you taking down half of someone’s team mid-game…

http://replay.pokemonshowdown.com/ou-366209968 (Switch sides to see from our team’s perspective.)

This is a pretty interesting battle–initially, because the opponent has their own versions of @Gate88 and @drobe, but also because they managed to irrationally psych me out with Destiny Bond.

In retrospect, there’s no way it could have worked because Persona is slower than Gallade, I was planning to buff more anyway, and Destiny Bond only has 8 PP. But I knew that if I lost @Persona, I couldn’t take down his Metagross. So we ended up playing footsie way more than necessary in the final moments.

I did want to see that

More to come!

I’m not thrilled with that team, though. Technically, it has no type weaknesses, but overall I wasn’t happy with the performance. Honestly, I made a bunch of mistakes that weakened our position in that battle, but in others I felt a definite disadvantage.

I want to post a few more bonus 'mon, and then I’m pretty much done with my list unless anyone else wants to jump in the ring (all are welcome!).

So, the next stage of the thread is to get more rigorous about really fitting everyone into strong teams. And making sure everyone gets a chance to shine.

Seriously, though: new applicants shouldn’t be shy about asking for a build. New pokemon actually make it easier to build good teams, and it doesn’t really delay things at all.

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Just a quick battle highlight for Ronk and Gate88.

http://replay.pokemonshowdown.com/ou-368896091

Short but sweet: we see some @Gate88 succeed at setting the stage, despite getting Taunted off the bat, but it ultimately doesn’t matter that much, because @Ronk OHKO’s 2 foes in a row, and the opponent realizes there’s nothing they can do to stop him. Gotta pack Fairy protection, dude. Ronk is a beast:

Gate88, I have some other battles in which your set up pays off a bit more, but I want to post them with audio play-by-plays, because there’re actually some fairly interesting battles if you have a deeper sense of what’s going on.

So, I’ll try to get those up this weekend.

Fun! @Ronk plays rough!

so proud of my brutal water fairy

oo i want one of these!

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The will be done.

Ronk, I wanna make it clear that if the opponent hadn’t forfeited, you would have ohko’d their entire team upon switch in until they got to Suicune, which might have managed to kill you before dying of Gate88 poisoning. There’s a reason most teams pack a 'Mon that can kill you.

I drafted this’un last night, so a bonus 'mon is slipping in before you tiburon.


@Father.Torque, you’re some swords.

What’s that? You want more?

Oh. Wait. You don’t really care? Well I guess I’ll write some more, anyway.

Cuba, your hobbyist enthusiasm for doling out violent street justice and grotesque obsession with pre-modern melee weapons makes you Doublade, a sword ghost that is a sword ghost (what else do you really need to know? And yet I will write more).

Off the bat (Or should I say “sword”? No probably not; that’s not a phrase.) your unusual typing gives you a strong tactical advantage. As a Ghost/Steel 'mon, your dual typing doesn’t cancel out any of your weaknesses (Ghost, Dark; Ground and Fire), but it does come with nine resistances as well as three immunities: Normal, Fighting, and Poison. And, while neither type is particularly offensively advantageous, your Steel move Iron Head is a serious threat, curtailing the runaway privilege of Fairy types (the genetic lottery winners of the OU meta).

Gyro Ball is a tempting alternative for your Steel STAB move, given your extremely low Speed stat (Gyro Ball does more damage the slower you are than your opponent), but whereas it would likely OHKO Togekiss and Mega-Diancie, it would do much less damage than Iron Head against more common Fairy threats Clefable and Azumarill.

Father.Torque (Doublade) @ Eviolite  
Ability: No Guard  
EVs: 248 HP / 8 Atk / 252 SpD  
Careful Nature  
- Swords Dance  
- Shadow Sneak  
- Sacred Sword  
- Iron Head

Since your Speed is laughable, and your HP is nothing special, your viability in the ring really comes down to your defenses. While your base Defense stat is among the highest in the game, your Special Defense is a serious liability. Luckily, as haunted swords go, you still have a lot left to learn. Despite being battle hardened and cynically aware of the bloodshed before you, you are ultimately still a pup with many battles left to win and lose and many years to dull and hone.

And yet, it’s the inaccelerable condition of youth that gives you the fortitude to burn the battlefield at both ends. To wit: Eviolite, an awesome item that can only be equipped to pokemon still able to evolve. Eviolite multiplies your Defense and Special Defense stats by 1.5, taking you from fragile high-carbon canon fodder to a many-folded tank of a blade, capable of parrying any thrust.

We’ll be sure to give you a convenient Ghost STAB priority move with Shadow Sneak and a useful (and thematic) Fighting move with Sacred Sword (which ignores any Defense boost the opponent might try), and for your final slot–of course–Swords Dance.

Even with Eviolite’s defensive boosts, your Special Defense stat is so low that we’ll want to max out that stat as well as your HP, leaving no free points left to capitalize on your above-average Attack stat. However, just one Swords Dance will double your Attack, giving you enough juice for a minor sweep, provided no Dark 'mon stand in your way.

But as thick as your skin and as sharp as your edges may be, you can never leave behind the vulnerability that comes along with opening yourself to the pain of the world. Your only ability is No Guard, which ensures that all of your attacks hit, though all of your enemy’s attacks also hit you–not exactly a fair trade, since all of your worthwhile attacks have 100% accuracy; but when has life been fair? While not a complete tragedy, No Guard imbues your path with a subtle precarity. Though you’ve dedicated yourself to defense, the only true protection comes in striking outward, and it’s only as a sword that you can be a shield.

So this thing is really Just Swords, did they run out of ideas or what?

They’re haunted swords. DUH.

Basically, I don’t interpret it as design laziness so much as something that is more charming given Japanese animistic traditions in which random objects are possessed by spirits or ghosts all the time. I don’t know if there’s a specific sword spirit the way there is with umbrellas and lanterns though. There could also be some kind of Chinese cultural reference in there too, since they seem to be Chinese style swords.

Anyway, it involves into a more humanoid sword, but we don’t have enough qualifiers for an uber format yet, so I kept you in your still formidable younger form.

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