-
Posts
3,956 -
Joined
Everything posted by RicePigeon
-
Doubles OU Viability (Last updated 08/20/14) Pokemon in Tier 1 are Pokemon that are near flawless in the Doubles OU metagame. These Pokemon have a very low opportunity cost due to their low risk and high reward, and are able to provide either excellent power or excellent team support. As such, these Pokemon can easily be put onto most teams. Tier 1 Pokemon in Tier 1.5 are Pokemon that are good in the Doubles OU metagame. These Pokemon are strong, but can be dead weight versus certain match ups, are only useful for checking certain team styles, or do not have that great of a match up against most of the Pokemon in Tier 1. Tier 1.5 Pokemon in Tier 2 are Pokemon that are good in the Doubles OU metagame, but either only fit on specific teams or require heavy support in order to be truly effective. Tier 2 Pokemon in Tier 2.5 are Pokemon that are good in the Doubles OU metagame, and generally have unique match ups that allow them to excel when used on certain teams, but otherwise cannot be broadly used on just any team. Tier 2.5 Pokemon in Tier 3 are Pokemon that are just viable enough to function in the Doubles OU metagame. Pokemon in Tier 3 either have good match ups against specific top threats, or fulfill some kind of valuable niche on specific team builds. In general, Pokemon in Tier 3 have the most flaws and, therefore, require the most support. Tier 3
-
Singles RU Viability (Last updated 09/09/15) Pokemon in the S rank are Pokemon that are near flawless in the RU metagame. These Pokemon have a very low opportunity cost due to their low risk and high reward, and are able to either perform multiple roles very well or greatly excel at a single role. As such, these Pokemon can easily be put onto most teams. S Rank Pokemon in the A+ and A ranks are Pokemon that are fantastic, being able to support, sweep, or wall a significant portion of the RU metagame. These Pokemon are low risk, high reward with few flaws, but require more support than those Pokemon in the S rank. A+ Rank A Rank Pokemon in the B+ and B ranks are Pokemon that are good in the current RU metagame. These Pokemon have flaws that hold them back, but their pros and cons are generally equal. Given the right amount of team support, these Pokemon can easily reach their full potential. B+ Rank B Rank (XL) Pokemon in the C+, C, and C- ranks are Pokemon that have small niches in the RU metagame, able to perform specific roles that a team may require, but otherwise have numerous flaws. These Pokemon are high risk, and require a great amount of support in order to be truly effective. As such, these Pokemon usually cannot be slapped onto just any team. Pokemon that receive heavy competition from, or are partially outclassed by, Pokemon in the higher ranks can also be found in the C ranks. C+ Rank (Small) C Rank Pokemon in the D rank are Pokemon that are simply mediocre in the RU metagame, but are just barely viable enough to be used on very specific teams. These Pokemon are usually high risk, low reward, and usually can only pull off one very specific role and nothing more, thus they are heavily outclassed by other Pokemon in the higher ranks. D Rank Pokemon in the E rank are Pokemon that are completely unviable in the RU metagame and thus should never be used in serious competitive matches. Pokemon in the E rank are either RU by usage, are banned from NU, or are otherwise used more times in the RU metagame than they actually should. These Pokemon either have no niches in the RU metagame, are completely outclassed by Pokemon in the higher ranks, have very poor matchups against the majority of the RU metagame, or require an overwhelming amount of team support to the point where attempting to use these Pokemon in a serious competitive setting simply isn't worth it. The E rank, by definition, should be treated as an extension of the unlisted F rank, which consists of all Pokemon that are unviable in the RU metagame. E Rank (aka "Don't use these")
-
Singles UU Viability: Smogon Version (Last updated 09/03/15) S Rank Pokemon in the S rank are Pokemon that are near flawless in the UU metagame. These Pokemon have a very low opportunity cost due to their low risk and high reward, and are able to either perform multiple roles very well or greatly excel at a single role. As such, these Pokemon can easily be put onto most teams. A+ Rank Pokemon in the A+, A, and A- ranks are Pokemon that are fantastic, being able to support, sweep, or wall a significant portion of the UU metagame. These Pokemon are low risk, high reward with few flaws, but require more support than those Pokemon in the S rank. A Rank A- Rank B+ Rank Pokemon in the B+, B, and B- ranks are Pokemon that are good in the current UU metagame. These Pokemon have flaws that hold them back, but their pros and cons are generally equal. Given the right amount of team support, these Pokemon can easily reach their full potential. B Rank B- Rank C Rank Pokemon in the C rank are Pokemon that have small niches in the UU metagame, able to perform specific roles that a team may require, but otherwise have numerous flaws. These Pokemon are high risk, and require a great amount of support in order to be truly effective. As such, these Pokemon usually cannot be slapped onto just any team. Pokemon that receive heavy competition from, or are partially outclassed by, Pokemon in the higher ranks can also be found in the C rank. (Super) D Rank Pokemon in the D rank are Pokemon that are simply mediocre in the UU metagame, but are just barely viable enough to be used on very specific teams. These Pokemon are usually high risk, low reward, and usually can only pull off one very specific role and nothing more, thus they are heavily outclassed by other Pokemon in the higher ranks. Pokemon that are UU by usage, but otherwise should never be used in a competitive scene, can sometimes be found in the D rank.
-
Singles OU Viability: Smogon Version (Last updated 03/28/16) Pokemon in the S rank are Pokemon that are near flawless in the OU metagame. These Pokemon have a very low opportunity cost due to their low risk and high reward, and are able to either perform multiple roles very well or greatly excel at a single role. As such, these Pokemon can easily be put onto most teams. S Rank Pokemon in the A+, A, and A- ranks are Pokemon that are fantastic, being able to support, sweep, or wall a significant portion of the OU metagame. These Pokemon are low risk, high reward with few flaws, but require more support than those Pokemon in the S rank. A+ Rank A Rank (M.Latias) A- Rank Pokemon in the B+, B, and B- ranks are Pokemon that are good in the current OU metagame. These Pokemon have flaws that hold them back, but their pros and cons are generally equal. Given the right amount of team support, these Pokemon can easily reach their full potential. B+ Rank B Rank B- Rank Pokemon in the C rank are Pokemon that have small niches in the OU metagame, able to perform specific roles that a team may require, but otherwise have numerous flaws. These Pokemon are high risk, and require a great amount of support in order to be truly effective. As such, these Pokemon usually cannot be slapped onto just any team. Pokemon that receive heavy competition from, or are partially outclassed by, Pokemon in the higher ranks can also be found in the C rank. C+ Rank C Rank C- Rank Pokemon in the D rank are Pokemon that are simply mediocre in the OU metagame, but are just barely viable enough to be used on very specific teams. These Pokemon are usually high risk, low reward, and usually can only pull off one very specific role and nothing more, thus they are heavily outclassed by other Pokemon in the higher ranks. D Rank (Super) Pokemon in the E rank are Pokemon that are OU or BL by usage, but are completely unviable and should never be used on any serious competitive team. E Rank (M.Latios)
-
For a much easier reference, the viability ranks for the various tiers will be listed here, as seen on Smogon. Singles Ubers Viability: Smogon Version (Last updated 03/28/16) Note: Pokemon in each subrank are listed from highest to lowest viability within that subrank. Pokemon in the S+ and S ranks are Pokemon that are near flawless in the Ubers metagame. These Pokemon have a very low opportunity cost due to their low risk and high reward, and are able to either perform multiple roles very well or greatly excel at a single role. As such, these Pokemon can easily be put onto most teams. S+ Rank S Rank (Normal) Pokemon in the A+, A, and A- ranks are Pokemon that are fantastic, being able to support, sweep, or wall a significant portion of the Ubers metagame. These Pokemon are low risk, high reward with few flaws, but require more support than those Pokemon in the S rank. A+ Rank (Water) A Rank (Ground)(Ghost) A- Rank (Rock) Pokemon in the B+, B, and B- ranks are Pokemon that are good in the current Ubers metagame. These Pokemon have flaws that hold them back, but their pros and cons are generally equal. Given the right amount of team support, these Pokemon can easily reach their full potential. B+ Rank (Dragon) B Rank B- Rank (Dark)(Ice) Pokemon in the C rank are Pokemon that have small niches in the Ubers metagame, able to perform specific roles that a team may require, but otherwise have numerous flaws. These Pokemon are high risk, and require a great amount of support in order to be truly effective. As such, these Pokemon usually cannot be slapped onto just any team. Pokemon that receive heavy competition from, or are partially outclassed by, Pokemon in the higher ranks can also be found in the C rank. C+ Rank (Fairy) C Rank (Grass)(Electric)(Fighting)(Poison) C- Rank (Steel)(Flying) Pokemon in the D rank are Pokemon that are simply mediocre in the Ubers metagame, but are just barely viable enough to be used on very specific teams. These Pokemon are usually high risk, low reward, and usually can only pull off one very specific role and nothing more, thus they are heavily outclassed by other Pokemon in the higher ranks. D Rank (Bug)(Fire)(Psychic) Pokemon in the E rank are Pokemon that are completely unviable in the Ubers metagame and thus should never be used in serious competitive matches. Pokemon in the E rank are either banned from OU or are otherwise used more times in the Ubers metagame than they actually should. These Pokemon either have no niches in the Ubers metagame, are completely outclassed by Pokemon in the higher ranks, have very poor matchups against the majority of the Ubers metagame, or require an overwhelming amount of team support to the point where attempting to use these Pokemon in a serious competitive setting simply isn't worth it. The E rank, by definition, should be treated as an extension of the unlisted F rank, which consists of all Pokemon that are unviable in the Ubers metagame. E Rank (a.k.a "Don't use these") (M.Latias)(M.Latios)
-
So Smogon decided to make this the final viability rank change until ORAS:
-
Thread is now open for discussion
-
Sorry for the delay, here is this week's OU PotW: Charizard, Mega Charizard X & Mega Charizard Y Type (Normal): Fire / Flying Type (Mega X): Fire / Dragon Type (Mega Y): Fire / Flying Abilities (Normal): Blaze / Solar Power (HA) Abilities (Mega Y): Drought Abilities (Mega X): Tough Claws Current Tiers: Singles (Normal): OU Singles (Mega X): OU Singles (Mega Y): OU Doubles (Normal): DOU Doubles (Mega X): DOU Doubles (Mega Y): DOU Tier Metagame Viability (Singles): Ubers (Normal): C+ Ubers (Mega X): C+ Ubers (Mega Y): C+ OU (Normal): F OU (Mega X): S OU (Mega Y): A+ Tier Metagame Viability (Doubles): DOU (Normal): S OU (Mega X): S OU (Mega Y): S Singles Admit it, you all thought Charizard was awesome back in the days of RBY. Just kidding. Competitively, Charizard has been rather lackluster, held back by its Fire/Flying type, which became even worse after the introduction of Stealth Rock. Gen 6, however, blessed Charizard with not only one, but TWO Mega Evolutions, a blessing shared only with Mewtwo. Mega Charizard Y retains Charizard's original Fire/Flying typing while giving it access to Drought, an ability formerly exclusive only to Groudon and Ninetails. However, while the four weather abilities were nerfed this generation to only have the weather last 5 turns instead of infinite, 5 turns of sun is usually more than enough to bolster Mega Charizard Y's wallbreaking power, especially in conjunction with its high 159 base Sp.Atk. Mega Charizard X, however, turns Charizard into a proper Dragon type Pokemon in exchange for its Flying type, and with Tough Claws boosting the power of contact moves by 30%, Mega Charizard X finds itself as a powerful physical sweeper with a whole different set of checks and counters. Ubers Overview Ubers Viability (Normal): F Ubers Viability (Mega X): C+ Ubers Viability (Mega Y): C+ In Ubers, Mega Charizard X faces competition from Mega Blaziken, but Mega Charizard X is able to differentiate itself by being able to take down the Giratina formes, something that Blaziken struggles against. Mega Charizard X also has better bulk than Blaziken, as well as access to reliable recovery in Roost. Its typing also allows to to check Arceus-Electric. Ubers Singles Moveset: Mega X Dragon Dance Ability: Blaze (Tough Claws) / Item: @Charizardite X Nature: Jolly w/ EVs: 252 Attack / 4 Sp.Defense / 252 Speed Moves: Dragon Dance / Flare Blitz / Roost / Dragon Claw or Outrage Tips: Dragon Dance increases Mega Charizard X's attack and speed, allowing it to perform a sweep. Flare Blitz is the most powerful physical Fire type move Charizard gets, and is boosted by Tough Claws. Roost provides Charizard with reliable recovery, allowing it to stay healthy as it proceeds to sweep. Dragon Claw and Outrage provide physical Dragon type STAB, offering excellent neutral coverage with Flare Blitz, a type combination resisted only by Heatran. If extra coverage is needed, Earthquake can be run over Roost in order to hit Heatran, but the recovery is generally more valuable in Ubers. Blaze is the preferred ability prior to Mega Evolving, as this set does not benefit from the Special Attack boost by Solar Power. As previously mentioned, its typing allows it to check Arceus-Electric. While Mega Charizard X is still much bulkier than Mega Blaziken, Flare Blitz can still cut its life short. If setting up Dragon Dance is too risky, Flare Blitz and Dragon Claw/Outrage still hit hard even with no boosts, so do not be afraid to spam them if necessary. Avoid setting up if your opponent has a priority user that can pick off Charizard after Flare Blitz recoil. Best used in the sun, as a +1 Flare Blitz can OHKO most Xerneas and Arceus variants in the sun, including defensive ones. Stealth Rock removal is a must, especially prior to Mega Evolving Recommended Teammates: Groudon (Provides sun support, resists Rock, can set up Stealth Rock, can clean up with Rock Polish) Defog or Rapid Spin users (Arceus, Forretress, Origin Giratina) Wobbuffet (Traps removes checks and counters to Charizard) Checks and Counters to Kyogre (Palkia, Arceus-Water, Arceus-Grass) Checks and Counters to Heatran (Arceus-Water) Additional/Backup Sweepers (Arceus-Normal, Rock Polish Groudon) Ubers Singles Moveset: Mega Y Special Attacker Ability: Solar Power (Drought) / Item: @Charizardite Y Nature: Timid or Modest w/ EVs: 252 Sp.Attack / 4 Sp.Defense / 252 Speed Moves: Fire Blast or Overheat / Dragon Pulse or Solarbeam / Toxic or Focus Blast / Roost Tips: For the first slot, Fire Blast and Overheat are the most powerful Fire type moves Charizard has access to. Overheat is more powerful and more accurate, but cuts Charizard's Sp.Attack in half after one use. For the second slot, Dragon Pulse allows Charizard to take on the many Dragon types present in Ubers, such as Palkia, Rayquaza, and Zekrom. Solarbeam, however, can be used to can advantage of Drought, and can potentially score a KO on Tyranitar and Kyogre, provided they don't switch in against Charizard. For the third slot, Toxic can be used to cripple common switch-ins against this Chariozard set, such as Tyranitar and Kyogre, as well as bulky Pokemon and any Dragon types if not running Dragon Pulse. Focus Blast, however, gives Charizard an option to OHKO Tyranitar regardless of weather, though is lacking in accuracy. Roost gives Charizard staying power, as well as remove its Electric weakness for the turn and reducing its Rock weakness. It will leave Charizard vulnerable to ground moves, however. Timid nature guarantees that Charizard will outspeed Pokemon of base 90-99 speed, while Modest can be used for additional wallbreaking power. Although it will rarely get the chance to, Solar Power is the preferred ability prior to Mega Evolution, as it allows Charizard to take advantage of droughts already in effect from Groudon or an opponent's Mega Charizard Y. If your opponent carries a Kyogre or Tyranitar and Charizard is not yet Mega Evolved, it may be a good idea to use Solar Beam on the turn you Mega Evolve due to turn order mechanics. Entry hazard removal is a must. Recommended Teammates: Defog or Rapid Spin users (Arceus, Forretress, Origin Giratina, Excadrill) Wobbuffet (Traps removes checks and counters to Charizard) Pokemon that can benefit from sun (Ho-oh, Arceus-Electric) Checks and Counters to Ho-oh (Arceus-Rock, Tyranitar, Excadrill) Ubers Checks and Counters to Mega Charizard X Stealth Rock Heatran (Immune to Flare Blitz, resists Dragon, is OHKOed by Earthquake) Ground types (Hippowdon, Quagsire, Landorus-Therian) Rock types (Arceus-Rock, Tyranitar) Rain Ubers Checks and Counters to Mega Charizard Y Fire types (Ho-oh, Heatran, Mega Charizard X, Reshiram) Rock Types (Tyranitar, Arceus-Rock) Palkia (Assault vest variants can tank Dragon Pulse, Quad resists Fire, can KO back with Hydro Pump and Spacial Rend) Kyogre (Removes sun, OHKOs with Water STAB, can be KOed by Solar Beam in sun) Tyranitar (Removes sun, OHKOs with Rock STAB, is OHKOed by Focus Blast) OU Overview OU Viability (Normal): F OU Viability (Mega X): S OU Viability (Mega Y): A+ From rags to riches, Mega Charizard X is not S rank by itself, but is S rank because it is extremely versatile. With nice bulk and offensive power, Mega Charizard X can run from full offensive Dragon Dance to Bulky Dragon Dance, to even full defensive, allowing Mega Charizard X to find its place on both Offensive and Defensive teams. Mega Charizard X's STAB combination of Fire and Dragon, when boosted by Tough Claws, is guaranteed to hit anything hard not named Azumarill or Heatran. Mega Charizard Y, on the other hand, acts as a fantastic wallbreaker, breaking through defensive Pokemon with its powerful Fire Blast under the sun. However, due to change in the weather abilities, Mega Charizard Y's Drought should not be used to provide sun support for the team, as 5 turns is not enough time to take advantage of the sun in Singles. Instead, Drought should be used solely to support Charizard itself. Despite the huge buffs, both Mega Evolutions hate Stealth Rock, so entry hazard removal is mandatory when using it. Both also sit at 100 base speed, and thus are susceptible to being revenge killed. OU Singles Moveset: Mega X Dragon Dance Ability: Blaze (Tough Claws) / Item: @Charizardite X Nature (1): Adamant w/ EVs: 96 HP / 252 Attack / 160 Speed Nature (2): Adamant w/ EVs: 40 HP / 252 Attack / 216 Speed Nature (3): Adamant w/ EVs: 248 HP / 100 Attack / 160 Speed Nature (4): Careful w/ EVs: 248 HP / 180 Sp.Defense / 80 Speed Nature (5): Jolly w/ EVs: 104 HP / 220 Attack / 184 Speed Moves: Dragon Dance / Flare Blitz / Dragon Claw / Roost Tips: Mega Charizard X is perhaps one of the best, if not the best, Dragon Dance user in OU currently, as it becomes a deadly threat after a single Dragon Dance thanks to Tough Claws. Dragon Claw and Flare Blitz provide excellent neutral coverage with each other, resisted only by Azumarill and Heatran. Roost not only provides longevity, but also opens opportunities for Charizard to acquire a second Dragon Dance boost. Dragon Dance Mega Charizard X is very flexible when it comes to EV spreads, and has 5 common spreads that it can use. EV Spread #1 is perhaps the most beneficial, as it gives Charizard maximum offensive power while also being able to outspeed Jolly Mega Heracross and Adamant Excadrill outside of the sun, before any boosts. The rest is dumped into HP to make it as bulky as possible. EV Spread #2 is a more offensive-oriented spread, increasing Charizard's speed and allowing it to outspeed additional Pokemon that it could not with the first spread, such as Black Kyurem. EV Spread #3 is a variation of EV Spread #1, but with preference for bulk over attack, while still being able to reach the necessary speed benchmarks. EV Spread #4 makes Charizard as specially bulky as possible, as it can still hit hard with a Dragon Dance boost even with no attack investment. This spread allows it to survive powerful special attacks from Keldeo, Mega Charizard Y, and Greninja while still outspeeding the latter after a single Dragon Dance. EV Spread #5 has a significant niche over the other four spreads, as it prevents Charizard from being revenge killed by Choice Scarf Landorus-Therian after a single Dragon Dance. Only set up Dragon Dance against Pokemon that cannot deal significant damage to Charizard, such as Rotom-Wash and Mega Manectric. As a sweeper, this set is best brought in late game after its checks and counters have been removed. Do keep in mind that because of the type change after Mega Evolving, it may be beneficial to delay the Mega Evolution in certain situations. One such example is bringing in Charizard after an opposing Latios has just used Draco Meteor, and setting up Dragon Dance while still in its base form to avoid being hit super effectively by a second Draco Meteor. Recommended Teammates: Offensive Defog or Rapid Spin users (Excadrill, Starmie, Latios, Latias, Mew) Physical attackers that check/counter Mega Charizard's checks and counters (Terrakion, Dragonite, Diggersby) Clefable (Provides Heal Bell support, type synergy) Celebi (Type synergy, can Baton Pass substitutes) Latias (Provides Defog support, can give Mega Charizard X a second sweeping opportunity with Healing Wish) OU Singles Moveset: Mega Y Wallbreaker Ability: Solar Power (Drought) / Item: @Charizardite Y Nature: Modest or Timid w/ EVs: 16 HP / 252 Sp.Attack / 240 Speed Moves: Fire Blast / Solar Beam / Focus Blast / Roost Tips: Fire Blast in the sun destroys anything that does not resist it or immune to it not named Chansey. Solar Beam takes advantage of the sun and decimates Water and Rock types that resist Fire Blast. Focus Blast allows Mega Charizard Y to OHKO Heatran and Tyranitar, who otherwise wall it or shut down its sun with sand. Roost gives Charizard longevity and allows it to mitigate residual damage such as that taken from Stealth Rock. The EV spread gives Charizard maximized offensive potential, while also giving it enough speed necessary to outspeed Jolly Mega Pinsir prior to Mega Evolving. The remaining EVs are put into HP for a little more bulk. Modest can be used for the most wallbreaking potential, while Timid allows Charizard to outspeed Modest Mega Gardevoir and Adamant Mega Medicham. This set can work at any time during the match, sending it in against Pokemon that it can destroy with its raw power. Despite its obvious glaring weakness to Stealth Rock, Fire/Flying is a great defensive typing, allowing Mega Charizard Y to come in on many attacks such as Earthquake, Iron Head, Bullet Punch, Mach Punch, Moonblast, and other weak Special attacks. Being a Mega Evolution with Drought also allows it to come in on Knock Off and Scald with ease. Despite its raw power, this set has problems with Chansey, so it is best paired with a Pokemon that can handle her. Recommended Teammates: Defog or Rapid Spin users (Excadrill, Starmie, Latios, Latias, Mew) Pursuit users, to trap and KO Latios, Latias, and Chansey (Bisharp, Tyranitar) Offensive type coverage against Rock and Electric (Excadrill, Raikou, Landorus-Therian) Checks or Counters to Chansey (Terrakion, Bisharp, Tyranitar, physical Thundurus-Incarnate, Gothitelle, Scizor, Keldeo) Ground type Stealth Rock setters (Hippowdon, Landorus-Therian, Garchomp) Checks or Counters to common Flying types (Tyranitar, Thundurus-Incarnate) OU Singles Moveset: Mega X Bulky Will-o-Wisp Ability: Blaze (Tough Claws) / Item: @Charizardite X Nature: Careful w/ EVs: 248 HP / 180 Sp.Defense / 80 Speed Moves: Will-o-Wisp / Dragon Claw or Earthquake / Earthquake or Flare Blitz / Roost Tips: Will-o-Wisp the the key to this set, as Mega Charizard X is quite bulky thanks to its base stats and typing. Will-o-Wisp cripples most physical attacking checks and counters to Mega Charizard X such as Landorus-Therian and Azumarill. As previously mentioned with the Dragon Dance set, Flare Blitz and Dragon Claw provide near unresisted coverage, resisted only by Azumarill and Heatran, the former of which is crippled by Will-o-Wisp. Both attacks are boosted by Tough Claws and hit quite hard even with no attack investment. Earthquake can be run other either of these two moves if Heatran is an issue. Sacrificing Flare Blitz, however, will give this set issues against Clefable, while replacing Dragon Claw will give it problems against opposing Dragon and Water types. Roost is a huge boon for any defensive Pokemon, providing Charizard with reliable recovery. The above EV spread makes Mega Charizard X as specially bulky as possible, while still being able to outspeed and burn Diggersby. The HP EVs are left at 248 instead of 252 as this gives Charizard an odd HP number, allowing it to switch in against Stealth Rock a total of four times with only 1 HP left over. As a defensive Pokemon, this set should be used as a pivot on Defensive teams or on Bulky Offense. The general way to use this set is to send it in against something that it can easily sponge a hit from and wear it down with your attacks while roosting off damage. Use Will-o-Wisp on a predicted switch to your opponent's physical attacker. Just as with the Dragon Dance set, it may be beneficial to delay the Mega Evolution in certain situations due to the change in Charizard's type post-Mega. Such examples include against Garchomp and Landorus-Therian, who may try to go for Earthquake. Due to its ability to wear down Defensive Pokemon, this set pairs nicely with physical sweepers on Bulky Offense teams. Recommended Teammates: Defog or Rapid Spin users (Excadrill, Starmie, Latios, Latias, Mew) Physical Sweepers (Garchomp, Dragonite) Checks and Counters to Tyranitar, Excadrill, and Terrakion (Landorus-Therian, Hippowdon) Rotom-Wash (Checks Water and Ground types) Thundurus-Incarnate (Cripples Latias and Keldeo with Thunder Wave) OU Singles Moveset: Mega Y Bulky Will-o-Wisp Ability: Solar Power (Drought) / Item: @Charizardite Y Nature: Calm w/ EVs: 240 HP / 100 Defense / 136 Sp.Defense / 32 Speed Moves: Fire Blast or Flamethrower / Roost / Will-o-Wisp / Focus Blast, Earthquake, or Solarbeam Tips: Even with no Sp.Attack investment, Fire Blast still hits hard in the sun. Flamethrower is more accurate and has more PP, but is noticeably weaker. Roost provides longevity and is what separates Mega Charizard Y from other defensive Fire type Pokemon such as Rotom-Heat and Victini. Will-o-Wisp cripples common switch-ins while also compensating for its lower physical bulk. For the last slot, Focus Blast OHKOs Tyranitar and 2HKOs Heatran, both of which give Mega Charizard Y problems. Earthquake can be used as a more reliable alternative to KO Heatran, but is not an effective coverage move outside of this purpose. Solar Beam, again, takes advantage of the sun and allows it to decimate bulky Water types like Rotom-Wash, but should not be used if the opponent has a Politoed or Tyranitar in reserve, as they can cancel out the sun and force Charizard into charging for a turn. The above EV spread allows Charizard to outspeed Jolly Tyranitar lacking a Choice Scarf, while giving it the best possible mixed bulk. 240 HP EVs gives it an odd HP number so that it can switch into Stealth Rock 2 times without being KOed the second time. Due to its great offensive presence even with no investment, it should not be played as a wall, and also serves as a nice answer to Landorus-Incarnate. Pursuit support is not mandatory since it can wear down its common switch-ins with Will-o-Wisp. Always keep Charizard's HP above 50% with Roost, so that it can switch in to Stealth Rock. Recommended Teammates: Defog or Rapid Spin users (Excadrill, Starmie, Latios, Latias, Mew, Skarmory) Latios or Latias (Provides Defog support, can check Thundurus-Incarnate and Keldeo) Checks or Counters to Chansey (Bisharp, Terrakion, Keldeo) Bulky Ground types (Gliscor, Hippowdon, Landorus-Therian) Tyranitar (Checks Dragonite and Goodra, resets Sun turns with sand, Pursuit traps Latios, Latias, and Chansey) Bulky Water types (Slowbro, Alomomola) OU Singles Moveset: Mega X Roost + 3 Attacks Ability: Blaze (Tough Claws) / Item: @Charizardite X Nature: Adamant w/ EVs: 40 HP / 252 Attack / 216 Speed Moves: Flare Blitz / Dragon Claw / Earthquake or Substitute / Roost Tips: One of the main issues with Dragon Dance Mega Charizard X is that it has to run either Roost or Earthquake, but cannot run both, so it either sacrifices its longevity or allows itself to be walled by Heatran. This set gives Mega Charizard X the best of both worlds by dropping Dragon Dance, as Mega Charizard X still hits hard even without it. While capable of cleaning, this set functions as more of a wallbreaker on offensive teams. The set can act as a lure or surprise factor for the opponent, as Mega Charizard X typically does not run Roost alongside Earthquake if it is not using Will-o-Wisp, acting as a lure for Heatran, which is KOed by Earthquake. In a similar fashion, seeing Mega Charizard X on an offensive team, people will assume it has Dragon Dance, and will send in their check on the predicted Dragon Dance turn, only to be hit hard by one of its STAB moves. Substitute can be run over Earthquake, as it works nicely on the switches that Mega Charizard X forces, and still allows Mega Charizard X to beat any Heatran that lacks Earth Power as it whittles them away with Dragon Claw while Roosting off damage, while blocking Toxic with the use of Substitute. Recommended Teammates: Defog or Rapid Spin users (Excadrill, Starmie, Latios, Latias, Mew) Stallbreaker Pokemon (Gothitelle, Mew, Gengar, Gliscor) Checks or Counters to Ground types (Keldeo, Black Kyurem) Wallbreakers (Terrakion, Diggersby, Dragonite) OU Singles Moveset: Mega X Double Dance Ability: Blaze (Tough Claws) / Item: @Charizardite X Nature: Adamant w/ EVs: 40 HP / 252 Attack / 216 Speed Moves: Swords Dance / Tailwind / Flare Blitz / Outrage Tips: Another big issue with the standard Dragon Dance sets is that the OU metagame has evolved to make use of faster revenge killers, such as Choice Scarf Landorus-Therian and Sand Rush Excadrill, who can outspeed and OHKO. Tailwind alleviates this problem, allowing Mega Charizard X to outspeed these offensive threats for 3 turns after use. Most offensive teams consist of frailer Pokemon, so an attack boost isnt usually necessary. Swords Dance boosts Charizard's attack to even greater levels than Dragon Dance, allowing it to break through the slower defensive teams. In most situations, you will not be able to acquire a boost from both Swords Dance and Tailwind, so you will have to pick one depending on the team you are facing: Tailwind vs Offensive, and Swords Dance vs Defensive. However, when using Dual Screens support from a teammate, only then will Charizard have an opportunity to grab both boosts. If facing against an Unaware user such as Clefable or Quagsire, they must be eliminated first before attempting to sweep. If facing against an opponent that you outspeed, but cannot KO, and you know they can KO you back, setting up Tailwind while sacrificing Charizard will allow a teammate to take advantage of the doubled speed. Recommended Teammates: Defog or Rapid Spin users (Excadrill, Starmie, Latios, Latias, Mew) Dual Screens (Light Screen & Reflect) setters (Azelf, Latios, Klefki, Espeon) Checks or Counters to Quagsire (Greninja, Keldeo, Celebi) Celebi (Can Baton Pass Substitutes, type synergy) OU Checks and Counters to Mega Charizard X Stealth Rock Physically Bulky Ground types (Quagsire, Landorus-Therian, Rhyperior, Hippowdon) Heatran (walls any set lacking Earthquake) Slowbro (can recover off damage) Azumarill (Resists Flare Blitz, immune to Dragon STAB, can tank Earthquake) Faster or Choice Scarf Revenge Killers (Landorus-Therian, Garchomp, Excadrill, Black Kyurem, Terrakion) Thundurus-Incarnate (negates speed boosts with priority Thunder Wave) OU Checks and Counters to Mega Charizard Y Stealth Rock Chansey Goodra (Specially Defensive, resists Fire Blast and Solarbeam) Hippowdon (Removes sun with sand, is 3HKOed by Fire Blast in sand, can set up Stealth Rock) Politoed (Removes sun with rain, can OHKO with Hydro Pump in rain) Tyranitar (Removes sun with sand, can OHKO with Rock STAB, can outspeed if Choice Scarfed) Talonflame (Resists all moves, can wear down with Toxic and Brave Bird) Mega Charizard X (Quad Resists Fire Blast and Solar Beam) Latios and Latias (Resists all moves) Garchomp (Resists Fire Blast, can outspeed and OHKO with Stone Edge) Dragonite (Resists all moves, has Multiscale, can set up Dragon Dance) Mega Ampharos (Resists Fire Blast and Solar Beam, can KO with Electric STAB) Faster Revenge killers (Garchomp, Keldeo, Greninja, Thundurus-Incarnate, Terrakion) Doubles OU Overview OU Viability (Normal): F OU Viability (Mega X): S OU Viability (Mega Y): S Unlike in Singles, where sun teams are an unviable strategy even with Mega Charizard Y's presence, 5 turns is often more than enough time in Doubles, and sun is a perfectly viable strategy. While Mega Charizard X may be a more dominant force in Singles, it is Mega Charizard Y that shines brighter in Doubles, capable of firing off powerful Heat Waves. However, both Mega Evolutions find themselves vulnerable to speed control. OU Doubles Moveset: Mega Y Sun Attacker Ability: Solar Power (Drought) / Item: @Charizardite Y Nature: Timid w/ EVs: 252 Sp.Attack / 4 Sp.Defense / 252 Speed Moves: Heat Wave / Solarbeam / Focus Blast or Overheat / Protect Tips: Heat Wave is a powerful spread move in Doubles, frying anything that doesnt resist it while under the sun. Solarbeam provides coverage against the Water and Rock types that resist Heat Wave. For the third slot, Focus Blast can be used to hit Heatran and Tyranitar regardless of weather. Overheat, however, can be used as a powerful single target nuke, though has the obvious drawback of lowering Sp.Attack by 2 stages. Protect is a valuable move that not only scouts, but blocks Fake Out and can stall out Trick Room. The above EV spread allows it to speed tie the most common base 100 speed Pokemon in Doubles, most notably Mega Kangaskhan and Mega Gardevoir, while hitting as hard as possible. Spam Heat Wave. This is what you will be doing most of the time with Mega Charizard Y. The only time you should not be using Heat Wave is if you need to hit something with your coverage moves or using Protect. If using Overheat, Mega Charizard Y should play more of a hit-and-run role, pivoting in and out. Expect your opponent to be leading with their checks to Mega Charizard Y, so you should have partners that can cover these threats. If you are not using Mega Charizard Y on a sun team, it is recommended to not Mega Evolve on the first turn while using Protect. This will prevent you from wasting turns of Drought. Likewise, you should delay Mega Evolving Charizard until your opponent's weather setter is out on the field, so that you can override it with Drought upon Mega Evolving. Recommended Teammates Venusaur (Type synergy, can abuse Chlorophyll in sun, checks rain teams, checks Electric types) Checks or Counters to rain teams (Ferrothorn, Ludicolo, Venusaur) Wide Guard users, to block Rock Slide (Hitmontop, Aegislash) Fighting types, the check Rock types (Hitmontop, Scrafty, Terrakion) Speed Control (Cresselia, Latios) Helping Hand users (Cresselia, Latias, Togekiss) Heatran (Can abuse sun boosted Heat Wave, type synergy) OU Doubles Moveset: Mega X Dragon Dance Ability: Blaze (Tough Claws) / Item: @Charizardite X Nature: Adamant w/ EVs: 40 HP / 208 Attack / 32 Defense / 228 Speed Moves: Dragon Dance / Dragon Claw / Flare Blitz / Protect or Substitute Tips: Dragon Dance boosts attack while allowing it to outspeed the majority of Doubles OU after a single boost, as well as bypass attack drops from Intimidate. Flare Blitz is Charizard's most powerful physical attack, but Fire Punch can be used instead due to the lack of Roost to mitigate the recoil damage from Flare Blitz. However, Fire Punch is significantly weaker. Dragon Claw is a reliable STAB move and provides great neutral coverage with Flare Blitz. For the last slot, Protect can stall out Trick Room, scout moves, and disrupt an opponent's strategy. Substitute can be used instead in order to capitalize on the type change from Mega Evolving, and give it a buffer to set up against Electric types. The above EV spread allows Mega Charizard X to outspeed everything up to and including Deoxys-Attack after a Dragon Dance. The HP and defense EVs allow Charizard to survive a single Earthquake from Jolly Landorus-Therian after Mega Evolving. Try to set up Dragon Dance only against Pokemon that try to target Mega Charizard X's typing prior to Mega Evolution, such as Electric types. Since many players will (incorrectly) anticipate your Charizard to be a Mega Charizard Y, they will often use Wide Guard to block an anticipated Heat Wave, giving you a turn to set up Dragon Dance. Due to the above, avoid bringing in Charizard too early or the surprise factor will be ruined. Follow Me and Rage Powder help in assisting Charizard with setting up Dragon Dance. Recommended Teammates Users of Follow Me or Rage Powder (Togekiss, Jirachi, Amoonguss) Landorus-Therian (check/counters Rock types, Ground types, and Heatran) Bisharp (Dissuades use of Intimidate and Icy Wind, can pick off faster checks to Charizard with Sucker Punch) Wide Guard users, to protect against Rock Slide and Earthquake (Hitmontop, Aegislash) Speed Control (Cresselia, Jirachi, Suicune, Thundurus-Incarnate) DOU Checks and Counters to Mega Charizard X Speed Control (Thunder Wave, Icy Wind, Trick Room, opposing Tailwind) Heatran (Immune to Fire STAB, resists Dragon Claw) Bulky Water types (Gyarados, Azumarill) Terrakion Choice Scarf users (Excadrill, Tyranitar, Landorus-Therian) Talonflame Swift Swimmers (Kingdra, Ludicolo) Fast offensive Pokemon (Deoxys-Attack, Latios, Mega Gengar, Garchomp) Mega Kangaskhan (Speed ties, can KO with Return, can Fake Out) Utility moves (Encore, Fake Out) DOU Checks and Counters to Mega Charizard Y Speed Control (Thunder Wave, Icy Wind, Trick Room, opposing Tailwind) Dragon types (Salamence, Latios) Chandelure (Immune to Fire STAB, resists Solar Beam, immune to Focus Blast) Opposing Weather (Politoed, Tyranitar) Terrakion Choice Scarf users (Excadrill, Tyranitar, Landorus-Therian) Talonflame Electric types (Thundurus-Incarnate, Mega Manectric, Rotom-Wash) Swift Swimmers (Kingdra, Ludicolo) Fast offensive Pokemon (Deoxys-Attack, Latios, Mega Gengar, Garchomp) Mega Kangaskhan (Speed ties, can KO with Return, can Fake Out) Utility moves (Encore, Fake Out) External Links Smogon Analysis (Singles Ubers) Smogon Analysis (Singles OU, Part 1) Smogon Analysis (Singles OU, Part 2) Smogon Analysis (Doubles OU)
-
I remember when Battle Revolution had a similar issue with box mascot legends (namely Dialga, Palkia, and Giratina) and took them a while before it was fixed.
-
Which is funny because hacked Diancies are the only ones allowed on wifi currently. The gamestop Diancie seems to be the only one affected.
-
Apparently the Gamestop Diancie thing is a common issue that other are having (and apparently cannot be traded either) But this is the first time I'm hearing of others like Meloetta being affected.
-
So apparently using Diancie in a wifi battle causes your opponent to be unable to battle you? Just getting the same error message when trying to battle Noobie.
-
Except the neutral natures (Hardy etc) are probably the worst natures you'll ever want, though. But as you mentioned, thats the one thing I hate about event Pokemon is that you have no control over the natures or IVs, especially when RNG abuse isnt possible in Gen 6.
-
Diancie really wants max HP and Sp.Atk, though...
-
Welcome to MFFA. Unfortunately you posted this in the wrong section.
-
[Gen6] Pokemon XYORAS - Battle Video Thread
RicePigeon replied to DarkWolf13's topic in [ NINTENDO ]
RFTW-WWWW-WWWA-BWTM Double Battle with Answer -
Diancie's been released for a while now. Its UU.
-
So filler article until the OU PotW (which will most likely be the Charizards unless anyone has any other nominations): Tiers vs Viability The purpose of this article is to clear up any confusion between these two terms. Often when reading my PotW posts, you'll notice a Pokemon being listed in a lower tier like UU or RU, while the viability section will list higher tiers along with multiple letter grades. What does this all mean? Is this Pokemon good or not? What is a tier? Tiers in Pokemon are based on how often a Pokemon is used. Tiers were originally created with the idea that good Pokemon are used more often than bad Pokemon, and based on this it was decided that basing Pokemon tiers on usage was the most accurate way to gauge how good or bad a Pokemon is. The most common tiering systems used are Smogon's tier system and Pokemon Online's tier system (though it should be noted that both systems tend to have overlap, to the point of being near-identical). It should be noted that Singles, Doubles, Triples, Rotation, and VGC all have their own separate tier lists; a Pokemon that is Uber in Single battles may actually be UU in Double battles. In order from highest tier to lowest tier: Ubers: The highest tier, consisting of powerful Pokemon that are too broken for standard competitive play, such as Mewtwo and Rayquaza. OU: Over Used, the most commonly played tier BL: Borderline, the banlist for UU UU: Under Used BL2: Borderline2, the banlist for RU RU: Rarely Used BL3: Borderline3, the banlist for NU NU: Never Used BL4: Borderline4, the banlist for UU PU: Partially Used What is a Metagame? The metagame is, in the simplest words, an environment. It is essentially what people are using most commonly, such as playstyles, Pokemon, and movesets. It should be noted that each tier has its own metagame. For example, the OU metagame and the UU metagame are completely different; Stall and Defensive teams are much more viable in the UU metagame, and Pokemon that would otherwise struggle in the OU metagame such as Lucario and Hydreigon become fierce threats that define the UU metagame. But a tier's metagame is not determined strictly by which Pokemon actually belong to that tier, but by their viability. What is Viability? A Pokemon is viable in a metagame if it can perform well, or has something to offer that another Pokemon cannot already do but better. To put it short, viability judges how "good" a Pokemon is within a certain metagame. Because each tier's metagame is different, a lower tiered Pokemon will have different viability ranks in higher tiered metagames than those of the lower tiers. The following are viability ranks as follows (based on Smogon's viability ranks): Banned: The Pokemon is banned from this tier's metagame due to either belonging to a higher tier or because of an explicit ban on that Pokemon. S-Rank: Excellent Pokemon that are top threats that define a tier's metagame. A-Ranks: Great Pokemon that partially define the tier's metagame, but still require some support. Divided into 3 subranks (A+, A, and A-) B-Ranks: Good Pokemon that, while they do not define a tier's metagame, still perform well with the right support. Divided into 3 subranks (B+, B, and B-) C-Ranks: Okay Pokemon that require a good amount of support to be effective, or are partially outclassed. May or may not be divided into subranks depending on tier. D-Rank: Pokemon that are usually more trouble than they are worth, but have one or two qualities that prevent them from being completely useless. F-Rank: Pokemon that are completely unviable and should never be used in a tier's metagame (i.e.: Unown) So a lower tier Pokemon can be used in higher tiers? Absolutely. Nothing prevents you from using a lower tier Pokemon in a higher tier's metagame. However, while that Pokemon may be allowed, it may or may not be viable. Let's look at two examples using the Singles OU metagame as a reference: Rhyperior Tier (Singles): RU Singles OU Viability: B Mega Abomasnow Tier (Singles): RU Singles OU Viability: F Here we have Rhyperior and Mega Abomasnow, two Pokemon that are both RU Pokemon, yet one is viable in the OU metagame and the other isn't. Why is this? Let's look at Rhyperior first. If you've seen my PotW on Rhyperior, you'll see that Rhyperior is very nice check to Birdspam teams in OU, capable of tanking hits from Talonflame (A+), Staraptor (B), and Mega Pinsir (A+) and OHKOing back with its STAB Rock moves. It also has the bulk and offensive presence to check other high ranking offensive Pokemon in OU such as Mega Charizard X (S), Dragonite (A), and Mega Aerodactyl (A-). Outside of these threats, Rhyperior can also support the team with Stealth Rock, hindering the above threats or in the very least dissuade them from switching in. It also can block the use of Volt Switch, as many users of this move such as Mega Manectric (A), Raikou (B+), and Magnezone (A-) all can give offensive teams a ton of trouble. All of these qualities make Rhyperior a very viable choice for OU teams that need these qualities. Unlike Rhyperior, who can check or counter many top threats in OU, Mega Abomasnow offers nothing in the OU environment. Its Grass/Ice type offers very few immunities and resistances, and is weak to common attacking moves including Fighting, Fire, Flying, Steel, and Rock, three of which Rhyperior resists and those two that Rhyperior is weak to, it can usually stomach them thanks to Solid Rock and its naturally high base HP and Defense. Snow Warning offers nothing to a team and Hail is generally regarded as the worst of the four weathers in OU, as there are no viable Pokemon (or any Pokemon for that matter) that can abuse Hail asides from Ice types, which involves stacking weaknesses. The Ice Body ability that allows its user to recover HP from Hail is meant for defensive Pokemon, unfortunately Ice is a very very poor defensive type with only 1 resistance to itself. Snow Cloak is too luck-based and is not conductive to a competitive environment. As far as handling high ranking OU threats, Mega Abomasnow finds itself losing to Mega Charizard X (S), Greninja (S), Keldeo (S), Bisharp (A+), Mega Charizard Y (A+), Heatran (A+), Mega Heracross (A+), Mega Scizor (A+), Talonflame (A+), Mega Venusaur (A+), Excadrill (A), Ferrothorn (A), Mega Manectric (A), Mega Medicham (A), Terrakion (A), Mega Aerodactyl (A-), Jirachi (A-), Black Kyurem (A-), Magnezone (A-), Tyranitar (A-), and Mega Tyranitar (A-). The list of top ranking Pokemon in the OU metagame is just too expansive for Mega Abomasnow to fulfill any niche, and thus is not viable. As a result of viability, it is very possible for a lower tier Pokemon to actually be more viable than a Pokemon belonging to that tier. An example of this actually happening can be seen in the OU metagame, where Mega Aerodactyl (A-), a UU Pokemon, has a higher viability ranking than that of Zapdos (B-), an OU Pokemon. Why isnt Viability used to determine tiers instead of usage? Viability is used to determine how good a Pokemon is in the current state of a tier's metagame, which fluctuates much more often than wether a Pokemon drops from OU to UU or vice-versa. Tiers are updated rather infrequently (in Smogon's case, tiers are updated every 3 months), and thus eliminates short term trends from affecting tier status. It is possible that during a tier shift, a higher tier Pokemon with lower viability in their tier's metagame will drop to a lower tier, and lower tier Pokemon with higher viability in a higher tier's metagame will rise to that tier. During the last tier shift that occured in September, this is exactly what had happened to Mew, a Pokemon that was A-Rank viability in the OU metagame, rose from UU to OU as a result of its increased usage. The only exception from this is the Ubers tier, which is not based on a Pokemon's usage. Can a lower tier Pokemon have a higher viability in a higher tier's metagame than it does in lower tier's metagame? Yes, this can and has already happened, with the following: Blissey Tier (Singles): UU Singles Ubers Viability: B- Singles OU Viability: D Singles UU Viability: A- In Blissey's case, Blissey has certain qualities over Chansey that makes it worth the B- ranking in Ubers, due to factors in that environment, namely Mega Gengar and Shadow Tag, as Blissey can hold a Shed Shell to escape them while Chansey cannot. In OU, Shadow Tag is not as much of a concern in OU as it is in Ubers, thus Blissey sits at D rank where it is largely outclassed by Chansey. Another example: Kabutops Tier (Singles): NU Singles OU Viability: B+ Singles UU Viability: F Singles RU Viability: B Singles NU Viability: A In the case of Kabutops, an NU Pokemon, we see that Kabutops is much more viable in OU than in RU, and is not viable at all in UU. Part of this is due to the fact that Drizzle is banned in all tiers except Ubers and OU, so Rain teams are much more viable in OU than in the lower tiers. In addition to this, Kabutops holds qualities that allow it to perform exceptionally well against many threats in the OU metagame when used on a Rain team. Because of the different environments that are the UU and RU metagames, Kabutops cannot function as well in these metagames as in can in OU's. How is a Pokemon's viability determined? As previously stated, a Pokemon's viability in a tier's metagame is largely dependent on the metagame itself, but the following should provide a rough guideline: Common Matchups: How well does the Pokemon perform against the S and A rank threats and playstyles of that tier's metagame? Can it check or counter the majority of them, or does it lose to the majority of them? Think: vs (OU Environment) Effectiveness: Can this Pokemon adequately perform in all the roles it can provide, or can another Pokemon perform the same jobs better? Think: vs (OU Environment) Think:vs(OU Environment) Uniqueness: If another Pokemon can perform the same role, does this Pokemon offer anything noteworthy that the other one cannot? Think: Unaware vs Hyper Voice(OU Environment) Opportunity Cost: Can this Pokemon be slapped on to any team and still perform its job well, or does it require more support than its competition? Think: vs (OU Environment) Mega Opportunity Cost: If the Pokemon is a Mega Evolution, is there another Mega Evolution I can use that would appreciate having a non-mega alternative fulfill the same role? Or is there a better non-Mega alternative that allows me to use another Mega? Think: vs (OU Environment) Think: vs (OU Environment) Think: vs (OU Environment) Flexibility: Can this Pokemon perform only one role, or can it fulfill many different roles? Can this Pokemon be used on any team or only one kind of team? If the Pokemon can only fulfill one role, does it excel at doing so, and how viable is that role? Think: & vs & (OU Environment)
-
So as I previously reported, Showdown has had full ORAS compatability for a few weeks now, using the data that was extracted from the ORAS Demo... ... And Mega Salamence is already undergoing a suspect test. Yes, Mega Salamence is being suspect tested for ubers and the game isn't even out yet.
-
[Gen6][3DS] Pokémon Omega Ruby and Pokémon Alpha Sapphire
RicePigeon replied to Arya Chan ☆'s topic in [ NINTENDO ]
Diancie is pretty much meh as far as competitive battling goes. Mega Diancie, on the other hand, has that base 110 speed and those sexy mixed attacking stats. -
Ecole Software Taking Action On Melty Blood MUGEN Creators
RicePigeon replied to Dissidia's topic in [ MUGEN LOUNGE ]
You kind of misinterpreted what I said. I said only send an email IF you actually had something taken down from "Ecole", so that way you can confirm with certainty whether it was them or not. The consequences will occur if you're a 3rd person who DID NOT receive an actual copyright claim. -
Aerodactyl & Mega Aerodactyl Type (Normal): Rock / Flying Type (Mega): Rock / Flying Abilities (Normal): Rock Head / Pressure / Unnerve (HA) Abilities (Mega): Tough Claws Current Tiers: Singles (Normal): UU Singles (Mega): UU Doubles (Normal): DUU Doubles (Mega): DUU Tier Metagame Viability (Singles): Ubers (Normal): F Ubers (Mega): F OU (Normal): F OU (Mega): A- UU (Normal): C UU (Mega): A+ Tier Metagame Viability (Doubles): DOU (Normal): B DOU (Mega): B Singles OU Overview OU Viability (Normal): F OU Viability (Mega): A- Don't let Mega Aerodactyl's status as a UU Pokemon fool you; Mega Aerodactyl is more than capable of holding its own in the OU environment. It serves as a fast, offensive Pokemon capable of outspeeding many threats without the use of a +speed nature. By virtue of Mega Aerodactyl's typing, it is a very reliable answer to birdspam teams, easily dispatching of Talonflame, Staraptor, and Mega Pinsir. By utilizing Taunt and Roost, Mega Aerodactyl can also serve as a stallbreaker, easily shutting down defensive Pokemon while keeping itself alive. While Aerodactyl's set of contact moves is sparse, Tough Claws acts as a recoil-less Life Orb for those attacks affected by it, turning Aerial Ace and the elemental fangs into usable options. However, Mega Aerodactyl's speed isn't too stellar on the turn it Mega Evolves, leaving it prone to being outsped on turn 1 by Pokemon it would otherwise outspeed. Additionally, weaknesses to Stealth Rock, Bullet Punch, Ice Shard, and Aqua Jet don't do Mega Aerodactyl any favors, either. OU Singles Moveset: Stallbreaker Ability: Pressure (Tough Claws) / Item: @Aerodactylite Nature: Adamant w/ EVs: 244 Attack / 44 Defense / 220 Speed Moves: Taunt / Roost / Aerial Ace / Aqua Tail Tips: With Mega Aerodactyl's speed, Taunt shuts down many defensive Pokemon and Pokemon that rely on status or recovery moves, such as Chansey, Skarmory, Mew, and Hippowdon, as well as preventing the use of boosting moves and Stealth Rock. Roost allows Mega Aerodactyl to stay alive, not only mitigating damage accumulated from Stealth Rock, but also temporarily removes its Electric, Rock, and Ice weaknesses for the turn. Care should be taken though as Roost leaves Mega Aerodactyl weak to Fighting and Ground, two types that it would otherwise take neutral damage from or be immune to, respectively. Aerial Ace, when backed by Tough Claws, reaches a respectable 80 base power, and is used to deal with Grass types such as Breloom, Mega Venusaur, and Amoonguss, while also giving Mega Aerodactyl a way to OHKO Mega Heracross and Mega Pinsir. Aqua Tail gives excellent coverage in conjunction with Aerial Ace, and is also boosted by Tough Claws. Aqua Tail gives Mega Aerodactyl the ability to hit the Rock, Ground, and Steel types that would otherwise give this set problems, such as Heatran, Hippowdon, Gliscor, Skarmory, and Terrakion. The above EV spread allows Mega Aerodactyl to always survive 2 hits from Choice Band Talonflame's Brave Bird, while OHKOing Keldeo with Aerial Ace and Terrakion with Aqua Tail. The given Speed EVs allow it to outspeed everything up to and including Greninja after it Mega Evolves. While it may be tempting to use Leftovers on this set, Aerodactylite offers additional speed, power, and bulk that far outweighs the benefits of the additional recovery that Leftovers has to offer. If the opponent runs a birdspam team, Mega Aerodactyl should be preserved, especially so that it can wall Talonflame, who outspeeds and 3HKOs Mega Aerodactyl with priority Brave Bird. Taunt should be used liberally against Stall and Defensive teams, and also against common lead Pokemon that carry Stealth Rock, such as Garchomp and Terrakion. Taunt works great in conjunction with a Toxic user, especially against Stall teams, as they cannot recover their health. Recommended Teammates: Clerics, preferably a Fairy type for type synergy (Clefable, Sylveon) Users of Toxic Rapid Spin or Defog users, to remove Stealth Rock (Latios, Latias, Excadrill, Starmie) Checks and Counters to Mega Venusaur (Landorus-Incarnate, Black Kyurem) Slowbro or Quagsire (Type synergy, helps beat Garchomp) OU Singles Moveset: Physical Attacker Ability: Pressure (Tough Claws) / Item: @Aerodactylite Nature: Adamant w/ EVs: 252 Attack / 4 Defense / 252 Speed Moves: Stone Edge / Ice Fang / Aerial Ace / Earthquake or Fire Fang Tips: Stone Edge, while not boosted by Tough Claws, still hits quite hard for a physical STAB Rock-type move. Ice Fang gives nice coverage to the Pokemon Mega Aerodactyl can't hit otherwise, such as Garchomp, and its paltry 65 base power turns into a respectable 84.5 when boosted by Tough Claws. Aerial Ace is another STAB move, this one boosted by Tough Claws, and gives great coverage, allowing Mega Aerodactyl to KO threats such as Mega Venusaur, Keldeo, and Mega Heracross. For the last slot, Earthquake can be used for great neutral coverage with Stone Edge, though it is not boosted by Tough Claws. Fire Fang can be used instead, as it does receive the Tough Claws boost, and is Aerodactyl's best option against Skarmory, Ferrothorn, and Mega Scizor. The given EV spread maximizes Mega Aerodactyl's speed and power. Adamant nature is chosen over Jolly, as the extra speed from Jolly does not allow Mega Aerodactyl to outspeed any other notable Pokemon that it could not otherwise. The extra speed, bulk, and power granted by Aerodactyl's Mega Evolution makes Aerodactylite the more viable choice for an item over Life Orb. While Life Orb affects all of Aerodactyl's attacks and not just contact moves, it sacrifices its longevity with recoil, and does not allow Aerodactyl to outspeed key threats that its Mega Evolution can. Try to Mega Evolve as soon as possible, as there are many threats in OU that Mega Aerodactyl can outspeed that its regular form cannot. This Mega Aerodactyl set has wide coverage, able to hit the majority of OU for super effective damage, so prediction is necessary, otherwise the opponent will gain a free switch. If used early in the game, Mega Aerodactyl should focus on wearing down offensive teams so that a teammate can clean up later on. Alternatively, due to its high speed and attack with Tough Claws, Mega Aerodactyl can also operate as a late game cleaner. Recommended Teammates: Rapid Spin or Defog users, to remove Stealth Rock (Latios, Latias, Excadrill, Starmie) Wallbreakers (Keldeo, Landorus-Incarnate) Entry Hazard users (Ferrothorn, Hippowdon, Tyranitar, Klefki, Greninja) Klefki (Type synergy, can set up priority Spikes, cripples opposing Choice Scarf users with priority Thunder Wave) OU Checks and Counters to Aerodactyl Common priority moves, such as Aqua Jet, Bullet Punch, and Ice Shard (Azumarill, Crawdaunt, Mega Scizor, Mamoswine, Weavile) Physically Bulky Pokemon and Physical Walls (Landorus-Therian, Rhyperior, Slowbro, Skarmory) Common Electric, Ice, Rock, Steel, Water attacks Stealth Rock ORAS: Mega Slowbro (Massive physical bulk, can KO with STAB Scald.) ORAS: Mega Metagross (Physically bulky, access to Tough Claws, 2HKOs with STAB Bullet Punch, can KO with Meteor Mash, is 2HKOed by variants with Earthquake) UU Overview UU Viability (Normal): C UU Viability (Mega): A+ Mega Aerodactyl holds the title for the fastest viable Pokemon in UU, outsped only by Ninjask in terms of base speed. Just as is the case in OU, Tough Claws turns rather mediocre moves such as Aerial Ace and Fire Fang into viable and respectable options. Because it no longer has to face competition from the better Defog users in OU, Aerodactyl can be used as an offensive Defogger in UU, providing entry hazard removal for the team. However, being a Defog user can be annoying for Aerodactyl when it is weak to the very same Stealth Rocks that it is supposed to remove. It also has problems getting past certain defensive walls and suffers from a bit of Four Moveslot Syndrome: it wants to run all of its coverage options at once, but sadly cannot. UU Singles Moveset: Offensive Defog/Offensive Support Ability: Pressure (Tough Claws) / Item: @Aerodactylite Nature: Jolly w/ EVs: 120 HP / 252 Attack / 136 Speed Moves: Defog or Taunt / Roost / Stone Edge / Aqua Tail or Aerial Ace Tips: The first slot should be dedicated to what kind of support Mega Aerodactyl should bring. Defog allows it to remove entry hazards, while Taunt gives it an easier time against Defensive teams. Roost gives Mega Aerodactyl reliable recovery, and allows it to mitigate the damage it accumulates from switching in against entry hazards. Stone Edge is Mega Aerodactyl's strongest STAB moves, and quickly decimates the Fire and Flying types of UU. For the last slot, both Aqua Tail and Aerial Ace receive the boost from Tough Claws. Aqua Tail gives it nice coverage with Stone Edge, as it allows Mega Aerodactyl to beat common Stealth Rock setters in UU such as Hippowdon and Donphan. Aerial Ace can be used instead, as it gains STAB and also hits Chesnaught hard. The given EV spread with Jolly allows Aerodactyl to outspeed all Pokemon of base 115 speed and lower, while also allowing it to outspeed neutral natured Pokemon of base 85 speed with a +1 speed boost after Mega Evolving. Attack is maximized to give it the most offensive presence, while the rest is dumped into HP to give it as much bulk as possible. The combination of Defog and Roost gives Mega Aerodactyl great offensive presence and durability for offensive teams. The first priority of this Mega Aerodactyl set should be to keep entry hazards off the field and stay as healthy as possible. Once that is done, then Mega Aerodactyl can worry about damage. Since speed and attack are Mega Aerodactyl's key stats, avoid burns and paralysis at all costs. Recommended Teammates: Pokemon weak to entry hazards such as Stealth Rock (Chandelure, Honchkrow, Darmanitan, etc) Wallbreakers and Pokemon that can beat common physical walls (Celebi, Shaymin) Hazard setters, to reset entry hazards if needed (Forretress, Nidoqueen, Roserade, Swampert, Hippowdon) UU Singles Moveset: Hone Claws Sweeper Ability: Pressure (Tough Claws) / Item: @Aerodactylite Nature: Adamant w/ EVs: 252 Attack / 4 Defense / 252 Speed Moves: Hone Claws / Stone Edge / Aerial Ace, Roost, or Crunch / Aqua Tail or Aerial Ace Tips: Hone Claws is Aerodactyl's only option for a boosting move, increasing its attack and accuracy by 1 stage, allowing it to not only hit hard, but also turns Stone Edge into a 100% accurate move after 1 boost. For the 3rd slot, Aerial Ace is a STAB option that hits Pokemon such as Machamp, Shaymin, and Scrafty hard. Roost can be used for longevity if needed. Crunch is another option that hits Jirachi and Bronzong hard. For the 4th slot, Aqua Tail smacks common Ground types hard, such as Donphan, Gligar, Hippowdon, Nidoking, and Nidoqueen. If Roost or Crunch are used in the 3rd slot, Aerial Ace can be used in this slot for the reasons already mentioned. The above EV spread and nature maximize Mega Aerodactyl's speed and power. Adamant is chosen over Jolly as the extra speed from Jolly does not allow Mega Aerodactyl to outspeed any other notable Pokemon that it could not otherwise. As a cleaner, this Mega Aerodactyl should be saved until late game when its checks and counters have been removed and the opponent's team weakened. For this reason, this set appreciates having entry hazards and wallbreakers to make its job easier. Do not set up with Hone Claws until you are absolutely sure the opponent has no Choice Scarf Pokemon left, as they can revenge kill Mega Aerodactyl. Recommended Teammates: Wallbreakers (Choice Band Mienshao, etc) Defog or Rapid Spin users (Donphan, Starmie, Crobat, Empoleon) Entry hazard users (Hippowdon, Roserade, Nidoqueen) UU Checks and Counters to Aerodactyl Physically Bulky Pokemon and Physical Walls (Hippowdon, Suicune, Swampert, Gligar) Bulky Offensive Pokemon (Mega Blastoise, Mega Ampharos, Nidoqueen, Metagross) Choice Scarf users (Hydreigon, Mienshao, Jirachi) Stealth Rock Doubles DOU Overview DOU Viability (Normal): B DOU Viability (Mega): B Aerodactyl and its Mega Evolution struggle a bit to keep up in the Doubles environment. For starters, it is weak to common priority attacks such as Aqua Jet, Bullet Punch, and Ice Shard, all of which keep it at bay. It is highly affected by Speed control, and it also lacks the bulk of other Rock type Pokemon such as Tyranitar and Terrakion, so it is often passed over in favor of them. However, Aerodactyl does have several niches over them. It gains access to various team support options, including Tailwind and Wide Guard. Having access to a fast Rock Slide is always nice, especially when you have a 51% chance of flinching at least one opponent. The most notable niche that Aerodactyl has, however, is Sky Drop; a move that was banned from Doubles last generation due to a glitch that could render an opponent's Pokemon permanently incapacitated with no way to switch out. In general, Mega Aerodactyl is often passed over in favor of the base form, as there are often much better choices for the Mega slot in Doubles, and base Aerodactyl's 130 base speed is often enough to get what it needs done. OU Doubles Moveset: Support Ability: Pressure or Unnerve / Item: @Focus Sash Nature: Jolly w/ EVs: 252 Attack / 4 Defense / 252 Speed Moves: Rock Slide / Sky Drop / Tailwind or Wide Guard / Protect or Wide Guard Tips: Rock Slide, as previously mentioned, has a 51% chance to flinch at least one opponent in Doubles. Combined with Aerodactyl's 130 base speed, this can easily score a flinch against any Pokemon not running Inner Focus or Choice Scarf. It also checks threats such as Talonflame and Mega Charizard Y. Sky Drop is an extremely annoying move for the opponent that, when coupled with Aerodactyl's base 130 speed, essentially gives Aerodactyl's partner a free turn; only having to deal with one opponent on the field instead of two. Keep in mind that as of X&Y, Sky Drop will fail against any Pokemon that weighs 440.9 lbs (200 kg) or more, so it is best used against lighter targets (up to and including Entei) The last two slots are Aerodactyl's support options. Wide Guard supports the opponent by rendering Aerodactyl's team immune to spread moves such as Rock Slide, Muddy Water, and Hyper Voice. Tailwind provides speed control that doubles the speed of Aerodactyl's team for 3 turns, but should not be used under Trick Room. Protect is used not only to scout, but also to shield Aerodactyl against Protect, which can break its Focus Sash while rendering it unable to move. Taunt can also be used in any of these slots to stop Trick Room and support Pokemon such as Amoonguss. The above EV spread with a Jolly nature allow Aerodactyl to tie with other base 130 speed Pokemon, such as Mega Gengar, while also giving Rock Slide and Sky Drop as much power as possible. Focus Sash is necessary to ensure that Aerodactyl is able to provide at least one turn of support, usually Tailwind, and is run over Aerodactylite for this purpose. It also allows Aerodactyl to be run alongside Mega Evolutions that appreciate the support Aerodactyl can give, such as Mega Kangaskhan and Mega Gyarados. For the ability, Pressure is useful for scouting common Choice Scarf Pokemon such as Salamence or Gardevoir. Unnerve, however, prevents the opponent from consuming Sitrus and Lum Berries, two common held items found in Doubles. If up against a potential user of Fake Out, it is best to use Protect on turn 1, ensuring that Focus Sash will be held intact so that Aerodactyl can be guaranteed to use its support options. Sky Drop should be used on Pokemon that Aerodactyl's partner cannot handle in order to temporarily remove them from the match, giving Aerodactyl's partner a free turn of 1-on-1 with the other opponent. As previously mentioned, Sky Drop will fail against any Pokemon weighing more than 440.9 lbs (200 kg), the most common of which include Tyranitar, Gyarados, Terrakion, Mamoswine, Rhyperior, and Heatran. Do keep in mind however that the 2nd turn will leave Aerodactyl vulnerable to being targetted, as it cannot use Protect on that turn. Recommended Teammates: Slow attackers (Bisharp, Mega Kangaskhan, Azumarill, Hydreigon, Mega Charizard Y, etc) Setup Pokemon (Mega Gyarados, Mega Tyranitar, Mega Charizard X, Blaziken) Pokemon weak to common spread moves (Aegislash, Mega Charizard Y) DOU Checks and Counters to Aerodactyl Electric types (Mega Manectric, Rotom-Wash) Steel types (Mega Mawile, Aegislash, Ferrothorn) Pokemon that weigh at least 440.9 lbs / 200 kg (Tyranitar, Mamoswine, Heatran, Terrakion, Gyarados, Rhyperior) Swift Swimmers (Kingdra, Ludicolo, [ORAS] Mega Swampert) Mamoswine (Ignores Focus Sash with Icicle Spear, KOs with priority STAB Ice Shard, immune to Sky Drop, resists Rock Slide) Sableye (Shuts down Wide Guard and Tailwind with priority Taunt, burns with priority Will-o-Wisp) Rhyperior (Bypasses Focus Sash with Rock Blast, immune to Sky Drop, resists Rock Slide) Gyarados (Has access to Intimidate, immune to Sky Drop, can speed control with Thunder Wave or Icy Wind, can KO with Waterfall, weak to Rock Slide prior to Mega Evolving) Landorus-Therian (Has Intimidate, outspeeds with Choice Scarf, can KO with Stone Edge) External Links Smogon Analysis (Singles OU) Smogon Analysis (Singles UU)
-
Ecole Software Taking Action On Melty Blood MUGEN Creators
RicePigeon replied to Dissidia's topic in [ MUGEN LOUNGE ]
According to their website, its [email protected] Just advice though, I strongly suggest not contacting them unless you are one of the ones who personally had an uploaded file removed by a copyright claim from "them". Its a basic legal premise called standing, which basically means that unless you actually had a takedown notice happen to you, there can either be serious legal consequences for making a false claim or Ecole will be under no obligation to respond to you, depending on the circumstances and jurisdiction.