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RicePigeon

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  1. Upvote
    RicePigeon got a reaction from Galvatron in j   
    Gud Koa is best Koa
  2. Upvote
    RicePigeon got a reaction from The Unexpected Visitor in j   
    Gud Koa is best Koa
  3. Upvote
    RicePigeon got a reaction from Nep Heart in State Tree-based AI method   
    Considering the identical conditions, we look at both controllers and see that when the conditions are right, and see that both have a 50% chance of sending the player into either state, at least thats what it looks like on the surface. Remember the top-down processing order I mentioned before? With that in mind, lets follow the code again. Lets assume the conditions are right. We see that Shoryuken has a 50% chance of occuring on the first possible tick. But what about that other 50%? That other 50%, we check for the Hard Punch, which itself has a 50% chance of occuring. This means that we have a 50% chance of using our Shoryuken, a 25% chance of the Hard Punch, or nothing at all.

    If we want the AI to give the illusion of a human player, we want those odds to be roughly equal, so as to keep our opponent guessing like they would against a human player, as opposed to a predictable scripted AI. While it's impossible to make an AI that performs exactly as a human player would, we can at least remove the above problem from the equation. To do this, we need to take advantage of State Trees.

    For those of you who aren't computer science geeks, a state tree is basically a graph of all states that a state machine, such as a mugen character can be in, and all possible outcomes or paths that machine can take. In our example, since we want to script our AI so as to not be so predictable, we want our AI to be able to perform several different options when conditions are right. For example, say the conditions are right for us to use an antiair attack, such as when an opponent is jumping in, we want to be able to do one of the following;
    Shoryuken Hard Punch Dash backward Roll forward Jump up If we followed the pattern of the AI code snippet above, these five different actions would each have a split of 50% - 25% - 12.5% - 6.25% - 3.125% in that respective order. Ideally, each of these should have a 20% chance. Thats where this code comes in;

    First, in your -2 state, make sure to add the following controller;
     
     


    This will spawn a helper that will make all AI based decisions for us. The idea is that we are going to have the helper look at all possible conditions, look at a list of all possible states our character can go in to, randomly choose one and pass it back to the player. Now, inside our helper, we'll have the following code. We'll go over each one step by step and explain what they do.
     
     

    This section contains the required Statedef for our helper state, and makes it so that the helper is always bound to the player and facing the player's direction. This way, we can simply call certain triggers without the need for redirection, such as p2dist x, pos y, and so forth.
     

    Our helper's RNG. Basically, our Helper will be producing a constant stream of random numbers each tick to be used for state selection. The reason we don't simply call random in each instance is because random reinitializes itself every time it is called. If you don't understand yet, don't worry, as this will make more sense later on.
     


    This is the meat of our AI decision making:
    <conditions>: refers to the set of triggers you would normally put in your AI's state controllers, such as p2dist x, statetype !=A, and so on. <number of outcomes>: refers to the total number of possible outcomes you want for your set of conditions. In our above example, we have a total of 5 outcomes, so this would be set to five. <stateno of outcome #X>: this is the stateno for each of your possible outcomes In this case, var(0) is the random number that we stored earlier. Var(1) stores the state number that we wish to pass back to the root. Var(2) is merely a flag for when we want our AI tree to decide which state to go to next, and dictates how long to hold that value for before we regenerate another outcome. We dont want to generate a stateno if we already have one generated. In this setup, higher AI levels generate outcomes more frequently, providing for quicker reaction times. Here is an example of this block of code in action;
     

     
     


    In this above example, we have five possible states that our AI controlled player can go into when the following conditions are true:

        player 2 is lying down
        player 1 is not attacking
        player 1 is not in the air

    For each set of conditions, such as antiair, a certain distance between p1 and p2 is reached, etc, you will repeat this process for each set of states. Let us continue.
     
     


    This piece of code is what allows the helper to pass the stateno back to player 1 once the meat of the work is done.
     
     


    This piece of code counts down Var(2), which doubles as a buffer. Once Var(2) reaches 0, we can generate another stateno for our root player. When this happens, we tell our root player that we do not currently have a state generated by setting the value to 0 (or any other sentinel value of your choosing).
     
     


    This destroys the helper if the player is not under the control of AI, since the helper is no longer necessary.

    We're almost done. Go back to your CMD file, and under each Changestate controller where you would normally add your AI code, change each one to include the following:
     
     


    Basically your global conditions, such as statetype, cancel ability, power requirements, etc should be moved to triggerall. Your trigger1s should be everything related to human control. For the AI control, remember Var(58), which we used to pass the stateno value back to player 1? This tells the player to change to that state ONLY when Var(58) is the same stateno value as the one in the controller here. In this case, this tells player 1 to only change to state 220 if the AI helper tells us to. You would repeat this for every single changestate in your CMD file.
  4. Upvote
    RicePigeon got a reaction from Galvatron in [Gen6] Pokemon of the Week ORAS Edition (08/26: The return of PotW)   
    Sorry for the delay, but its tier rotation time. The last Pokemon voted on was Diancie, so here it is.

    Diancie & Mega Diancie


    Tier Status (Singles, Diancie): OU
    Tier Status (Singles, Mega): OU
    Tier Status (Doubles, Diancie): DOU
    Tier Status (Doubles, Mega): DOU

    Type (Diancie): Rock/Fairy
    Type (Mega): Rock/Fairy

    Base Stats (Diancie): 50 / 100 / 150 / 100 / 150 / 50
    Base Stats (Mega): 50 / 160 / 110 / 160 / 110 / 110


    Abilities (Diancie):
    Clear Body: This Pokemon's stats cannot be lowered by an opponent's attack or ability. This ability does not prevent the user's attack from being lowered by being affected by Burn, nor does it prevent the speed reduction effect of Paralysis, and this Pokemon can still lower its own stats through the use of its own moves such as Hammer Arm and Curse. This ability is ignored if the attacks in question are used by Pokemon with with abilities Mold Breaker, Teravolt, or Turboblaze. Abilities (Mega):
    Magic Bounce: All non-damaging attacks and status moves, such as Taunt, Will-o-Wisp, and Screech, that target this Pokemon will be reflected back onto the user. This ability cannot reflect an attack that has already been reflected by another Pokemon's Magic Coat or Magic Bounce, and this ability will not reflect attacks used by Pokemon with the abilities Mold Breaker, Teravolt, or Turboblaze. Table of Contents
    Singles OU Overview Singles Ubers Overview Doubles OU Overview  
     
    Singles OU Overview
    ORAS Singles OU Viability: D
    ORAS Singles OU Viability: A+

    Following in the footsteps of Mew, Celebi, Jirachi, Manaphy, Shaymin, and Victini in earlier generations, Gen 6 provided us with another "secret" Pokemon at the end of the Pokedex with 600 BST, albeit this time around Diancie does not follow the standard base 100 stats all around formula, nor does it sport a Psychic typing as its predecessors did. Instead, Diancie's base stats reflect its Pokedex association with Carbink; being a mutated Carbink, it's base stats are virtually identical with the exception of having base 100 Attack and Sp.Attack. Despite being a superior Carbink, Diancie is still a rather mediocre Pokemon; its base 50 HP hinders its dual 150 defenses, nor does its Rock typing grant it any defensive favors. However, its semi-unique typing does allow it to come in on Dragon, Flying, and Fire type attacks rather easily.

    ORAS, however, saved Diancie from obscurity by granting it a Mega Evolution. Mega Diancie solves all the problems normal Diancie has by sacrificing some of its mixed defenses for additional hitting power and reaching the 110 base Speed tier, allowing it to outspeed many threats in OU. Mega Diancie also gained Magic Bounce, making it one of the few viable users in the tier (sorry to all you Espeon and Mega Absol fans out there but they're both mediocre :p). It also has a decent offensive and support movepool, allowing it to function as a mixed attacker, sweeper, or support Pokemon without having to worry about Taunt or status due to its ability. Unfortunately, like all Mega Evolutions that receive a base speed increase over their base form, Mega Diancie is a victim of Gen 6 turn order mechanics, where it still suffers from the base form's base 50 speed on the turn that it Mega Evolves. Its typing also leaves it vulnerable to common Steel, Water, and Ground attacks, leaving its susceptible to 3 of the 4 S-rank Pokemon currently in OU (Keldeo, Landorus-Incarnate, and Mega Metagross, though Mega Diancie outspeeds the former two and speed ties with the latter).


    ORAS OU Singles Moveset: Mega Mixed Attacker

    Ability: Clear Body (Magic Bounce) / Item: @Diancite
    Nature: Naive w/ EVs: 16 Attack / 240 Sp.Attack / 252 Speed
    IV Spread (Non-HP Fire): 31/31/31/31/31/31
    IV Spread (HP Fire only): 31/31/30/30/31/30 -or- 31/30/31/30/31/30
    Move #1: Moonblast
    Move #2: Diamond Storm
    Move #3: Earth Power or Hidden Power [Fire]
    Move #4: Protect or Hidden Power [Fire]

    Tips:
    Moonblast is Mega Diancie's primary STAB, hitting hard on the Special side and allowing it to OHKO most Dark and Fighting types in the tier. Diamond Storm is Diancie's secondary STAB, hitting on the physical side and allowing Diancie to wallbreak most defensive threats in conjunction with Moonblast. The third slot is dedicated to coverage against Steel types. Earth Power is the preferred option, as not only does it prevent Heatran from completely walling Mega Diancie, but OHKOs it and many Ground-weak Pokemon after Stealth Rock damage, such as Mega Charizard X, Mega Manectric, and Raikou. Hidden Power [Fire] can be used instead to cover Steel types that don't particularly care about Earth Power, such as Ferrothorn, Mega Scizor, and Skarmory, but forces Mega Diancie to lose the speed tie with other base 110 speed Pokemon, as running Hidden Power [Fire] forces Mega Diancie to run an imperfect Speed IV. For the fourth slot, Protect allows Diancie to safely Mega Evolve without having to worry about its pitiful base 50 speed on the turn it Mega Evolves. It also allows Mega Diancie to play mindgames with Mega Lopunny, causing it to lose 50% of its health if it decides to use High Jump Kick on the same turn. However, if extra coverage is needed, Hidden Power [Fire] can be run in this slot instead if already running Earth Power in the 3rd slot. Full EV investment in Speed is necessary to take full advantage of Mega Diancie's base 110 speed once it Mega Evolves. 16 Attack EVs allow Mega Diancie to OHKO most Flying and Fire types with Diamond Storm, including Physically Defensive Zapdos after Stealth Rock damage, while the remaining EVs are dumped into Sp.Attack. Naive nature is chosen so as to not hinder either of Diancie's two offensive stats. The IV spreads are self explanatory; the first IV spread should only be used if not running Hidden Power [Fire], while the second and third IV spreads should be used if you are. Mega Diancie should try to Mega Evolve early in the game to take full advantage of its mixed wallbreaking capabilities. The best time to bring Diancie in is against Pokemon that cannot immediately threaten it, such as Mandibuzz and Mega Sableye. If not running Protect, you must make sure that the opponent is slower than you so that you can safely Mega Evolve. Recommended Teammates:

    Steel and Water type attacks, especially the priority moves Aqua Jet and Bullet Punch, are very problematic for Diancie, especially the latter. Pokemon that can take these attacks, such as Heatran, Rotom-Wash, Ferrothorn, and just about every bulky Water type make for good teammates due to this.
    If not running Hidden Power [Fire], Magnezone can trap and kill common targets of Hidden Power [Fire], such as Ferrothorn, both Scizors, and Skarmory, who can otherwise beat Mega Diancie.
    Due to the entry hazard control Mega Diancie provides, Pokemon that appreciate having Stealth Rock off of the field work nicely. Talonflame and Volcarona are the most notable as their typing renders them losing 50% of their health every time they switch, and can handle Steel types that threaten Diancie. Other Stealth Rock weak Pokemon such as Thundurus-Incarnate, Gyarados, and Tornadus-Therian also work.
    Common checks to Diancie include Chansey, Clefable, Suicune, and Rotom-Wash. Pokemon that can lure these threats in, such as Bisharp, Garchomp, and Keldeo, can help wear them down.  
    ORAS OU Singles Moveset: Mega Rock Polish Sweeper

    Ability: Clear Body (Magic Bounce) / Item: @Diancite
    Nature: Rash w/ EVs: 64 HP / 16 Attack / 252 Sp.Attack / 176 Speed
    IV Spread (Non-HP Fire): 31/31/31/31/31/31
    IV Spread (HP Fire only): 31/31/30/30/31/30 -or- 31/30/31/30/31/30
    Move #1: Rock Polish
    Move #2: Diamond Storm
    Move #3: Moonblast
    Move #4: Earth Power or Hidden Power [Fire]

    Tips:
    Rock Polish doubles Mega Diancie's speed after one use, turning it into a terrifying sweeper with its dual base 160/160 offense stats. Moonblast is Mega Diancie's primary STAB, hitting hard on the Special side and allowing it to OHKO most Dark and Fighting types in the tier. Diamond Storm is Diancie's secondary STAB, hitting on the physical side and allowing Diancie to wallbreak most defensive threats in conjunction with Moonblast. The third slot is dedicated to coverage against Steel types. Earth Power is the preferred option, as not only does it prevent Heatran from completely walling Mega Diancie, but OHKOs it and many Ground-weak Pokemon after Stealth Rock damage, such as Mega Charizard X, Mega Manectric, and Raikou. Hidden Power [Fire] can be used instead to cover Steel types that don't particularly care about Earth Power, such as Ferrothorn, Mega Scizor, and Skarmory. 176 Speed EVs with a neutral nature allow Mega Diancie to outspeed all neutral natured Pokemon with base 100 Speed before using Rock Polish. 16 Attack EVs allow Mega Diancie to OHKO most Flying and Fire types with Diamond Storm, including Physically Defensive Zapdos after Stealth Rock damage, while Sp.Attack is maxed out with a Rash nature so that Mega Diancie hits as hard as possible on the Special side. The remaining EVs are dumped into HP for a small amount of extra bulk. The IV spreads are self explanatory; the first IV spread should only be used if not running Hidden Power [Fire], while the second and third IV spreads should be used if you are. Note that if running Hidden Power [Fire], you will instead speed tie with neutral natured base 100 speed Pokemon instead of outspeeding. Users of the priority moves Aqua Jet and Bullet Punch, such as Azumarill and Mega Scizor, should be removed before attempting to set up Rock Polish, as these Pokemon can easily revenge kill Mega Diancie. Depending on if Diancie is running Earth Power or Hidden Power [Fire], Pokemon such as Heatran, Amoonguss, Ferrothorn, and Scizor will need to be removed beforehand depending on the coverage move being run. Try to Mega Evolve as early as possible, as not only does Mega Diancie greatly benefit from having base 110 speed, but also allows it to switch in to common status and taunt users such as Mew thanks to Magic Bounce. Against slower foes, if Mega Diancie has not yet set up, this set can easily bluff the Mixed Attacker set, while still acting as a wallbreaker. In these cases, refer to the Mixed Attacker set tips above. Recommended Teammates:

    Steel and Water type attacks, especially the priority moves Aqua Jet and Bullet Punch, are very problematic for Diancie, especially the latter. Pokemon that can take these attacks, such as Heatran, Rotom-Wash, Ferrothorn, and just about every bulky Water type make for good teammates due to this.
    If not running Hidden Power [Fire], Magnezone can trap and kill common targets of Hidden Power [Fire], such as Ferrothorn, both Scizors, and Skarmory, who can otherwise beat Mega Diancie. Latios with Hidden Power [Fire] also works, as it can lure in Scizor and Ferrothorn and severely damage them.
    If not running Earth Power, Pokemon that can handle common Steel types not 4x weak to Hidden Power [Fire], such as Heatran and Jirachi, will need to be removed. Landorus-Therian, Excadrill, and Keldeo can all perform this role easily.
    Celebi makes for an interesting teammate, as not only does it have good defensive typing that compliments Diancie's, but is also the only viable user of Nasty Plot + Baton Pass combination, which allows it to pass a +2 Sp.Attack boost to Mega Diancie, making it much more threatening once it acquires a Rock Polish boost.  
    ORAS OU Singles Moveset: Mega Calm Mind

    Ability: Clear Body (Magic Bounce) / Item: @Diancite
    Nature: Timid w/ EVs: 252 Sp.Attack / 4 Sp.Defense / 252 Speed
    IV Spread (Non-HP Fire): 31/31/31/31/31/31
    IV Spread (HP Fire only): 31/31/30/30/31/30 -or- 31/30/31/30/31/30
    Move #1: Calm Mind
    Move #2: Moonblast
    Move #3: Earth Power
    Move #4: Hidden Power [Fire] or Psyshock

    Tips:
    Calm Mind bolsters Mega Diancie's Sp.Attack to sky high levels Moonblast is Mega Diancie's primary STAB, allowing it to OHKO most Dark and Fighting types in the tier. Earth Power is for Steel type coverage, as not only does it prevent Heatran from completely walling Mega Diancie, but OHKOs it and many Ground-weak Pokemon after Stealth Rock damage, such as Mega Charizard X, Mega Manectric, and Raikou. For the fourth slot, Hidden Power [Fire] is the preferred option, as this completes Diancie's coverage against Steel types, smacking Steel types that don't particularly care about Earth Power, such as Ferrothorn, Mega Scizor, and Skarmory. Psyshock is another option that allows Diancie to hit on the physical side while not having to invest towards physical attack, and is Diancie's best option against Amoonguss and Mega Venusaur. The given EV spread maximizes Diancie's Speed and Sp.Attack, with a Timid nature emphasizing on Speed to turn it into a dangerous Calm Mind user. Because of Mega Diancie's base 110 speed, Calm Mind has a dual purpose for both wallbreaking and sweeping. The former should be performed early in the match, and the latter performed later on. Users of the priority moves Aqua Jet and Bullet Punch, such as Azumarill and Mega Scizor, should be removed before attempting to set up Rock Polish, as these Pokemon can easily revenge kill Mega Diancie. Try to Mega Evolve as early as possible, as not only does Mega Diancie greatly benefit from having base 110 speed, but also allows it to switch in to common status and taunt users such as Mew thanks to Magic Bounce. The best time to bring Diancie in is against Pokemon that cannot immediately threaten it, such as Mandibuzz and Mega Sableye. Against slower foes, if Mega Diancie has not yet set up, this set can easily bluff the Mixed Attacker set, while still acting as a wallbreaker. In these cases, refer to the Mixed Attacker set tips above. If running Hidden Power [Fire], Mega Venusaur, Amoonguss, and Chansey will need to be removed before Diancie can sweep. Likewise, if running Psyshock, then Ferrothorn, Scizor, and Skarmory will need to be removed. Recommended Teammates:

    Steel and Water type attacks, especially the priority moves Aqua Jet and Bullet Punch, are very problematic for Diancie, especially the latter. Pokemon that can take these attacks, such as Heatran, Rotom-Wash, Ferrothorn, and just about every bulky Water type make for good teammates due to this.
    If not running Hidden Power [Fire], Magnezone can trap and kill common targets of Hidden Power [Fire], such as Ferrothorn, both Scizors, and Skarmory, who can otherwise beat Mega Diancie.
    If not running Psyshock, Amoonguss, Mega Venusaur, and Chansey will need to be removed from the opponent's team. Landorus-Incarnate with Knock Off and Keldeo can easily handle Chansey, while Keldeo with Hidden Power [Flying] and Thundurus-Incarnate with Psychic can handle Mega Venusaur and Amoonguss.  
    ORAS OU Singles Moveset: Trick Room Setter

    Ability: Clear Body / Item: @Mental Herb
    Nature: Sassy w/ EVs: 252 HP / 88 Defense / 168 Sp.Defense
    IV Spread: 31/31/31/31/31/00
    Move #1: Trick Room
    Move #2: Stealth Rock
    Move #3: Explosion
    Move #4: Diamond Storm or Moonblast

    Tips:
    Diancie's base form has just enough bulk to effectively pull off a Trick Room set for the team. Due to the aforementioned bulk, Stealth Rock is another support option for the team, which can effectively pressure the opponent once Trick Room is set up. Explosion allows Diancie to get off some damage on the opponent while simultaneously providing a free switch-in opportunity for its teammates. The fourth moveslot is dedicated to Diancie's STAB options. Diamond Storm allows it to hit Fire and Flying types for physical damage, while Moonblast hits on the Special side against Fighting and Dark types. The given EV spread aims to give Diancie as much mixed bulk as possible. Sassy nature is chosen to make Diancie slower, allowing it to become as fast as possible under Trick Room. Mental Herb is the item of choice, so as to allow Diancie to set up Trick Room or Stealth Rock even in the face of Taunt users. As the name implies, this Diancie set should only be used on dedicated Trick Room teams. This Diancie set is best used as a lead, setting up Trick Room and Stealth Rock as early as possible. Do not hesitate to use Explosion once Trick Room is set up. Even though Diancie sacrifices itself in the process, the offensive momentum it generates under Trick Room is well worth the loss of Diancie. Recommended Teammates:

    Naturally slow and powerful Pokemon that normally fit on Trick Room teams of course naturally fit with Diancie as a teammate. Diggersby, Victini, Crawdaunt, Bisharp, Azumarill, Conkeldurr, Reuniclus, and Mega Camerupt are all common choices. Bisharp is notable for its ability to pressure common Defog users with Defiant, who will be hard pressed to remove Diancie's Stealth Rocks.
    Pokemon that can switch into Grass, Water, and Ground attacks make for good teammates. Celebi, Mega Venusaur, and Ferrothorn are good choices, as they can easily fit onto Trick Room teams. Honorable Mentions
    Heal Bell: Diancie can run Heal Bell if needed for additional team support, but doing so may come at the cost of an important coverage move. Singles OU Checks and Counters to Diancie

    Many Steel types can come in and threaten Diancie if it lacks the appropriate coverage move. Heatran can threaten any Diancie lacking Earth Power, while both Scizors, Ferrothorn, and Skarmory can threaten any Diancie lacking Hidden Power [Fire]. Mega Metagross, Excadrill, and Mega Scizor can all potentially outspeed Mega Diancie, with Mega Metagross speed tied with any Diancie not running Hidden Power [Fire], Excadrill outspeeds with Sand Rush, and both Scizors can revenge kill with Bullet Punch. Specially Defensive Skarmory can do a number on Mega Diancie with Iron Head, even with minimum Attack investment.
    Common special walls, such as Clefable, Chansey, Hippowdon, Mew, and Alomomola can wear down Mega Diancie as long as it doesn't run Calm Mind or Psyshock. It should be noted that mixed attacker variants of Mega Diancie cannot 2HKO Chansey with Diamond Storm unless it runs max Attack, which is rare.
    Bulky Water and Grass types, such as Manaphy, Suicune, both Slowbros, Azumarill, Mega Venusaur, Amoonguss, and Celebi can all threaten Diancie with their STAB moves while avoiding a 2HKO in most cases. Suicune, Manaphy, and Mega Slowbro can set up Calm Mind to further increase their special bulk, and Azumarill can revenge kill Diancie with Aqua Jet.
    Many revenge killers and naturally fast cleaners can KO Diancie while outspeeding it. Mega Scizor and Azumarill can accomplish this with priority Bullet Punch and Aqua Jet, respectively, and are the only ones capable of revenge killing Rock Polish Diancie. Common Choice Scarf users, such as Landorus-Therian, Garchomp, Keldeo, and Heatran can all outspeed non-Rock Polish variants and OHKO with their STAB moves. Serperior and Mega Sceptile are another option that naturally outspeed Mega Diancie, while the former can use Diancie to easily set up Sp.Attack boosts with Contrary + Leaf Storm.  
    Singles Ubers Overview
    ORAS Singles Ubers Viability: C+
    ORAS Singles Ubers Viability: B+

    Fortunately for Diancie, its typing and Mega Evolution was just enough to make the mutant Carbink viable in the Ubers environment. Its typing allows it to check Darkrai, Yveltal, Ho-oh, and Lugia, and with normal Diancie's bulk it can still be quite useful. Mega Diancie is where it shines, outspeeding 3 of the 4 aforementioned Pokemon.
     
    It also has excellent support options, but its lack of reliable recovery often lets it down in these roles. Again, Mega Diancie is hampered by turn order mechanics that limit its effectiveness on the turn that it Mega Evolves, especially with only 50 base HP. Furthermore, it faces competition for the role of a Magic Bounce user from Mega Sableye, who is usually considered for the role due to its defensive capabilities. Mega Diancie's opportunity cost is further heightened by competition from Mega Salamence, who is often considered to be the best Mega Evolution in the Ubers tier. Mega Diancie often falls short in the faces of Primal Groudon and Primal Kyogre, both of whom dominate the Ubers metagame along with the aforementioned Mega Salamence.


    ORAS OU Singles Moveset: Mega Mixed Attacker

    Ability: Clear Body (Magic Bounce) / Item: @Diancite
    Nature: Timid or Naive w/ EVs: 80 Attack / 252 Sp.Attack / 176 Speed
    Move #1: Moonblast
    Move #2: Diamond Storm
    Move #3: Earth Power
    Move #4: Protect, Heal Bell, or Calm Mind

    Tips:
    Moonblast is Mega Diancie's primary STAB, hitting hard on the Special side and allowing it to KO most Dark and Dragon types in the tier. Diamond Storm is Diancie's secondary STAB, hitting on the physical side and allowing Diancie to wallbreak past Ho-oh, Lugia, and Blissey. Earth Power is Diancie's best option for coverage, allowing it to not only hit Steel types that switch in, but also 2HKO Specially Defensive Primal Groudon after Stealth Rock damage. For the fourth slot, Protect allows Diancie to Mega Evolve safely, and can also be used to scout the opponent's Pokemon. Heal Bell is another option for team support if Mega Diancie is being run on a more offensive team, allowing it to function as an offensive cleric. Calm Mind can also be used here as Mega Diancie can safely set up in the face of Ho-oh and Lugia thanks to Magic Bounce, turning it into an effective stallbreaker. 176 Speed EVs with a Timid/Naive nature allows Diancie to outspeed all Pokemon with base 100 speed and lower. Sp.Attack is maximized in order to allow Mega Diancie to OHKO Rayquaza and Mega Salamence with Moonblast, while the remaining EVs are put towards Attack to give extra power to Diamond Storm. Even when running Diamond Storm, a Timid Nature does not significantly impact Diamond Storm's damage output against Pokemon it is meant to be used against, but if this is a concern then a Naive nature can be run instead. Although the first instinct with Diancie in OU is to Mega Evolve ASAP, in Ubers it may be worthwhile to delay the Mega Evolution if you need to survive a certain attack due to base Diancie's higher mixed bulk. This is especially more important if Diancie is not running Protect. Still, as a Magic Bounce user, you will want to try to Mega Evolve as early as possible. Despite Magic Bounce, leading with Mega Diancie is not advised as it has a poor matchup against common leads; Primal Groudon, Dialga, and Deoxys-Attack, for example, can all threaten a KO with Precipice Blades, Flash Cannon, and Psycho Boost, respectively. Because Mega Diancie lacks any kind of recovery, it is prone to being worn down over time, limiting the number of times it can switch in. Using Earth Power will require predicting the opponent's switches, as Earth Power's targets, such as Primal Groudon and Dialga, can easily dispatch Mega Diancie. Other Moveslot options
    Hidden Power [Fire]: Can be used over Earth Power if Mega Scizor, Ferrothorn, and Genesect are an issue, as they hit these Pokemon much harder than Earth Power. Doing so however will force you to run an imperfect Speed IV, so you will want to run an EV spread of 76 Attack / 252 Sp.Attack / 180 Speed in order to compensate for this. Recommended Teammates:

    Primal Groudon, Ho-oh, and Palkia synergize well with Mega Diancie as all three can take care of Steel types for Mega Diancie. Mega Diancie helps to keep Stealth Rock off the field for Ho-oh while Ho-oh also sports a Ground immunity. Primal Groudon and Palkia can also check Primal Kyogre, who can otherwise force Diancie out.
    Latias, Latios, Origin Giratina, and Arceus-Ghost also synergize quite well with Mega Diancie. The former three sport a Ground immunity and all four are weak to Dark, which Diancie can handle while also providing Heal Bell support for them. Arceus-Ghost can also check Steel types for Diancie.
    Despite stacking a Ground weakness, Dialga is another effective check to Steel types that can also check many Arceus formes that run Calm Mind.  
    ORAS OU Singles Moveset: Mega Utility

    Ability: Clear Body (Magic Bounce) / Item: @Diancite
    Nature: Bold or Impish w/ EVs: 248 HP / 124 Defense / 136 Speed
    Move #1: Protect
    Move #2: Diamond Storm
    Move #3: Moonblast or Toxic
    Move #4: Heal Bell or Stealth Rock

    Tips:
    Protect allows Diancie to Mega Evolve safely, and can also be used to scout the opponent's Pokemon. Diamond Storm is Diancie's primary STAB, preventing it from being stalled out by common Specially Defensive Pokemon such as Ho-oh and Lugia. Moonblast is Mega Diancie's primary STAB, hitting hard on the Special side and allowing it to KO most Dark and Dragon types in the tier. Toxic, however, can be used on this moveslot instead to cripple common switch ins that aren't Steel type, such as Primal Groudon and the various Arceus formes. Heal Bell allows Mega Diancie to function as a great cleric due to its immunity to Taunt and status moves thanks to Magic Bounce. Stealth Rock can be used instead if no other teammate already has it, and it can still function as an effective Stealth Rock setter. 248 HP EVs aim to make Diancie as bulky as possible due to its poor 50 base HP. 136 Speed EVs allows Mega Diancie to outspeed everything up to and including Adamant Rayquaza. The remaining EVs are dumped into Defense with a Bold/Impish nature, as this allows Mega Diancie to avoid several KOs from prominent physical attackers, including +1 Mega Salamence's Earthquake, Rayquaza's Earthquake, and avoids a 2HKO from Choice Band Ho-oh's Brave Bird. Bold nature should be used if using Moonblast, otherwise an Impish nature should be used. Even with a Bold nature, the Attack drop does not significantly impact Diamond Storm's damage output against its intended targets. Since Mega Diancie tends to force switches, these are the best times to use Heal Bell or Stealth Rock to support the team. Protect, while useful for safely Mega Evolving, can easily give opponents a free turn of setup, so be cautious when using it. In some cases, it may be better to delay the Mega Evolution against attacks that would normally KO Mega Diancie but fail to KO normal Diancie. Despite the occasional Defense boosts from Diamond Storm, Mega Diancie will not be able to stomach Earthquakes and Bullet Punches. Recommended Teammates:

    Primal Groudon, Ho-oh, and Palkia synergize well with Mega Diancie as all three can take care of Steel types for Mega Diancie. Mega Diancie helps to keep Stealth Rock off the field for Ho-oh while Ho-oh also sports a Ground immunity. Primal Groudon and Palkia can also check Primal Kyogre, who can otherwise force Diancie out.
    Latias, Latios, Origin Giratina, and Arceus-Ghost also synergize quite well with Mega Diancie. The former three sport a Ground immunity and all four are weak to Dark, which Diancie can handle while also providing Heal Bell support for them. Arceus-Ghost can also check Steel types for Diancie.
    Lugia hates status, which makes it a natural candidate for a Heal Bell teammate. Lugia also hates Taunt, Stealth Rock, and Dark type attacks, all of which Mega Diancie can combat by nature of its typing and ability. In return, Lugia can check Primal Groudon for Diancie.
    Users of Wish and Healing Wish can help keep Diancie healthy due to its lack of recovery, thus prolonging its life and allowing it to come in multiple times during a match.
    Mewtwo pairs well with support Mega Diancie, as not only does it hate status moves, but also Yveltal, both of which Mega Diancie can take care of.  
    ORAS OU Singles Moveset: Non-Mega Support

    Ability: Clear Body / Item: @Leftovers
    Nature: Impish w/ EVs: 248 HP / 252 Defense / 8 Sp.Defense
    Move #1: Stealth Rock
    Move #2: Diamond Storm
    Move #3: Heal Bell or Protect
    Move #4: Toxic or Heal Bell

    Tips:
    Stealth Rock provides massive team support, and Diancie is a good choice as it tends to deter many Pokemon weak to Stealth Rock, often forcing them out and getting a free opportunity to set up. Diamond Storm is Diancie's primary STAB, allowing to smash Ho-oh while boosting its Defense. Heal Bell allows Diancie to function as a cleric, removing status from itself and its teammates. Although it is not Mega Evolving, Protect is still useful for scouting the opponent and obtaining Leftovers recover and can be used in this moveslot instead. Toxic cripples common switch ins that aren't Steel type, such as Primal Groudon and the various Arceus formes, while punishing defensive threats, and pairs nicely with Protect. If already running Protect in the 3rd moveslot, Heal Bell can be run here instead for the reasons listed above. 248 HP EVs aim to make Diancie as bulky as possible due to its poor 50 base HP. Defense is maximized with an Impish nature to help Diancie with switching into physical attacks. The remaining 8 EVs are put into Sp.Defense to help combat Yveltal, which Diancie still threatens. Leftovers provides Diancie with passive recovery. Due to not running Diancie's Mega Stone, this Diancie set is played less aggressively than its Mega Evolved counterpart. Even with Leftovers and better bulk, Diancie is still prone to being worn down over time, so its health should be kept as high as possible. Although short lived, this set can often bluff its Mega Evolution on the first turn out, as many people will expect Mega Diancie over the base form. When playing against Stall and more defensive teams, be wary of Diancie's PP, especially with Heal Bell. When using Toxic, it may be better to simply double switch if the opponent has a Steel type, as this Diancie set has no way of getting past them. Recommended Teammates:

    Defensive variants of Arceus-Ghost work well, as it can check Steel and Ground types with Will-o-Wisp and Judgement while Diancie provides it with cleric support and can check Ho-oh and Yveltal.
    Latias can check both Primal Groudon and Primal Kyogre for Diancie, while Diancie can check Yveltal and provide it with cleric support.
    Steel types appreciate Diancie's ability to check Ho-oh and also compliment Diancie's typing defensively.
    Specially Defensive Primal Groudon, Dialga, and Palkia can compliment Diancie, as they easily check Steel types and Primal Kyogre, both of which pose a problem for Diancie. Primal Groudon and Dialga can also set up Stealth Rock, while Dialga and Palkia can both check formes of Arceus running Calm Mind.  
    ORAS OU Singles Moveset: Non-Mega Trick Room

    Ability: Clear Body / Item: @Life Orb
    Nature: Brave w/ EVs: 248 HP / 252 Attack / 8 Defense
    IV Spread: 31/31/31/XX/31/0
    Move #1: Stealth Rock
    Move #2: Trick Room
    Move #3: Diamond Storm
    Move #4: Explosion

    Tips:
    Stealth Rock provides massive team support, and Diancie is a good choice as it tends to deter many Pokemon weak to Stealth Rock, often forcing them out and getting a free opportunity to set up. Using Diancie as a Stealth Rock setter also pairs extremely well with Explosion, for reasons listed below. Diancie is a good setter of Trick Room, as it is the only Ubers-viable user of Trick Room that is not threatened by Ho-oh or Yveltal, of which it can also abuse due to its poor base 50 Speed. Diamond Storm is Diancie's primary STAB, smacking many flying types including Ho-oh, Yveltal, Mega Salamence, Rayquaza, and Lugia. Explosion pairs well with Stealth Rock, Trick Room and Diancie's low speed. Although Diancie sacrifices itself in the process, it generates a huge amount of offensive momentum, not only allowing a safe switch for a teammate, but can also prevent the use of Defog and Rapid Spin on the turn it is used due to the opponent no longer having a target to use Defog/Rapid Spin against, allowing Diancie's Stealth Rocks to stay up for another turn. 248 HP EVs aim to make Diancie as bulky as possible due to its poor 50 base HP. 252 Attack EVs with a Brave nature maximizes Diancie's Attack while minimizing its Speed when used with a 0 Speed IV, allowing it to become as fast as possible while under Trick Room. Life Orb is used to further augment Diancie's damage output, and the recoil becomes a non-issue when Diancie will often be going out with a literal bang. Not many people expect Diancie as a Trick Room setter in Ubers, so this set does have some surprise value. Even with Trick Room set up, Diancie is still threatened by Steel types. If the opponent is carrying a Ghost type, such as Arceus-Ghost, Mega Gengar, or Origin Giratina, it may be wise to hold off on using Explosion once your moveset is revealed. While this set can still check Ho-oh, it does not like being burned since all of its attacks are physical. Recommended Teammates:

    As a Trick Room setter, Diancie obviously pairs well with slow, bulky, and powerful attackers. Primal Groudon, Primal Kyogre, Ho-oh, Dialga, Palkia, Ferrothorn, and Aegislash are common examples. Take note that in order to fully utilize Trick Room with these Pokemon that you will want to ensure that they have -Speed natures such as Brave and Quiet, with no EV investment in Speed and a Speed IV of 0 or 1 depending on if your Pokemon needs a specific Hidden Power type. Of these Pokemon, Primal Groudon, Dialga, and Palkia stand out as checks to Primal Kyogre.
    Although it cannot take advantage of Trick Room due to its 120 base Speed, Arceus-Ghost is still a notable teammate due to its ability to handle Steel types, which Diancie checks Dark types for it. Singles Ubers Checks and Counters to Diancie

    Steels are the bane of Diancie's existence, exploiting Diancie's 4x weakness to an otherwise poor offensive type while resisting both of Diancie's STAB moves, while many are also great defensively and will wall Diancie if it lacks the appropriate coverage move. Dialga is the most notable, while other viable Steel types include Klefki, Excadrill, Ferrothorn, Forretress, Genesect, Skarmory, Aegislash, Jirachi, Mega Scizor, and Mega Metagross.
    In a similar vein, Ground types can also abuse Diancie's Ground weakness while not minding Diamond Storm. Primal Groudon and Arceus-Ground are the most notable, as the former resists Moonblast while the latter naturally outspeeds Mega Diancie. Primal Groudon and Excadrill, however, are vulnerable to Earth Power, while neither Primal Groudon nor Defensive variants of Arceus-Ground will enjoy Toxic.
    Sky Shaymin outspeeds Mega Diancie and KOs with Seed Flare, but cannot safely switch in. Likewise, Choice Scarf Zekrom can still revenge kill Mega Diancie, but fears switching in to Moonblast.
    Kyogre, especially Primal Kyogre, can easily dispatch Diancie with Rain boosted Origin Pulse regardless of whether or not it Mega Evolves, while still having enough bulk to easily stomach any of Mega Diancie's attacks.
    Most Arceus formes that run Calm Mind, with the exception of Arceus-Dark, can take on Diancie without much worry. Arceus-Rock and Arceus-Fairy can afford to run Refresh on their movesets, which will make Toxic useless, other formes will be crippled by Toxic as they cannot afford to run Refresh on their limited moveset.  
    Doubles OU Overview
    ORAS Doubles OU Viability: Tier 3
    ORAS Doubles OU Viability: Tier 1

    What Pokemon could be so metagame defining that it could render Tyranitar, a notable threat in X&Y Doubles, completely and utterly unviable? Yeah, Mega Diancie. Having a great offensive typing and Rock type spread move that puts Rock Slide to shame, coverage options in STAB Moonblast and Earth Power, nice 160/160/110 base offensive stats, and virtual immunity to status thanks to Magic Bounce, it's not hard to see why Mega Diancie is such a defining threat in Doubles. On the opposite side of the speed spectrum, normal Diancie is no slouch as it still serves as an effective Trick Room setter, while still maintaining its Mega Evolution's coverage options and compensating for the lack of its Mega's boosted offense stats by being just bulky enough to make an effective user of Weakness Policy.

    However, Diancie, Mega Evolved or not, is not without its flaws. Because it runs Diamond Storm, it has to invest its EVs to suit a mixed attacker spread, so it often fails to achieve OHKOs without support. It also has several common weaknesses, most notably to Ground and Water. Initimidate also hampers Mega Diancie's damage output, but this is not an issue for normal Diancie due to Clear Body.


    ORAS OU Doubles Moveset: Mega Mixed Attacker

    Ability: Clear Body (Magic Bounce) / Item: @Diancite
    Nature: Hasty w/ EVs: 208 Attack / 48 Sp.Attack / 252 Speed
    Move #1: Diamond Storm
    Move #2: Moonblast
    Move #3: Earth Power
    Move #4: Protect

    Tips:
    Diamond Storm is Diancie's primary STAB, and is essentially a buffed version of Rock Slide that hits both opponents for 75 Base Power each (as opposed to Rock Slide's 56.25 Base Power per target), sporting great coverage in Doubles. Moonblast is Mega Diancie's secondary STAB, hitting most non-Steel targets that resist Diamond Storm. Earth Power is for Steel types, who otherwise resist both of Diancie's STAB attacks. Protect is a staple move of nearly all Doubles Pokemon, allowing Diancie to scout the opponent and stall out unfavorable field conditions, as well as allowing it to safely Mega Evolve. Full Speed investment with a Hasty nature allows Mega Diancie to outspeed Keldeo and Terrakion while speed tying with Latios and Mega Metagross. Hasty is chosen over Timid and Jolly so as to not affect Mega Diancie's mixed attacking capabilities, and is chosen over Naive as the Defense boosts from Diamond Storm can easily patch up the missing Defense from Hasty. 48 Sp.Attack EVs allow Mega Diancie's Earth Power to KO Bisharp and any Heatran lacking Shuca Berry. The remaining EVs are dumped into Attack in order to maximize Diamond Storm's damage output. Protect should almost always be used on the first turn Diancie is out so that it can Mega Evolve without any hassles. After Mega Evolving, Protect can be used if Diancie's partner can put the opponents into KO range for Diamond Storm. Diamond Storm is the move Diancie will be using most often, and is easily spammable in the late game. While Mega Evolving is your first priority, there are two situations where delaying the Mega Evolution is preferred; when facing Trick Room, and when facing teams with Intimidate users. Recommended Teammates:

    Landorus-Therian is a large threat to any Doubles team, especially when Choice Scarf variants outspeed Mega Diancie, cut into its Attack with Intimidate, and threaten to KO with STAB Earthquake. Bisharp and Choice Scarf variants of Black Kyurem can alleviate this problem, with the former gaining a net +1 Attack boost from Intimidate while smacking it with priority Sucker Punch, while the latter outspeeds and OHKOs with Ice Beam.
    Diancie is threatened by Earthquake, so Aegislash and Scrafty can assist Diancie by blocking Earthquake with Wide Guard. The latter can also provide additional support with Fake Out and Intimidate.
    Landorus-Therian and Rotom-Heat can eliminate Steel types that give Diancie problems with their STAB moves.
    Cresselia and Politoed both offer Helping Hand support, which further bolsters Diamond Storm's damage output. In regards to Politoed, Mega Diancie fits well on rain teams in general due to its ability to check Mega Charizard Y and Talonflame, who otherwise threaten the playstyle.
    Sky Shaymin synergizes well with Mega Diancie; Sky Shaymin takes care of bulky Water types that Diancie has problems with, while Diancie covers Sky Shaymin's Fire and Ice weaknesses.
    Redirection support from Amoonguss, Jirachi, and Volcarona can all help Jirachi avoid attacks aimed at it that would KO. Amoonguss, for instance, redirects Azumarill's Aqua Jet and Ludicolo's Hydro Pump in the rain, while Jirachi and Volcarona can redirect away Steel type attacks from Aegislash and Mega Metagross.
    Tailwind can help Mega Diancie outspeed some of its faster checks, such as Choice Scarf users, Ludicolo in rain, and Venusaur in sun, while also allowing Mega Diancie to hold its footing against an opponent's Tailwind. Hydreigon, Latios, Talonflame, and Suicune are all viable users of the move. ORAS OU Doubles Moveset: Non-Mega Trick Room

    Ability: Clear Body / Item: @Weakness Policy
    Nature: Quiet w/ EVs: 192 HP / 108 Attack / 208 Sp.Attack
    IV Spread: 31/31/31/31/31/0
    Move #1: Trick Room
    Move #2: Diamond Storm
    Move #3: Moonblast
    Move #4: Protect

    Tips:
    Trick Room is the name of the set, and allows Diancie to support its team by reversing turn orders based on speed for the next 4 turns. Diamond Storm is Diancie's primary STAB, and is essentially a buffed version of Rock Slide that hits both opponents for 75 Base Power each (as opposed to Rock Slide's 56.25 Base Power per target), sporting great coverage in Doubles. Moonblast is Mega Diancie's secondary STAB, hitting most non-Steel targets that resist Diamond Storm and barging through Scrafty who attempt to block Diamond Storm with Wide Guard. Protect is a staple move of nearly all Doubles Pokemon, allowing Diancie to scout the opponent and stall out unfavorable field conditions, as well as buying Diancie an extra turn with its partner eliminates an opponent's threat. 192 EVs in HP are used specifically to allow Diancie to survive Mega Charizard Y's Solarbeam and Landorus-Therian's Earthquake, both of which can be taken advantage of with Weakness Policy, OHKOing the latter back with a +2 Moonblast with 208 Sp.Attack EVs and a Quiet nature. The remaining EVs are put into Attack, giving it enough to OHKO Rotom-Heat with Diamond Storm after +2. As with most Trick Room setters and attackers, Quiet nature with 0 EV investment and a Speed IV of 0 aim to make Diancie as slow as possible so that it can abuse Trick Room to its fullest extent. This set works on both full Trick Room teams and semi-Trick Room teams, though requires more support than other Trick Room setters due to its common weaknesses. Your first priority with this set should be to set up Trick Room, so that Diancie can strike first against most targets. Even with Weakness Policy, you will still want to scout for powerful attacks with Protect, especially in situations where Diancie cannot make use of the +2 boosts to both of its attacking stats. Most of the time you will be spamming Diamond Storm, unless you need to remove a specific threat immediately, which you will be using Moonblast in these cases as it deals more damage against a single target. Because of its bulk and resistances to Fire and Dark, these are usually the best times to bring Diancie in, especially in cases where getting a Weakness Policy boost would be too risky. Recommended Teammates:

    Pokemon that can make use of Trick Room make for great teammates. Naturally, these tend to be slow, hard hitting Pokemon such as Aegislash, Bisharp, Mega Abomasnow, Azumarill, Mega Camerupt, and Sylveon.
    Fire type teammates can handle the Steel types that give Diancie problems. Mega Charizard Y, Heatran, Talonflame, Mega Camerupt, Blaziken, Rotom-Heat, and Volcarona are all common examples. Although not a Fire type, Scrafty also works for breaking down Steels, as Scrafty can also take advantage of Trick Room while using Fake Out to give Diancie an opportunity to set up Trick Room. Doubles OU Checks and Counters to Diancie

    Steels are the bane of Diancie's existence, exploiting Diancie's 4x weakness to an otherwise poor offensive type while resisting both Diamond Storm and Moonblast. Aegislash is the most notable as it can block Diamond Storm entirely with Wide Guard. Mega Metagross, Heatran, Jirachi, and Ferrothorn can also give Diancie a hard time, though Heatran must be careful of Earth Power unless it runs Shuca Berry.
    Bulky Water types generally have no problems with Diancie. Azumarill and Ludicolo can both revenge kill with Aqua Jet and Swift Swim, respectively, though only Azumarill will be able to revenge kill Trick Room variants.
    Landorus-Therian and other Intimidate users can quickly put a stop to Diancie's Diamond Storm spamming once it has Mega Evolved, but will fail to stop Trick Room variants due to Clear Body.
    Against Mega Diancie, fast Pokemon such as Choice Scarf Landorus-Therian, Sky Shaymin, Choice Scarf Genesect, Ludicolo in rain, and Venusaur in sun can outspeed Mega Diancie and KO, but most cannot switch in safely.
    Against normal Diancie, Pokemon that can underspeed Diancie will naturally be able to outspeed it once Trick Room is set up. Amoonguss is the most notable, being able to redirect its Moonblasts or disabling it entirely with Spore. Mega Camerupt is a more offensive alternative that still underspeeds Diancie while threatening it with Earth Power. Tailwind() and Trick Room ()
    Mega Diancie will be hard pressed to outspeed Pokemon under the effects of Tailwind or Trick Room. Naturally, Trick Room normal Diancie doesn't care about Tailwind, but opposing Trick Room setters on semi-Trick Room teams can negate Diancie's own Trick Room, allowing their faster teammates to outspeed Diancie.
    A unique form of Speed control, Sableye can force both variants of Diancie to move last with Quash, allowing a slower teammate to score a KO, but must watch out for Moonblast.
    Trick Room normal Diancie will be hard pressed to set up Trick Room in the face of opposing Fake Out users, as they will disrupt Diancie's attempts at making them slower. Naturally, this can be played around with Protect or with adequate support. External Links
    Smogon Analysis (Singles OU)
    Smogon Analysis (Singles Ubers)
    Smogon Analysis (Doubles OU, Part 1)
    Smogon Analysis (Doubles OU, Part 2)
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    RicePigeon got a reaction from Ex✭Cᴀʜᴍ in Screenshots Mffa Style   
    How fitting
  12. Upvote
    RicePigeon got a reaction from Galvatron in [WiiU/3DS/NS] Super Smash Bros   
    For everyone voting for Roy, be sure to keep this in mind;
     

  13. Upvote
    RicePigeon got a reaction from Moltar in SUPER MARIO - RELEASED   
    Standing light kick is a corner infinite with 0 startup and recovery. Another infinite in s.LP -> s.MP -> repeat ad infinitum. Standing Jab makes him travel over half screen. Since when do jabs ever do that? At this point I'm inclined to believe that you're making these 3-day characters on purpose... to prove what?
  14. Upvote
    RicePigeon got a reaction from Galvatron in j   
    Doc Ock's name was mentioned in the UMvC3 data dump as playable yet we never got him. Don't get your hopes up yet.
  15. Upvote
    RicePigeon got a reaction from Shinzaki in j   
  16. Upvote
  17. Upvote
  18. Upvote
    RicePigeon got a reaction from Galvatron in [Gen6] Pokemon of the Week ORAS Edition (08/26: The return of PotW)   
    Tier rotation time. You voted for him, now here... AUGH NO NOT THE BEES!!!!

    Beedrill & Mega Beedrill


    Tier Status (Singles, Beedrill): UU
    Tier Status (Singles, Mega): UU
    Tier Status (Doubles, Beedrill): DUU
    Tier Status (Doubles, Mega): DUU

    Type (Beedrill): Bug/Poison
    Type (Mega): Bug/Poison

    Base Stats (Beedrill): 65 / 90 / 40 / 45 / 80 / 75
    Base Stats (Mega): 65 / 150 / 40 / 15 / 80 / 145


    Abilities (Beedrill):
    Swarm: When this Pokemon's HP is 33.3% of its maximum value, this Pokemon's Bug-type attacks will have their base power increased by 50%. Outside of battle, if this Pokemon is in the lead slot of the party, the wild Pokemon encounter rate is increased. Sniper (Hidden Ability): Whenever this Pokemon lands a Critical Hit with any of its attacks, the damage dealt will be x2.25 of the attack's normal damage instead of x1.5. Abilities (Mega):
    Adaptability: Whenever this Pokemon uses an attack that receives STAB (Same Type Attack Bonus), the STAB bonus damage from that attack will be x2 damage instead of x1.5.  
     
    Table of Contents
    Singles UU Overview Singles OU Overview Singles Ubers Overview Doubles OU Overview  
     
    Singles UU Overview
    ORAS Singles UU Viability (Beedrill): F
    ORAS Singles UU Viability (Mega): A

    Beedrill; an early game Pokemon so worthless that only a Mega Evolution could save it from complete obscurity. In fact, Beedrill's base stats were so poor that not only was Gamefreak willing to reduce its already meager Sp.Attack down to 15 just so it could gain an extra 30 base stat points to play around with, but even gave it Adaptability to make Beedrill hit like a truck. Gamefreak's efforts in ORAS paid off, as within a single month, Beedrill saw itself rise from a horrible PU Pokemon to a top threat UU Pokemon. Base 150 Attack with Adaptability and Base 145 Speed are nothing to scoff at, as Mega Beedrill finds itself as one of the fastest non-Choice Scarf Pokemon in UU, outsped only by Mega Aerodactyl. Its STAB U-turns hit ridiculously hard against anything that doesn't resist it, allowing it maintain offensive momentum while still providing a huge threat offensively, allowing it to easily clean out offensive teams while still heavily denting defensive teams.

    If Mega Beedrill could be described in two words, it would be "Glass Cannon". 65/40/80 defensive stats leave Mega Beedrill incredibly frail and susceptible to priority. While Poison Jab and U-turn hit stupidly hard with the Adaptability boost, Bug/Poison doesn't have very great neutral coverage, and Beedrill's only real viable options for coverage are Knock Off and Drill Run. Additionally, in-game turn order mechanics means that Beedrill will not feel the benefits of having 145 base speed until the turn AFTER it Mega Evolves, and 75 base speed is horrendously slow for a frail offensive Pokemon. Because of this, Beedrill is forced to run Protect so that it can safely Mega Evolve, so it will not be able to run both Knock Off and Drill Run unless it sacrifices one of its STAB options, which is not recommended.


    ORAS UU Singles Moveset: Mega Attacker

    Ability: Swarm / Item: @Beedrillite
    Nature: Jolly or Adamant w/ EVs: 252 Attack / 4 Defense / 252 Speed
    Move #1: Protect
    Move #2: U-turn
    Move #3: Poison Jab
    Move #4: Knock Off or Drill Run

    Tips:
    Protect is a necessary move that will guarantee that Beedrill is able to safely Mega Evolve, allowing it to circumvent the turn order issue mentioned above. Once Mega Evolved, Protect still retains usefulness for scouting the opponent, especially against users of Choice items. U-turn is Mega Beedrill's main STAB move, not only gaining the boost from Adaptability, but also allowing Beedrill to maintain offensive momentum against the opponent. Poison Jab is Beedrill's secondary STAB, and has a fairly high chance of poisoning the opponent, which can be exploited with Protect for additional damage. The fourth moveslot is dedicated to additional coverage. Knock Off cripples opponents that are reliant on their items, such as Leftovers and Choice Scarf, as well as hitting Ghosts for super effective damage, who resist Beedrill's STAB attacks. Drill Run can be used instead as it can hit opposing Poison and Steel types for more damage, as they also resist Beedrill's STAB combination. The given EV spread makes Beedrill as fast as possible and hit as hard as possible. 4 EVs are placed into Defense instead of HP in order to give Beedrill an odd number HP, so that it can switch into Stealth Rock 4 times without being KOed. Jolly nature allows Beedrill to speed tie with other Mega Beedrill as well as Mega Sceptile, while Adamant can be used for extra power if these two are not of concern. Even if it may seem predictable, Protect should ALWAYS be used on the first turn out so that Beedrill can Mega Evolve safely, as not only is regular Beedrill frail, it's also slow, and Beedrill is nothing without the benefits of its Mega Evolution. Always Mega Evolve while using Protect ASAP. Because of the momentum that Mega Beedrill provides with its powerful U-turns, it especially helps to have entry hazards on your opponent's side of the field to wear them down and punish them for switching. Conversely, because you will be using U-turn most of the time, Beedrill will be switching in and out a lot of times, so any entry hazards, especially Stealth Rock, should be removed beforehand. Due to its momentum based gameplay, Mega Beedrill is best suited for Offense teams. Recommended Teammates:

    Due to the amount of offensive pressure Mega Beedrill places on the opponent, they will more than likely be switching frequently, so entry hazard support is welcome. Swampert and Azelf are generally good users of Stealth Rock, while Roserade, Chesnaught, and Froslass can all set up Spikes.
    Due to its relative frailty, weakness to Stealth Rock, and tendency to switch in and out often, entry hazard removal is recommended. Donphan can provide this with Rapid Spin, while Empoleon and Gligar can accompish this with Defog. Gligar is notable however for forming a nice momentum core with Mega Beedrill due to its ability to run U-turn.
    Due to its ability to generate momentum with U-turn, other users of U-turn and Volt Switch are recommended to preserve this offensive momentum, and slower users of the moves can even provide free switch-in opportunities for Beedrill. Crobat is a prime example, as are Mienshao, Darmanitan, Gligar, Noivern, Infernape, Cobalion, Heliolisk, Rotom-Heat, and Rotom-Mow.
    Although it cannot learn U-turn or Volt Switch, Pangoro can accomplish the same result with Parting Shot, which lowers the opponent's Attack and Sp.Attack stats rather than deal damage, and can run Choice Band to act as a wallbreaker, punching holes in the opponent's team for Mega Beedrill to clean up after. Singles UU Checks and Counters to Beedrill
    Stealth Rock (etc...)
    Since Beedrill will be switching in and out of a match quite often, Stealth Rock will easily take its toll on Beedrill. The fact that Beedrill is also weak to Stealth Rock doesn't help, either.
    Although Mega Beedrill is blazingly fast, Choice Scarf users can still outspeed it as long as their base speed is 81 or above.
    Priority users can easily outspeed Mega Beedrill and revenge kill, as most of them hit for Mega Beedrill's lower physical Defense. Common methods include Extremespeed (Entei, Lucario, Arcanine), Gale Wings Acrobatics (Fletchinder), Sucker Punch (Mega Absol, Honchcrow, Toxicroak), Aqua Jet (Feraligatr, Mega Sharpedo), and Fake Out (Mienshao).
    Outside of Choice Scarf and priority, Mega Aerodactyl is the only Pokemon in UU that naturally outspeeds Mega Beedrill, threatening it with its STAB moves.
    Due to resisting and being immune to Beedrill's STAB attacks, Steel type Pokemon can easily take a hit from Mega Beedrill even if running Drill Run, and many of them can OHKO Mega Beedrill due to its frailty. It should be noted, however, that Doublade does not enjoy having its Eviolite removed if Mega Beedrill runs Knock Off, as this will cripple it for the rest of the match, while bulkier Steel types such as Forretress and Mega Aggron laugh at even Drill Run.
    Other Pokemon that resist Beedrill's STAB combination also work, as long as they are bulky enough to take a hit. Crobat, Gligar, Tentacruel, and Nidoqueen are some examples, though the latter two dislike Drill Run.
    Physical walls in general can take a hit from Mega Beedrill and recover off the damage, while those that don't have reliable recovery typically can still threaten Beedrill or use it to set up. Suicune, Alomomola, and Swampert are notable as they can also threaten Mega Beedrill with Scald burns, which can severely cripple its offensive presence for the rest of the match.  
     
    Singles OU Overview
    ORAS Singles OU Viability (Beedrill): F
    ORAS Singles OU Viability (Mega): B

    Back in 2003 when the ADV Generation of Pokemon spurred the birth of online competitive battling, if you had told people that one day Beedrill would become OU viable, they would stare at you as they stifle their laughter. Well it seems that Gamefreak's crazy efforts to make Beedrill viable have finally paid off, as Beedrill can now hold its own against the big boys of OU. Mega Beedrill's role in OU is virtually unchanged from its role in UU; a hard hitting fast glass cannon that provides momentum for offensive teams while doubling as a cleaner.

    Sadly, the same problems that hold it back in UU are even more exacerbated in OU, where the majority of the tier is bulkier, stronger, and has more priority than in UU. Additionally, Mega Beedrill must now compete with more Mega Evolutions not present in UU, further increasing its opportunity cost.


    ORAS OU Singles Moveset: Mega Attacker

    Ability: Swarm / Item: @Beedrillite
    Nature (1): Jolly or Adamant w/ EVs: 252 Attack / 4 Defense / 252 Speed
    Nature (2): Jolly w/ EVs: 252 Attack / 44 Defense / 212 Speed
    Nature (3): Jolly w/ EVs: 252 Attack / 80 Defense / 176 Speed
    Move #1: Protect
    Move #2: U-turn
    Move #3: Poison Jab
    Move #4: Knock Off or Drill Run

    Tips:
    Protect is a necessary move that will guarantee that Beedrill is able to safely Mega Evolve, allowing it to circumvent the turn order issue mentioned above. Once Mega Evolved, Protect still retains usefulness for scouting the opponent, especially against users of Choice items. U-turn is Mega Beedrill's main STAB move, not only gaining the boost from Adaptability, but also allowing Beedrill to maintain offensive momentum against the opponent. Poison Jab is Beedrill's secondary STAB, and has a fairly high chance of poisoning the opponent, which can be exploited with Protect for additional damage. The fourth moveslot is dedicated to additional coverage. Knock Off cripples opponents that are reliant on their items, such as Leftovers, Choice Scarf, and Shed Shell, as well as hitting Ghosts for super effective damage, who resist Beedrill's STAB attacks. Drill Run can be used instead as it can hit Steel types such as Heatran, Magnezone, and Excadrill for more damage, as they also resist Beedrill's STAB combination. The first EV spread makes Beedrill as fast as possible and hit as hard as possible. 4 EVs are placed into Defense instead of HP in order to give Beedrill an odd number HP, so that it can switch into Stealth Rock 4 times without being KOed. Jolly nature allows Beedrill to speed tie with other Mega Beedrill as well as Mega Sceptile, while Adamant allows Mega Beedrill to OHKO Mega Lopunny and Mega Charizard X with Poison Jab. The second EV spread is a slightly bulkier spread that sacrifices some of Mega Beedrill's speed for the ability to survive an Aqua Jet from any Azumarill lacking Choice Band while OHKOing back. 212 Speed EVs with a Jolly nature still allows Mega Beedrill to outspeed everything up to and including Timid Choice Scarf Heatran. The third EV spread is an even bulkier spread that sacrifices more of Mega Beedrill's speed for the ability to survive Choice Band Azumarill's Aqua Jet and Life Orb Mamoswine's Ice Shard, while hitting both of them hard, OHKOing the former with Poison Jab. 176 Speed EVs with a Jolly nature still allows Mega Beedrill to outspeed everything up to and including Mega Manectric and Mega Lopunny. Regardless of EV spread, this set plays identical to its UU counterpart; Protect on the first turn to bypass normal Beedrill's pitiful base 75 Speed, use U-turn to gain chip damage and maintain offensive momentum, forcing the opponent to switch often which will rack up entry hazard damage, and keep Stealth Rock and other hazards off your side of the field so that Mega Beedrill can continue to switch in and preserve offensive momentum. Recommended Teammates:

    Other users of Volt Switch and U-turn make for great partners to Mega Beedrill for their ability form VoltTurn cores, which are great at preserving momentum and creating free switch-in opportunities. Landorus-Therian and Rotom-Wash are pretty notable users, as are Raikou, Tornadus-Therian, and Magnezone.
    If running Knock Off on Beedrill instead of Drill Run, Pokemon with trapping abilities such as Magnezone and Gothitelle make for excellent teammates, as they can trap and remove Pokemon that wall Beedrill after Beedrill removes their Shed Shell with Knock Off. Magnezone is the more notable of the two for its ability to reliably remove Steel types for Beedrill, while it can also form a VoltTurn core with Beedrill by running Volt Switch.
    Entry hazard removal is a must if Beedrill wants to keep preserving offensive momentum, as it will be switching frequently. Latias, Latios, Excadrill, and Starmie are all common hazard removers that fit on the offensive teams Mega Beedrill is commonly found on.
    Though not mandatory, having entry hazard support doesn't hurt, as it wears down the opponent's constant switches while the offensive momentum offensive Beedrill teams provide will pressure the opponent, reducing their opportunities to remove the hazards with Rapid Spin or Defog. Garchomp is a great Stealth Rock setter for Hyper Offense teams as it can also threaten Mega Sableye. Other good hazard setters for Hyper Offense teams include Azelf, Klefki, and Custap Berry Skarmory. Singles OU Checks and Counters to Beedrill
    Stealth Rock ()
    Since Beedrill will be switching in and out of a match quite often, Stealth Rock will easily take its toll on Beedrill. The fact that Beedrill is also weak to Stealth Rock doesn't help, either.
    Priority users can easily outspeed Mega Beedrill and revenge kill, as most of them hit for Mega Beedrill's lower physical Defense. Common methods include Extremespeed (Dragonite, Lucario, Entei), Gale Wings Brave Bird/Acrobatics (Talonflame), Sucker Punch (Bisharp, Toxicroak, Mega Absol), Aqua Jet (Azumarill, Crawdaunt), Fake Out (Mega Lopunny, Mega Medicham), Quick Attack (Diggersby, Mega Pinsir), Ice Shard (Mamoswine, Weavile), and Bullet Punch (Mega Metagross, Mega Scizor). Likewise, Klefki and Thundurus-Incarnate can use Prankster Thunder Wave to cripple Mega Beedrill for the rest of the match.
    Although Mega Beedrill is blazingly fast, Choice Scarf users can still outspeed it as long as their base speed is 81 or above.
    Outside of priority and Choice Scarf, Mega Aerodactyl and Mega Alakazam are the only viable OU legal Pokemon that naturally outspeed Mega Beedrill. Both threaten Beedrill with their super effective STAB attacks, while Mega Alakazam can even trace Mega Beedrill's Adaptability to further boost the damage output of Psychic.
    Due to resisting and being immune to Beedrill's STAB attacks, Steel type Pokemon can easily take a hit from Mega Beedrill even if running Drill Run, and many of them can OHKO Mega Beedrill due to its frailty. Ferrothorn is notable as it can wear down Mega Beedrill's repeated attempts at U-turn with Iron Barbs, while using Mega Beedrill as setup fodder for entry hazards. Likewise, Heatran, Klefki, Skarmory, and Empoleon can all use Mega Beedrill as setup fodder for entry hazards, though only Skarmory doesn't mind taking a Drill Run.
    Outside of Steel types, physical walls and physically bulky Pokemon also work against Beedrill. Defensive Landorus-Therian can easily cut into its offensive presence with Intimidate, while using it as setup fodder for Stealth Rock. Other examples of good physical walls include Gliscor, Hippowdon, Suicune, and Alomomola, with the latter two threatening Beedrill with Scald burns.  
     
    Singles Ubers Overview
    ORAS Singles Ubers Viability (Beedrill): F
    ORAS Singles Ubers Viability (Mega): F

    While Gamefreak's drastic efforts to make Beedrill viable competitively have been successful, this unfortunately does not extend into Ubers. It finds itself mostly outclassed by Deoxys-Attack and Choice Scarf Genesect, both of which are not only faster, but have much more expansive movepools, both physically and specially, and do not take up the team's Mega slot. In the case of Deoxys-Attack, it can hold items such as Focus Sash to compensate for its poor bulk, something that Mega Beedrill cannot do, while Genesect can obtain Download boosts to simulate the Adaptability boosts Mega Beedrill gets while still being able to spam U-turn. Oh and did I mention that Scarf Genesect is also faster than Mega Beedrill? Speaking of Mega Evolutions, Mega Beedrill simply isn't a viable choice when alternatives such as Mega Salamence, Mega Gengar, Mega Mewtwo Y, Mega Diancie, and Mega Scizor exist, all of which easily establish their presence in the Ubers metagame, whereas Mega Beedrill... doesn't. The fact that Primal Groudon is everywhere and cannot be 2HKOed even by Mega Beedrill's Drill Run doesn't help matters either.



    Doubles OU Overview
    ORAS Doubles OU Viability (Beedrill): F
    ORAS Doubles OU Viability (Mega): C+

    Like many other fast and frail Pokemon, Mega Beedrill is a victim of a Doubles metagame that favors slower, bulky special attackers over fast and frail physical powerhouses. The presence of Mega Kangaskhan and Mega Mawile, both stupidly powerful and bulky Pokemon that have been banned from Singles OU, has forced the Doubles metagame to adapt by running Intimidate and Will-o-Wisp everywhere to keep these Pokemon in check, rendering fast frail physical attackers such as Mega Beedrill as nothing more than just collateral damage. Even if Mega Beedrill were to be bulkier, base 145 speed, a godly speed tier in the Singles metagames, turns into a liability as moves such as Tailwind and Trick Room are much more viable in the faster paced Doubles metagame than they are in Singles.

    That being said, Mega Beedrill does have its perks in Doubles. It serves as a nice check to Cresselia, a common A+ rank threat in Doubles and also a common Trick Room setter. It can also check other common Doubles threats such as Hydreigon, Latios, Sky Shaymin, Breloom, Azumarill, Mega Latias, and Sylveon.


    ORAS OU Doubles Moveset: Mega Attacker

    Ability: Sniper or Swarm / Item: @Beedrillite
    Nature: Jolly or Adamant w/ EVs: 252 Attack / 4 Defense / 252 Speed
    Move #1: Protect
    Move #2: U-turn or X-Scissor
    Move #3: Poison Jab
    Move #4: Drill Run or Knock Off

    Tips:
    Protect is a necessary move that will guarantee that Beedrill is able to safely Mega Evolve, allowing it to circumvent the turn order issue mentioned above. Once Mega Evolved, Protect still retains usefulness for scouting the opponent, especially against users of Choice items, punishing double targeting, and stalling out unfavorable field conditions such as Tailwind, Weather, and Trick Room. U-turn is Mega Beedrill's main STAB move, not only gaining the boost from Adaptability, but also allowing Beedrill to maintain offensive momentum against the opponent. X-Scissor can be used instead for extra power, but considering Mega Beedrill's frailty, U-turn's hit-and-run playstyle is preferred. Poison Jab is Beedrill's secondary STAB, and has a fairly high chance of poisoning the opponent, which can be exploited with Protect for additional damage. The fourth moveslot is dedicated to additional coverage. Drill Run is the preferred option for hitting threats such as Mega Gengar, Heatran, and Terrakion. Knock Off can be used instead as it hits Aegislash and Jirachi harder than any of Beedrill's other options, while also crippling item dependent Pokemon, but it cannot 2HKO Aegislash due to item removal. The given EV spread makes Beedrill as fast as possible and hit as hard as possible. Jolly nature allows Beedrill to reach a notable Doubles speed tier that allows it to outspeed Mega Sceptile, Mega Manectric, Choice Scarf Landorus-Therian, and Choice Scarf Genesect. Adamant nature allows it to score KOs that it could not otherwise, such as 2HKOing Aegislash with Drill Run, OHKOing Togekiss with Poison Jab, and OHKOing Mega Gengar with Drill Run. Recommended Teammates:

    Mega Beedrill's relative frailty makes Follow Me and Rage Powder users prime candidates for teammates. Amoonguss is notable for its ability to shut down opponents with Spore which, when coupled with its low speed and lack of Sleep Clause in Doubles, can effectively dissuade the opponent from setting up Trick Room. Jirachi can provide speed control in both Thunder Wave and Icy Wind to circumvent opponent's attempts to outpace Beedrill through Tailwind. Volcarona can handle the Steel types that give Mega Beedrill trouble, but stacks several weaknesses with Beedrill. Although niche, Clefable and Clefairy can also work. The main advantage to using Clefairy over its evolution is better mixed bulk due to Eviolite and Friend Guard, the latter of which helps alleviate Mega Beedrill's frailty by reducing all damage done to it by 25%.
    Mega Beedrill hates priority attacks, which can easily stop it in its tracks before it gets a chance to do anything, so users of Quick Guard help in this regard. Terrakion, Keldeo, Talonflame, and Hitmontop are users that can all handle the Steel types that give Beedrill trouble, while Hitmontop can also provide Fake Out, Feint and Intimidate support. However, Quick Guard Hitmontop is usually glanced over in favor of Wide Guard.
    Rock Slide and Heat Wave, two very common spread moves in Doubles, can easily spell doom for Mega Beedrill. Even powerful Earthquakes can take Beedrill out easily due to its frailty, so Wide Guard users are appreciated. Aegislash and Hitmontop are the prime choices for this role, as the latter can also provide additional support with Fake Out, Feint, and Intimidate, while the former can take on every relevant Trick Room user and even abuse Trick Room itself. Doubles OU Checks and Counters to Beedrill

    Mega Beedrill's number one enemy is Talonflame, which can easily snipe Beedrill with its priority Brave Birds. In fact, priority attacks in general can easily spell doom for Beedrill, most notably Aqua Jet (Azumarill), Fake Out (Mega Kangaskhan, Hitmontop, Ludicolo, Scrafty, Sableye), Feint (Hitmontop, Sableye), Prankster+Thunder Wave (Thundurus-Incarnate), Prankster+Will-o-Wisp (Sableye), Bullet Punch (Mega Scizor), and Sucker Punch (Bisharp, Mega Mawile). Trick Room ()
    Paralysis ()
    Tail Wind ()
    Icy Wind ()
    Speed control will spell doom for Mega Beedrill, either lowering it or turning its base 145 speed against it for five turns, leaving its frailty very exploitable. +
    +
    Weather sweepers can easily outspeed Mega Beedrill and threaten it with Sleep Powder (Venusaur) or Muddy Water (Ludicolo, Kingdra), latter of which ignores Follow Me but can be stopped by Wide Guard. Mega Charizard Y itself can also threaten Beedrill with Heat Wave, while Ludicolo also commonly carries Fake Out. Intimidate ()
    Burn ()
    Lowering Mega Beedrill's attack will have a significant impact on its effectiveness, causing it to deal less damage and leaving it exposed to a KO.
    In addition to burning Mega Beedrill, Sableye is also the only viable user of Quash, which when combined with Prankster will force Mega Beedrill to go last, leaving it completely exposed to attack. Sableye also has access to Feint, which will completely nullify Protect, Wide Guard, and Quick Guard and leave Beedrill exposed for the rest of the turn.
    Outside of priority and speed control, naturally fast Pokemon and fast Choice Scarf users can give Mega Beedrill problems. Though these Pokemon are few in number, Deoxys-Attack stands out among all of them as one of the few, if not the only, viable Pokemon that can naturally outspeed Mega Beedrill without the use of priority or Choice Scarf, and threaten it with its base 180 dual offense stats.
    Steel types naturally resist Beedrill's STAB combination, so it stands to reason that they can check, if not counter, Mega Beedrill. Do note that most of them will not enjoy taking a Drill Run, but the more physically offensive ones such as Mega Mawile, Mega Metagross, and Mega Scizor will have no problems OHKOing Beedrill. Do note however that Aegislash commonly runs Weakness Policy, which will boost both of its offense stats by +2 when hit by Drill Run or Knock Off, and will OHKO Mega Beedrill with Shadow Ball afterward. Since all of Mega Beedrill's attacks are contact moves, Aegislash and Ferrothorn can easily exploit this with King's Shield and Iron Barbs, respectively.  
     
    External Links
    Smogon Analysis (Singles UU)
    Smogon Analysis (Singles OU)
  19. Upvote
    RicePigeon got a reaction from DarkWolf13 in Darkflare is now GMod (April Fools)   
    Alright the day is gone so may as well let you all in. Darkflare is not a gmod, it was me the whole time.

    Yes, my demotion from global moderator and the shitstorm that followed was all part of an elaborate April Fools prank planned in advance by myself and Ryon. We tried to make the prank more elaborate by doing it a few days in advance, and then having "Darkflare" promoted in my place. However, I must admit that I do feel a bit guilty that it caused some people to take the joke seriously and leave the forums, or have a rather negative view of the forum in general. Hopefully those whose opinions were negatively affected will forgive us and we can move past this.
     
    For those of you who had a more positive outlook during this day, Happy April Fools to you all.
  20. Upvote
    RicePigeon got a reaction from DartzPie in Darkflare is now GMod (April Fools)   
    Alright the day is gone so may as well let you all in. Darkflare is not a gmod, it was me the whole time.

    Yes, my demotion from global moderator and the shitstorm that followed was all part of an elaborate April Fools prank planned in advance by myself and Ryon. We tried to make the prank more elaborate by doing it a few days in advance, and then having "Darkflare" promoted in my place. However, I must admit that I do feel a bit guilty that it caused some people to take the joke seriously and leave the forums, or have a rather negative view of the forum in general. Hopefully those whose opinions were negatively affected will forgive us and we can move past this.
     
    For those of you who had a more positive outlook during this day, Happy April Fools to you all.
  21. Upvote
    RicePigeon got a reaction from Galvatron in Darkflare is now GMod (April Fools)   
    Alright the day is gone so may as well let you all in. Darkflare is not a gmod, it was me the whole time.

    Yes, my demotion from global moderator and the shitstorm that followed was all part of an elaborate April Fools prank planned in advance by myself and Ryon. We tried to make the prank more elaborate by doing it a few days in advance, and then having "Darkflare" promoted in my place. However, I must admit that I do feel a bit guilty that it caused some people to take the joke seriously and leave the forums, or have a rather negative view of the forum in general. Hopefully those whose opinions were negatively affected will forgive us and we can move past this.
     
    For those of you who had a more positive outlook during this day, Happy April Fools to you all.
  22. Upvote
    RicePigeon got a reaction from Galvatron in [Gen6] Tier List: Shaymin-S banned from Doubles OU (08/20/15)   
    It should also be noted that the suspect test to allow Origin Giratina into OU only applies to Smogon's OU tier, not PO's. There's also speculation that the Giratina suspect test may be an early April Fools joke, but until it is confirmed otherwise, we should treat the Giratina suspect test as real.
     
    That being said, many people (myself included) agree that Origin Giratina does solve the current problem of OU being entirely match-up based. The problem is that Origin Giratina itself walls 66% of the OU tier, where it is pretty much receiving Primal Groudon levels of usage (in the neighborhood of 66%, which is P.Don's current usage in Ubers) to the point where Origin Giratina IS the metagame.
     
    It's exhibiting similar behavior as Aegislash before it was banned from OU in that it fits onto EVERY team playstyle. While you could argue that the fact that its forced to hold the Griseous Orb makes it predictable, the fact that's worse is that Origin Giratina has a total of ten, count it, TEN viable movesets in OU, making it rather unpredictable;
     
    Mixed Attacker + Phazer Rest Talk + Dragon Tail Substitute + Calm Mind Calm Mind + 3 Attacks Tailwind Attacker Rest Talk + Calm Mind Physical Attacker Special Attacker Defog Supporter Defensive + Will-o-Wisp No other Pokemon has this many viable moveset options in ANY tier, not even Pokemon that have been banned from OU in the past have this many options.
  23. Upvote
    RicePigeon got a reaction from Galvatron in [Gen6] Tier List: Shaymin-S banned from Doubles OU (08/20/15)   
    For the interests of diversity and comparison, I've updated the Singles tier lists to include Pokemon Online's versions. While there is alot of overlap in the Ubers and OU tiers (the only real differences being; Mega Metagross is banned in PO's OU while Mega Metagross is not banned from Smogon's OU, a few BL Pokemon making the OU cut, and a few others being dropped), the UU, LU (PO's equivalent of the RU tier), and NU tiers are substantially different from their Smogon counterparts that they deserved mention.
     
    It should be noted that PO currently has no equivalent tier to Smogon's PU tier, nor does PO currently support Double Battles, so those tiers are not included. PO's AG tier is identical to Smogon's (Its basically just Mega Rayquaza, anyway), so it has not been included.
  24. Upvote
  25. Upvote
    RicePigeon got a reaction from Galvatron in The Random Funny Pics, Gifs, and Memes Thread :D   
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