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RicePigeon

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    RicePigeon got a reaction from llyyr in j   
    Isn't it awfully nice to have a penis?
    Isn't it frightfully good to have a dong?
    It's swell to have a stiffy, it's divine to own a dick!
    From the tiniest little tadger to the world's biggest prick!
    So three cheers for your willy or John Thomas!
    Hooray for your one-eyed trouser snake! Your piece of pork, your wife's best friend, your Percy or your cock.
    You can wrap it up in ribbons or you can slip it in your sock.
    But don't take it out in public or they'll stick you in the dock and you won't come back!
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    RicePigeon got a reaction from Shinzaki in j   
    http://www.walfas.org/?p=1133
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    RicePigeon got a reaction from Galvatron in [Gen6] Pokemon of the Week ORAS Edition (08/26: The return of PotW)   
    Sylveon


    Tier Status (Singles): OU
    Tier Status (Doubles): DOU

    Type: Fairy

    Base Stats: 95 / 65 / 65 / 110 / 130 / 60

    Abilities:
    Cute Charm: This Pokemon has a 30% chance of inflicting the infatuation status on opponents of the opposite gender if hit by a contact move. Outside of battle, if this Pokemon is placed in the first team slot, all wild Pokemon encounters will have a 66.67% chance of being the opposite gender regardless of the opponent's gender ratio, except for wild Pokemon that belong to a Male-only species, Female-only species, or Genderless species. Pixilate (Hidden Ability): Normal-type attacks used by this Pokemon will become Fairy-type attacks, and will also have their base power increased by 30% (in addition to the 50% damage increase normally applied for Same Type Attack Bonuses).  
     
    Table of Contents
    Singles OU Overview Singles Ubers Overview Doubles OU Overview
     
     
    Singles OU Overview
    ORAS Singles OU Viability: B-

    Sylveon is a Pokemon that is only barely OU by usage, yet is the only Eevee-lution that not only belongs to the tier, but the only one that is viable. It possesses the new coveted Fairy typing, considered to be one of the best defensive types second only to Steel, while also being very potent offensively. While it may seem like Sylveon is outclassed by Clefable, especially as a Heal Bell and Wish user, Sylveon has managed to carve a unique niche for itself in OU as a wallbreaker. Pixilate is an ability shared only by Sylveon, Mega Gardevoir, and Mega Altaria; of these three, Sylveon is the only one that does not require a Mega stone, allowing it to spam Pixilate-boosted STAB Hyper Voice to bypass Substitute. Backed by a Choice Specs, Sylveon's Hyper Voice outdamages even that of Mega Gardevoir.

    However, Sylveon is also the slowest of the three Pixilate users, and at only base 60 speed, Sylveon is not that hard to revenge kill. Choice Specs Sylveon, which is by far Sylveon's best set in OU, is also very prediction reliant, and while it performs nicely against Hyper Offensive teams, it struggles against Balanced teams, the most common team archtype in ORAS OU as of right now, due to the aforementioned reliance on prediction. Choice Specs Sylveon also lacks the bulk of the Cleric and Calm Mind sets, so it finds very few opportunities to switch in, even against the Hyper Offense teams it performs well against. Cleric Sylveon would have been better, had Clefable not also had its typing changed to Fairy this generation. Clefable is often chosen over Sylveon nine times out of ten for this role due to its combination of bulk, two great abilities, and ability to threaten Steel-type switch-ins with Flamethrower.


    ORAS OU Singles Moveset: Choice Specs

    Ability: Pixilate / Item: @Choice Specs
    Nature: Modest w/ EVs: 240 HP / 252 Sp.Attack / 16 Speed
    Moves: Hyper Voice / Psyshock / Hidden Power [Fire], Hidden Power [Ground], or Shadow Ball / Baton Pass

    Tips:
    Pixilate boosted Hyper Voice is Sylveon's STAB move, which hits hard when backed by a Choice Specs. Even Pokemon that resist it, such as offensive Mega Scizor, risk being 2HKOed by it. Psyshock is meant for the Poison types that resist Hyper Voice, namely Mega Venusaur and Amoonguss, and also lets Sylveon take on Specially Defensive Pokemon with lower physical Defense stats. The third move is meant primarily for coverage. The two Hidden Power types are the preferred options as they provide the most coverage depending on what your team needs most; Hidden Power [Fire] roasts Ferrothorn and Mega Scizor, while Hidden Power [Ground] breaks down Heatran. Shadow Ball, however, is a viable option for getting past Pokemon like Jirachi, Mega Metagross, and Doublade. Baton Pass is normally intended to be used to pass stat boosts, but because this Sylveon set does not run any boosting moves, Baton Pass is instead used in the same manner as one would use U-turn or Volt Switch; allowing Choice Specs Sylveon to bait its checks and counters and then pivot out on the same turn to maintain offensive momentum. The given EV spread with a Modest nature aims to make Sylveon hit as hard as possible while maximizing its bulk. EVs are taken out of HP and put towards speed to guarantee that Sylveon outspeeds uninvested Tyranitar. Choice Specs is the cornerstone of this set, maximizing Sylveon's offensive power and allowing it to function as an effective wallbreaker. Because of Sylveon's low speed and physical defense, it is generally not a good idea to keep it in against faster threats unless Sylveon is at max HP. Garchomp (Earthquake) and Latios (Psyshock) are the main two Pokemon to watch out for. Because of Choice Specs locking Sylveon into its moves, prediction is absolutely necessary to play this set effectively. Baton Pass and the coverage moves should only be used on predicted switches. Recommended Teammates:

    Both Mega Charizards are perhaps the best partners-in-crime for Choice Specs Sylveon, as they can roast the Steel types that give Sylveon problems and allow it to run Hidden Power [Ground] or Shadow Ball for coverage instead of Hidden Power [Fire]. Mega Charizard Y acts as a secondary wallbreaker with great type synergy with Sylveon; while Mega Charizard X serves as a sweeper and win condition.
    Ground type Pokemon can help Choice Specs Sylveon deal with Heatran, especially if Sylveon is running Hidden Power [Fire] as a coverage move, and other Fire and Steel type Pokemon that resist Hyper Voice. Landorus-Therian and Garchomp are good choices, especially since the former can run a defensive set to pivot in and out of physical attacks that give Sylveon problems, while also being able to pivot with U-turn. Landorus-Therian can also check any Mega Metagross not running Ice Punch.
    Since Choice Specs Sylveon will be switching quite often, entry hazard removal is appreciated. Excadrill, Tentacruel, and Starmie can run Rapid Spin, with the former also fulfilling the role of a Ground type partner. Defog users such as Latios and Latias also work, both of which can deal with Amoonguss and Mega Venusaur. +
    An offensive core consisting of both Mega Gallade and Bisharp works well with Choice Specs Sylveon as a partner; both Pokemon have trouble dealing with Mega Sableye, which Choice Specs Sylveon easily decimates. Sylveon can also lure in Poison and Steel types for Mega Gallade and lure in Jirachi for Bisharp, pivoting to the respective teammate with Baton Pass.
    ORAS OU Singles Moveset: Calm Mind Passer

    Ability: Pixilate / Item: @Leftovers
    Nature: Bold w/ EVs: 252 HP / 240 Defense / 16 Speed
    Moves: Hyper Voice / Calm Mind / Baton Pass / Substitute or Wish

    Tips:
    Pixilate boosted Hyper Voice is Sylveon's STAB move, and as its only attacking move, it prevents Sylveon from being crippled by Taunt. Calm Mind is the cornerstone of this set, allowing Sylveon to boost both of its Special stats either for itself or for its teammate. Baton Pass allows Sylveon to pass its stat boosts over to a teammate, and also allows Sylveon to safely pivot if needed. For the last slot, Substitute can be used to shield Sylveon from status and weaker attacks, and can also be passed to its teammates. Wish, on the other hand, allows Sylveon to act as a psuedo cleric, and when combined with Baton Pass and Sylveon's low speed, ensures that a weakened teammate will safely get the HP recovery without having to take a potentially fatal hit. The given EV spread with a Bold nature aims to make Sylveon as physically bulky as possible. EVs are taken out of HP and put towards speed to guarantee that Sylveon outspeeds uninvested Tyranitar. Leftovers provides Sylveon with extra longevity, allowing it to regain HP lost from using Substitute. This set works best on bulky offense teams that don't need as much momentum, as the time it takes for Sylveon to set up for a teammate can kill momentum necessary for Hyper Offensive teams to work. Calm Mind should only be set up against slower and/or defensive Pokemon that cannot immediately threaten Sylveon. Baton Pass serves a dual purpose; to allow Sylveon to pass its boosts/Wishes and to pivot. When passing Calm Mind boosts, Baton Pass should be used before Sylveon accumulates too much damage. When using Baton Pass to pivot, it should be used exactly as you would with the Choice Specs Sylveon set, and only on predicted switches. If running Substitute, it should be used only against slower status users or on predicted switches. If running Wish, try to use it just before Baton Passing to a teammate. Try to avoid passing Wish recovery by using regular switches whenever possible, as using Baton Pass instead will ensure that Sylveon takes the incoming hit instead of the weakened teammate in need of recovery. Recommended Teammates:

    Reasonably bulky, and reasonably fast special attackers work well, as they appreciate the boosts to their Special stats. Landorus-I, Latias, Raikou, and Mega Charizard Y are some examples.
    Pokemon that can deal with Steel types work well, as Calm Mind Sylveon struggles with them due to only having one attacking move. Mega Charizard Y is an excellent option, as not only does it appreciate having Calm Mind boosts passed to it to further increase its wallbreaking potential, but also likes having Wish recovery to mitigate both its lack of Leftovers and 4x weakness to Stealth Rock. Talonflame and Landorus-I are other good options.
    ORAS OU Singles Moveset: Cleric

    Ability: Pixilate / Item: @Leftovers
    Nature: Bold w/ EVs: 252 HP / 220 Defense / 36 Sp.Defense
    Moves: Hyper Voice / Wish / Protect / Heal Bell or Toxic

    Tips:
    Pixilate boosted Hyper Voice is Sylveon's STAB move, and as its only attacking move, it prevents Sylveon from being crippled by Taunt. Wish allows Sylveon to reliably heal itself as well as its teammates. Protect is necessary in allowing Sylveon to heal itself with Wish, buying it a turn as well as additional Leftovers recovery. For the last slot, Heal Bell allows Sylveon to remove status from its entire team. Toxic, however, can be used instead to stall out the opponent with Protect or cripple defensive Pokemon and sweepers. The given EVs maximize Sylveon's HP so that it can pass as much HP with Wish as possible. Coupled with 220 Defense EVs and a Bold nature, this allows Sylveon to avoid a 2HKO from Life Orb Latios's Psyshock, while the remaining EVs are put towards Sp.Defense to give it as much mixed bulk as possible while still reaching the aforementioned benchmarks. Leftovers is the item of choice for passive healing, working great to not only increase Sylveon's longevity but also works great in conjunction with Protect. The first thing that should be noted is that this moveset is mostly outclassed by Clefable, who sports better defensive abilities in both Magic Guard and Unaware, and can also threaten Steel type switch-ins with Flamethrower, something that Cleric Sylveon cannot do. The ability to hit harder with Pixilate Hyper Voice while simultaneously ignoring Substitute is the main niche that prevents this set from being completely outclassed. That being said, Cleric Sylveon is designed to tank both physical and special hits.Due to its supporting nature and lack of ability to preserve momentum, it should not be used on Hyper Offense teams, but rather is better suited for Balanced teams. Passing Wish to a teammate should only be done if Sylveon is healthy enough to do so, or if Sylveon is already expendable at that point in the battle where you do expect to be passing any more Wishes afterward. If running Heal Bell, try not to abuse it as it only has 8 PP maximum, so trying to outstall opposing Toxic users 1-on-1 will be a fruitless endeavor. Recommended Teammates:

    Defensive Pokemon that lack their own form of recovery, such and Landorus-Therian, appreciate having Sylveon pass Wishes to it. Other such Pokemon include Heatran, Ferrothorn, Rotom-Wash, support variants of Tyranitar, etc.
    If running Heal Bell, setup sweepers and offensive Pokemon that are prone to status appreciate having Heal Bell support to remove such status from them and allowing them to perform their jobs unimpeded. Such Pokemon include Mega Charizard X, both Mega and non-Mega Gyarados, Mega Loppuny, Mega Gallade, Garchomp, etc.
    Althought not as common as they were in XY OU, Pokemon commonly found on Birdspam teams, such as Talonflame and Mega Pinsir, tend to give Cleric Sylveon problems. Checks to these Pokemon, such as Mega Diancie, Jirachi, Raikou, Rhyperior, Zapdos, and Choice Scarf Tyranitar make for good partners.
    Steel and Poison types give Cleric Sylveon trouble as Hyper Voice will be its only attacking move. Magnezone and Magneton can trap and KO most of the former, and Keldeo can handle them as well, while Latios and Latias can handle Poison types. Talonflame also works in being able to stop most Steel types, Amoonguss, and Mega Venusaur, the latter two being the most common Poison types found in OU.
    Hall of Shame (a.k.a. "Things you should not be using")
    Cute Charm: Not only is Cute Charm completely luck-based, but is also unreliable, since there is no guarantee that the opponent will be of the opposite gender as Sylveon. On simulators such as Pokemon Showdown this isn't as much of an issue since all Pokemon that aren't Genderless or 100% Female are set to Male by default, and many players forget to change this setting, but even in these situations, Pixilate is still a vastly superior option because Cute Charm denies Sylveon access to Pixilate-boosted Hyper Voice, which not only hits harder than Moonblast, but also completely bypasses Substitute, which is a boon for both offensive and defensive sets alike.
    Singles OU Checks & Counters to Sylveon

    Poison types, namely Gengar, Mega Venusaur, and Amoonguss, resist Hyper Voice while hitting back with super effective STAB coverage. However, all of them must be wary of sets running Psyshock.
    Steel types, like Poison, can also tank Hyper Voice while hitting back with their super effective STAB moves. Most of them cannot switch in safely against the Choice Specs set's coverage moves, but Heatran can wall any set lacking Hidden Power [Ground], while Ferrothorn, both Scizors, and Skarmory can give problems to sets lacking Hidden Power [Fire]. Heatran and Skarmory can also phaze out Sylveon's Cleric and Calm Mind sets with Roar and Whirlwind, thus disrupting Sylveon from doing its job properly.
    Due to Sylveon's lower physical defense, strong physical attackers such as Mega Metagross, Mega Charizard X, Azumarill, Diggersby, Mega Pinsir, Mega Beedrill, etc can pose problems, even to those sets running maximum physical bulk. Taunt ()
    Taunt can shut down Sylveon sets that aren't the Choice Specs set by denying it access to moves like Wish, Calm Mind, and Substitute, preventing it from fulfilling its role. Heatran, Talonflame, and Gengar are notable for being common users of Taunt that resist Hyper Voice.  
    Singles Ubers Overview
    ORAS Singles Ubers Viability: F

    While Sylveon was viable enough to function in the Ubers environment of XY, such is sadly not the case in ORAS. Primal Groudon has shaken the entire metagame with its presence, causing many of the Pokemon that Sylveon used to check, mainly Palkia, less viable and thus limiting Sylveon's effectiveness. Even in cases where a Fairy type is desired, Arceus-Fairy, Xerneas, Mega Diancie, and Clefable outclass Sylveon in Ubers, and Sylveon's biggest niche over Clefable in OU, the Choice Specs set, is nowhere near as effective in Ubers due to the increased offensive and defensive pressure, rendering Sylveon very underwhelming.



    Doubles OU Overview
    ORAS Doubles OU Viability: A-

    While Sylveon only manages to stay OU in Singles, Doubles is a completely different story for Sylveon. Due to being a spread move, Pixilate-boosted Hyper Voice is even more of a threat in Doubles. Often times, Hyper Voice will be the only move you'll ever see Sylveon spamming, as it hits hard with a Choice Specs boost. Sylveon's low base 60 speed, while normally a detriment, allows it to function well under Trick Room, a common form of speed control in Doubles.

    However, Sylveon's mediocre base Defense stat tends to let it down in Doubles, especially while Doubles continues to have the presence of powerful physical attackers such as Mega Mawile, Mega Lucario, Deoxys-Attack, and Mega Kangaskhan, all of which have been banned from Singles OU due to their sheer power.


    ORAS OU Doubles Moveset: Choice Specs

    Ability: Pixilate / Item: @Choice Specs
    Nature (1): Modest w/ EVs: 56 HP / 200 Defense / 252 Sp.Attack
    Nature (2): Quiet w/ EVs: 56 HP / 200 Defense / 252 Sp.Attack w/ IVs: 0 Speed
    Moves: Hyper Voice / Moonblast or Shadow Ball / Psyshock / Hidden Power [Ground] or Hidden Power [Fire]

    Tips:
    Pixilate boosted Hyper Voice is Sylveon's primary STAB move, which is a powerful spread move that hits hard when backed by a Choice Specs. For the second slot, Moonblast is Sylveon's secondary STAB move, as it gives Sylveon a STAB move to use that isn't blocked by Wide Guard. Shadow Ball can also work here instead, as it is Sylveon's best option against Aegislash. Psyshock is used specifically to deal with Amoonguss and Mega Gengar, who otherwise tank Hyper Voice. The last slot is used for coverage against Steel types. Hidden Power [Ground] is preferred for Heatran, but Hidden Power [Fire] is more useful for Ferrothorn and Mega Scizor. Both EV spreads run max Sp.Attack with a Modest/Quiet nature for maximum damage output. 56 HP with 200 Defense allows Sylveon to survive most powerful physical hits, including Mega Kangaskhan's Return and Jolly Life Orb Bisharp's Iron Head. The first EV spread with a Modest nature should only be used if not running Choice Specs Sylveon on a Trick Room team. If running a Trick Room team, the second EV spread with a Quiet nature and 0 Speed IVs should be used instead. It should be noted that, if going for the second EV spread with a Quiet nature, that only an IV spread of 30/Even/30/31/30/0 is compatible with Hidden Power [Ground], as all other IV spreads for Hidden Power [Ground] force you to run an odd number Speed IV. Likewise, if going for the first EV spread with a Modest nature, running Hidden Power [Fire] forces you to run an even numbered Speed IV, so you will never be able to speed tie with other uninvested base 60 Speed Pokemon. Choice Specs is the crux of this set, which allows Sylveon to function as a dangerous threat in Doubles. Sylveon works best as a late game cleaner due to its powerful Hyper Voice, after the opponent's team has been weakened. When using Sylveon, you will be spamming Hyper Voice 99% of the time. As such, removal of Pokemon that can threaten Sylveon is necessary. Recommended Teammates:
    Trick Room ()
    Sylveon's 60 base Speed makes it a perfect candidate for Trick Room teams, so Trick Room setters are nice to have. Tailwind ()
    If using Sylveon outside of Trick Room, Tailwind users help to mitigate Sylveon's low base speed. Talonflame, Latios, Hydreigon, and Suicune are all notable users that don't stack weaknesses with Sylveon.
    Fire and Fighting types are good partners to have in order to keep Steel type Pokemon at bay. Heatran, Talonflame, Mega Charizard Y, Breloom, Keldeo, Hitmontop, and Conkeldurr are all good choices.
    Users of Fake Out can help immobilize a threat to Sylveon as it whittles away with Hyper Voice, especially if Sylveon is being used outside of Trick Room teams. Mega Kangaskhan and Hitmontop are two notable users of the move. The latter can also provide Intimidate and Wide Guard support for Sylveon.
    Amoonguss, Jirachi, and Volcarona can redirect attacks away from Sylveon with Rage Powder and Follow Me, allowing Sylveon to spam Hyper Voice without fear of being KOed right away. Amoonguss is especially useful if using Sylveon outside of Trick Room, as Amoonguss has a great matchup against most Trick Room teams. Intimidate () and/or Burn ()
    Due to Sylveon's low physical bulk, Intimidate and Burn users can help circumvent this.  
    Hall of Shame (a.k.a. "Things you should not be using")
    Hyper Beam: Hyper Beam is a move that has not seen any competitive use since Gen 1, where Hyper Beam's recharge mechanics worked differently than they do in the later generations, allowing the user to bypass the recharge turn if they scored a KO with it. This perk was removed in Gen 2 and onward, making Hyper Beam an unviable move in virtually all cases. With Pixilate, Hyper Beam becomes a 195 Base Power STAB attack seems like it can be used over Moonblast for a powerful nuke move that Sylveon can use to easily dispose of a single target. However, while Hyper Beam does have a niche on Choice Specs Sylveon, the move can be very impractical in most situations due to its recharge, forcing Sylveon to stay in for a turn and leaves Sylveon even more vulnerable to Steel-types who can just switch in and set up against it. Generally, Moonblast is the better single target option, despite only having 48.7% of Pixilate Hyper Beam's Base Power.  
     
    Doubles OU Checks & Counters to Sylveon

    Poison types, namely Gengar/Mega Gengar, Venusaur/Mega Venusaur, and Amoonguss, resist Hyper Voice while hitting back with super effective STAB coverage. However, all of them must be wary of Psyshock. Amoonguss can also disable Sylveon for the match with Spore.
    Steel types, like Poison, can also tank Hyper Voice while hitting back with their super effective STAB moves. Most of them cannot switch in safely against the Choice Specs set's coverage moves, but Heatran can wall any set lacking Hidden Power [Ground], while Ferrothorn, and both Scizorscan give problems to sets lacking Hidden Power [Fire]. Aegislash can also block Hyper Voice with Wide Guard, effectively nullifying Sylveon for the turn.
    Physical attackers give Sylveon problems due to its low physical bulk, even if they don't run any super effective coverage, such as Mega Kangaskhan, Landorus-Therian, Azumarill, Gyarados, Mega Lucario, etc.
    Choice Specs locking Sylveon into Hyper Voice leaves it exploitable to Wide Guard. Aegislash, in particular, can also hit back with super effective Flash Cannon.
    While all except Heatran cannot hit for STAB super effective damage, Fire types do resist Hyper Voice, causing problems for Sylveon. Heatran, Talonflame, Mega Charizard Y, and Rotom-Heat are some of the more notable examples. If running Sylveon in Trick Room teams, Mega Camerupt becomes an even greater threat due to outspeeding Sylveon while under Trick Room.  
     
    External Links
    Smogon Analysis (Singles OU)
    Smogon Analysis (Doubles OU)
  4. Upvote
    RicePigeon got a reaction from DarkWolf13 in [Multi-Gen] Understanding Hidden Power   
    The following should serve as a brief introduction of the move, including how it works.

    What is Hidden Power?
    Hidden Power is a move that was first introduced in Generation 2, and can only learned naturally by Unown, or through the use of TM10. Any Pokemon that can learn a TM move can learn Hidden Power through TM10. As of Generation 6, Hidden Power will always be a 60 Base Power Special attack with 100% accuracy (Base power in Generations 2-5 varied between 31~70, the exact calculations for this will be explained later). What makes Hidden Power unique is that even though the move is listed as a Normal type move in its in-game info, Hidden Power can be any of 16 different types besides Normal or Fairy (Fairy-type Hidden Power does not exist in Gen 6 in order to maintain reverse compatibility with Gen 5). Usually you will see different Hidden Power types denoted as "HP Fire" or "HP Ice". The type of Hidden Power (and prior to Gen 6, the base Power) is determined by the Pokemon's IVs.
     
    Hidden Power in Competitive Battling.
    Many Special Attackers use Hidden Power as a coverage move for when the Pokemon lacks any better coverage options. For example, many Electric types will run Hidden Power [ice] or Hidden Power [Grass] in order to get past the Ground types that normally resist their STAB moves. Due to Hidden Power's relatively low base power (60 in Gen 6, max 70 in Gen 2-5), Hidden Power is almost never used as a STAB move. Common Hidden Power types that you will see in competitive play:
    Hidden Power [ice]: The most common Hidden Power type, mostly used by Electric-types for coverage against Ground and Dragon types. Hidden Power [Fire]: Commonly used for coverage against Steel types, most notably Ferrothorn, Scizor, Mega Scizor, etc. Hidden Power [Ground]: Mostly used by Psychic and Fairy types. Used exclusively as coverage against Heatran in OU. Hidden Power [Fighting]: Used mostly by Latios in OU as a coverage move against Bisharp, but otherwise used by Psychic types as a coverage move against Dark and Steel. Hidden Power [Grass]: Mostly used by Electric types in the lower tiers as a coverage move against dual Ground types not weak to Ice, such as Swampert, Mega Swampert, Gastrodon, etc. Hidden Power [Flying]: Used almost exclusively by Keldeo in OU as a coverage move for Mega Venusaur.  
     
    What are IVs?
    IVs, or Individual Values (known as DVs, or Determinant Values prior to Gen 3) are non-visible statistics each of your Pokemon has that are generated upon encountering, hatching, or receiving the Pokemon from an event or NPC. Once set, these values cannot be changed. IVs, in combination with the Pokemon's EVs, Level, nature, and base stats, determine the values of each of that Pokemon's stats.
     
    In Generations 1 & 2, each Pokemon has four different DVs for each of the following stats: Attack, Defense, Speed, and Special (In Generation 2, the DV for the Special stat determines both Sp.Attack and Sp.Defense). A DV for the HP stat also exists, but this DV's value is determined by the values of the other four DVs. Each of these DVs range from a value between 0~15. At level 100, this translates to range of 0~30 extra stat points, with each DV increasing the stat by 2 points each.
     
    In Generations 3, 4, 5, & 6, the IV/DV system was completely revamped. Each of the six stats; HP, Attack, Defense, Sp.Attack, Sp.Defense, and Speed now each have their own independent IV values, which now range from 0~31. At level 100, this translates to a range of 0~31 extra stat points, with each IV increasing the stat by 1 point each before nature modifiers are applied.
     
    How do a Pokemon's IVs determine Hidden Power?
    A Pokemon's IVs determine the type (and prior to Gen 6, the Base Power) of Hidden Power. By knowing the Pokemon's IVs, it is possible to breed for specific Hidden Power types (assuming the Pokemon can be bred). Conversely, you can also use a Pokemon's Hidden Power type to help deduce a Pokemon's IVs.
     
    Determining a Pokemon's Hidden Power Type (Gen 2 only)
     
    In Gen 2, Hidden Power's type is determined solely by the Pokemon's Attack and Defense DVs, using the following formula:
     
    T = 4*(A%4)+(D%4)
     
    Where A = Attack DV, D = Defense DV.
    T refers to a value that then determines Hidden Power's type using the following lookup chart:
     
    0 = Fighting
    1 = Flying
    2 = Poison
    3 = Ground
    4 = Rock
    5 = Bug
    6 = Ghost
    7 = Steel
    8 = Fire
    9 = Water
    10 = Grass
    11 = Electric
    12 = Psychic
    13 = Ice
    14 = Dragon
    15 = Dark
     
    Determining a Pokemon's Hidden Power Base Damage (Gen 2 only)
     
    In Gen 2, Hidden Power's base damage uses all 4 DVs in the following formula:
     
    P = ((5*(S2+2S1+4D+8A)+(S3%4))/2)+31
     
    Where,
     
    A = If Attack DV > 8, 1, otherwise 0
    D = Defense DV > 8, 1, otherwise 0
    S1 = Speed DV > 8, 1, otherwise 0
    S2 = Special DV > 8, 1, otherwise 0
    S3 = Special DV
    P = Base Power > 8, 1, otherwise 0
     
    Therefore, if a Pokemon were to have max DVs across the board;
     
    P = ((5*(1+(2*1)+(4*1)+(8*1))+(15%4))/2)+31
    P = ((5*15+(3))/2)+31
    P = ((75+3)/2)+31
    P = (78/2)+31
    P = 39+31
    P = 70
     
     
    Determining a Pokemon's Hidden Power Type (Gen 3~6)
    Due to the overhaul of the IV system in Gen 3, all six IVs now play a role in the determining Hidden Power's type, using the following formula:
     
    T = (15/63)*(A+B+C+D+E+F)
     
    Where;
     
    A = If the HP IV is odd, A = 1, otherwise A = 0
    B = If the Attack IV is odd, B = 2, otherwise B = 0
    C = If the Defense IV is odd, C = 4, otherwise C = 0
    D = If the Speed IV is odd, D = 8, otherwise D = 0
    E = If the Sp.Attack IV is odd, E = 16, otherwise E = 0
    F = If the Sp.Defense IV is odd, F = 32, otherwise F = 0
     
    T is then rounded down to the nearest integer and compared to the following lookup table to determine Hidden Power's type;
     
    0 = Fighting
    1 = Flying
    2 = Poison
    3 = Ground
    4 = Rock
    5 = Bug
    6 = Ghost
    7 = Steel
    8 = Fire
    9 = Water
    10 = Grass
    11 = Electric
    12 = Psychic
    13 = Ice
    14 = Dragon
    15 = Dark
     
    Therefore, if a Pokemon were to have max IVs in all stats (31), their Hidden Power type would be Dark.
     
    Determining a Pokemon's Hidden Power Base Power (Gen 3~5 Only)
    Prior to Gen 6, Hidden Power's Base Power was also determined by the Pokemon's IVs, with the Base Power ranging from 30~70, using the following formula:
     
    P = (40/63)*(A+B+C+D+E+F)+30
     
    Where;
     
    A = If the HP IV, when divided by 4 the remainder is either 2 or 3, A = 1, otherwise A = 0
    B = If the Attack IV, when divided by 4 the remainder is either 2 or 3, B = 2, otherwise B = 0
    C = If the Defense IV, when divided by 4 the remainder is either 2 or 3, C = 4, otherwise C = 0
    D = If the Speed IV, when divided by 4 the remainder is either 2 or 3, D = 8, otherwise D = 0
    E = If the Sp.Attack IV, when divided by 4 the remainder is either 2 or 3, E = 16, otherwise E = 0
    F = If the Sp.Defense IV, when divided by 4 the remainder is either 2 or 3, F = 32, otherwise F = 0
     
    P is value of Hidden Power's base damage, rounded down.
     
    Optimal Hidden Power Spreads (Gen 6)
    Below is a list of optimal IV spreads for each of the Hidden Power types. Note that in each case, a value of 30 may be substituted with any even numbered IV value (0, 2, 4, 6, etc), while a value of 31 may be substituted with any odd numbered IV value (1, 3, 5, 7, etc).
     
    All IV spreads are in the order of HP / Attack / Defense / Sp.Attack / Sp.Defense / Speed
     
    Hidden Power [Dark]
    31/31/31/31/31/31  
    Hidden Power [Dragon]
    30/31/31/31/31/31 31/30/31/31/31/31 30/30/31/31/31/31 31/31/30/31/31/31  
    Hidden Power [ice]
    30/31/30/31/31/31 31/30/30/31/31/31 30/30/30/31/31/31 31/31/31/31/31/30  
    Hidden Power [Psychic]
    30/31/31/31/31/30 31/30/31/31/31/30 30/30/31/31/31/30 31/31/30/31/31/30  
    Hidden Power [Electric]
    30/31/30/31/31/30 31/30/30/31/31/30 30/30/30/31/31/30 31/31/31/30/31/31  
    Hidden Power [Grass]
    30/31/31/30/31/31 31/30/31/30/31/31 30/30/31/30/31/31 31/31/30/30/31/31 30/31/30/30/31/31  
    Hidden Power [Water]
    31/30/30/30/31/31 30/30/30/30/31/31 31/31/31/30/31/30 30/31/31/30/31/30  
    Hidden Power [Fire]
    31/30/31/30/31/30 30/30/31/30/31/30 31/31/30/30/31/30 30/31/30/30/31/30  
    Hidden Power [steel]
    31/30/30/30/31/30 30/30/30/30/31/30 31/31/31/31/30/31 30/31/31/31/30/31  
    Hidden Power [Ghost]
    31/30/31/31/30/31 30/30/31/31/30/31 31/31/30/31/30/31 30/31/30/31/30/31  
    Hidden Power [bug]
    31/30/30/31/30/31 30/30/30/31/30/31 31/31/31/31/30/30 30/31/31/31/30/30 31/30/31/31/30/30  
    Hidden Power [Rock]
    30/30/31/31/30/30 31/31/30/31/30/30 30/31/30/31/30/30 31/30/30/31/30/30  
    Hidden Power [Ground]
    30/30/30/31/30/30 31/31/31/30/30/31 30/31/31/30/30/31 31/30/31/30/30/31  
    Hidden Power [Poison]
    30/30/31/30/30/31 31/31/30/30/30/31 30/31/30/30/30/31 31/30/30/30/30/31  
    Hidden Power [Flying]
    30/30/30/30/30/31 31/31/31/30/30/30 30/31/31/30/30/30 31/30/31/30/30/30  
    Hidden Power [Fighting]
    30/30/31/30/30/30 31/31/30/30/30/30 30/31/30/30/30/30 31/30/30/30/30/30 30/30/30/30/30/30
  5. Upvote
    RicePigeon got a reaction from Galvatron in [Multi-Gen] Understanding Hidden Power   
    You're thinking of EV values, which is what is raised whenever you battle, use vitamins, or do Super Training in Gen 6. IVs are set the moment a Pokemon is encountered, hatched, or received from an NPC or event and cannot be changed under any circumstances without hacking.
     
    However, a total of 3 IVs (5 if using Destiny Knot in gen 6) can be passed down through breeding from both parents, so it is possible to breed Pokemon with a specific IV spread for a specific Hidden Power type. Also note that in Gen 6, Legendary Pokemon caught in the wild are guaranteed to have max IVs in at least three of their stats, so certain Hidden Power types will be impossible to obtain on those Pokemon (such as Hidden Power [Fighting], since all spreads require at least four odd numbered IV values). Similarly, Pokemon caught in the Friend Safari in X&Y are guaranteed to have max IVs in at least two of their stats.
  6. Upvote
    RicePigeon got a reaction from Galvatron in [Multi-Gen] Understanding Hidden Power   
    The following should serve as a brief introduction of the move, including how it works.

    What is Hidden Power?
    Hidden Power is a move that was first introduced in Generation 2, and can only learned naturally by Unown, or through the use of TM10. Any Pokemon that can learn a TM move can learn Hidden Power through TM10. As of Generation 6, Hidden Power will always be a 60 Base Power Special attack with 100% accuracy (Base power in Generations 2-5 varied between 31~70, the exact calculations for this will be explained later). What makes Hidden Power unique is that even though the move is listed as a Normal type move in its in-game info, Hidden Power can be any of 16 different types besides Normal or Fairy (Fairy-type Hidden Power does not exist in Gen 6 in order to maintain reverse compatibility with Gen 5). Usually you will see different Hidden Power types denoted as "HP Fire" or "HP Ice". The type of Hidden Power (and prior to Gen 6, the base Power) is determined by the Pokemon's IVs.
     
    Hidden Power in Competitive Battling.
    Many Special Attackers use Hidden Power as a coverage move for when the Pokemon lacks any better coverage options. For example, many Electric types will run Hidden Power [ice] or Hidden Power [Grass] in order to get past the Ground types that normally resist their STAB moves. Due to Hidden Power's relatively low base power (60 in Gen 6, max 70 in Gen 2-5), Hidden Power is almost never used as a STAB move. Common Hidden Power types that you will see in competitive play:
    Hidden Power [ice]: The most common Hidden Power type, mostly used by Electric-types for coverage against Ground and Dragon types. Hidden Power [Fire]: Commonly used for coverage against Steel types, most notably Ferrothorn, Scizor, Mega Scizor, etc. Hidden Power [Ground]: Mostly used by Psychic and Fairy types. Used exclusively as coverage against Heatran in OU. Hidden Power [Fighting]: Used mostly by Latios in OU as a coverage move against Bisharp, but otherwise used by Psychic types as a coverage move against Dark and Steel. Hidden Power [Grass]: Mostly used by Electric types in the lower tiers as a coverage move against dual Ground types not weak to Ice, such as Swampert, Mega Swampert, Gastrodon, etc. Hidden Power [Flying]: Used almost exclusively by Keldeo in OU as a coverage move for Mega Venusaur.  
     
    What are IVs?
    IVs, or Individual Values (known as DVs, or Determinant Values prior to Gen 3) are non-visible statistics each of your Pokemon has that are generated upon encountering, hatching, or receiving the Pokemon from an event or NPC. Once set, these values cannot be changed. IVs, in combination with the Pokemon's EVs, Level, nature, and base stats, determine the values of each of that Pokemon's stats.
     
    In Generations 1 & 2, each Pokemon has four different DVs for each of the following stats: Attack, Defense, Speed, and Special (In Generation 2, the DV for the Special stat determines both Sp.Attack and Sp.Defense). A DV for the HP stat also exists, but this DV's value is determined by the values of the other four DVs. Each of these DVs range from a value between 0~15. At level 100, this translates to range of 0~30 extra stat points, with each DV increasing the stat by 2 points each.
     
    In Generations 3, 4, 5, & 6, the IV/DV system was completely revamped. Each of the six stats; HP, Attack, Defense, Sp.Attack, Sp.Defense, and Speed now each have their own independent IV values, which now range from 0~31. At level 100, this translates to a range of 0~31 extra stat points, with each IV increasing the stat by 1 point each before nature modifiers are applied.
     
    How do a Pokemon's IVs determine Hidden Power?
    A Pokemon's IVs determine the type (and prior to Gen 6, the Base Power) of Hidden Power. By knowing the Pokemon's IVs, it is possible to breed for specific Hidden Power types (assuming the Pokemon can be bred). Conversely, you can also use a Pokemon's Hidden Power type to help deduce a Pokemon's IVs.
     
    Determining a Pokemon's Hidden Power Type (Gen 2 only)
     
    In Gen 2, Hidden Power's type is determined solely by the Pokemon's Attack and Defense DVs, using the following formula:
     
    T = 4*(A%4)+(D%4)
     
    Where A = Attack DV, D = Defense DV.
    T refers to a value that then determines Hidden Power's type using the following lookup chart:
     
    0 = Fighting
    1 = Flying
    2 = Poison
    3 = Ground
    4 = Rock
    5 = Bug
    6 = Ghost
    7 = Steel
    8 = Fire
    9 = Water
    10 = Grass
    11 = Electric
    12 = Psychic
    13 = Ice
    14 = Dragon
    15 = Dark
     
    Determining a Pokemon's Hidden Power Base Damage (Gen 2 only)
     
    In Gen 2, Hidden Power's base damage uses all 4 DVs in the following formula:
     
    P = ((5*(S2+2S1+4D+8A)+(S3%4))/2)+31
     
    Where,
     
    A = If Attack DV > 8, 1, otherwise 0
    D = Defense DV > 8, 1, otherwise 0
    S1 = Speed DV > 8, 1, otherwise 0
    S2 = Special DV > 8, 1, otherwise 0
    S3 = Special DV
    P = Base Power > 8, 1, otherwise 0
     
    Therefore, if a Pokemon were to have max DVs across the board;
     
    P = ((5*(1+(2*1)+(4*1)+(8*1))+(15%4))/2)+31
    P = ((5*15+(3))/2)+31
    P = ((75+3)/2)+31
    P = (78/2)+31
    P = 39+31
    P = 70
     
     
    Determining a Pokemon's Hidden Power Type (Gen 3~6)
    Due to the overhaul of the IV system in Gen 3, all six IVs now play a role in the determining Hidden Power's type, using the following formula:
     
    T = (15/63)*(A+B+C+D+E+F)
     
    Where;
     
    A = If the HP IV is odd, A = 1, otherwise A = 0
    B = If the Attack IV is odd, B = 2, otherwise B = 0
    C = If the Defense IV is odd, C = 4, otherwise C = 0
    D = If the Speed IV is odd, D = 8, otherwise D = 0
    E = If the Sp.Attack IV is odd, E = 16, otherwise E = 0
    F = If the Sp.Defense IV is odd, F = 32, otherwise F = 0
     
    T is then rounded down to the nearest integer and compared to the following lookup table to determine Hidden Power's type;
     
    0 = Fighting
    1 = Flying
    2 = Poison
    3 = Ground
    4 = Rock
    5 = Bug
    6 = Ghost
    7 = Steel
    8 = Fire
    9 = Water
    10 = Grass
    11 = Electric
    12 = Psychic
    13 = Ice
    14 = Dragon
    15 = Dark
     
    Therefore, if a Pokemon were to have max IVs in all stats (31), their Hidden Power type would be Dark.
     
    Determining a Pokemon's Hidden Power Base Power (Gen 3~5 Only)
    Prior to Gen 6, Hidden Power's Base Power was also determined by the Pokemon's IVs, with the Base Power ranging from 30~70, using the following formula:
     
    P = (40/63)*(A+B+C+D+E+F)+30
     
    Where;
     
    A = If the HP IV, when divided by 4 the remainder is either 2 or 3, A = 1, otherwise A = 0
    B = If the Attack IV, when divided by 4 the remainder is either 2 or 3, B = 2, otherwise B = 0
    C = If the Defense IV, when divided by 4 the remainder is either 2 or 3, C = 4, otherwise C = 0
    D = If the Speed IV, when divided by 4 the remainder is either 2 or 3, D = 8, otherwise D = 0
    E = If the Sp.Attack IV, when divided by 4 the remainder is either 2 or 3, E = 16, otherwise E = 0
    F = If the Sp.Defense IV, when divided by 4 the remainder is either 2 or 3, F = 32, otherwise F = 0
     
    P is value of Hidden Power's base damage, rounded down.
     
    Optimal Hidden Power Spreads (Gen 6)
    Below is a list of optimal IV spreads for each of the Hidden Power types. Note that in each case, a value of 30 may be substituted with any even numbered IV value (0, 2, 4, 6, etc), while a value of 31 may be substituted with any odd numbered IV value (1, 3, 5, 7, etc).
     
    All IV spreads are in the order of HP / Attack / Defense / Sp.Attack / Sp.Defense / Speed
     
    Hidden Power [Dark]
    31/31/31/31/31/31  
    Hidden Power [Dragon]
    30/31/31/31/31/31 31/30/31/31/31/31 30/30/31/31/31/31 31/31/30/31/31/31  
    Hidden Power [ice]
    30/31/30/31/31/31 31/30/30/31/31/31 30/30/30/31/31/31 31/31/31/31/31/30  
    Hidden Power [Psychic]
    30/31/31/31/31/30 31/30/31/31/31/30 30/30/31/31/31/30 31/31/30/31/31/30  
    Hidden Power [Electric]
    30/31/30/31/31/30 31/30/30/31/31/30 30/30/30/31/31/30 31/31/31/30/31/31  
    Hidden Power [Grass]
    30/31/31/30/31/31 31/30/31/30/31/31 30/30/31/30/31/31 31/31/30/30/31/31 30/31/30/30/31/31  
    Hidden Power [Water]
    31/30/30/30/31/31 30/30/30/30/31/31 31/31/31/30/31/30 30/31/31/30/31/30  
    Hidden Power [Fire]
    31/30/31/30/31/30 30/30/31/30/31/30 31/31/30/30/31/30 30/31/30/30/31/30  
    Hidden Power [steel]
    31/30/30/30/31/30 30/30/30/30/31/30 31/31/31/31/30/31 30/31/31/31/30/31  
    Hidden Power [Ghost]
    31/30/31/31/30/31 30/30/31/31/30/31 31/31/30/31/30/31 30/31/30/31/30/31  
    Hidden Power [bug]
    31/30/30/31/30/31 30/30/30/31/30/31 31/31/31/31/30/30 30/31/31/31/30/30 31/30/31/31/30/30  
    Hidden Power [Rock]
    30/30/31/31/30/30 31/31/30/31/30/30 30/31/30/31/30/30 31/30/30/31/30/30  
    Hidden Power [Ground]
    30/30/30/31/30/30 31/31/31/30/30/31 30/31/31/30/30/31 31/30/31/30/30/31  
    Hidden Power [Poison]
    30/30/31/30/30/31 31/31/30/30/30/31 30/31/30/30/30/31 31/30/30/30/30/31  
    Hidden Power [Flying]
    30/30/30/30/30/31 31/31/31/30/30/30 30/31/31/30/30/30 31/30/31/30/30/30  
    Hidden Power [Fighting]
    30/30/31/30/30/30 31/31/30/30/30/30 30/31/30/30/30/30 31/30/30/30/30/30 30/30/30/30/30/30
  7. Upvote
    RicePigeon got a reaction from Galvatron in [Gen6] Viability ranks: Smogon Ver (Singles Ubers & OU updates, 03/28/16)   
    Ubers update:
     
    Additions
    Added to C:
     
    Rises
    : A+ -> S
    : B -> B+
    (Water): B- -> B
    : B- -> B
     
    Drops
    : A- -> B+
    : A- -> B+
    : B+ -> B
    : B -> C+
    (Electric): B- -> C
    (Poison): B- -> C+
    : B- -> C+
    : B- -> C+
    : B- -> C
    : C -> C-
    : C -> C-
    : C -> C-
     
    Removals
    Removed from B:
    Removed from C:
     
     
     
     
    Explanations:
    (Water): Pretty solid and isn't completely impeded by Primal Groudon.
    : High opportunity cost and has difficulty choosing its moveset.
    : Got worse in the ORAS transition
    : Primal Groudon + Mega Salamence + Latios + Latias
    : Primal Groudon + Mega Salamence + Latios + Latias
    (Electric): Primal Groudon
    (Poison): Primal Groudon
    : Isn't completely stopped by Primal Groudon due to U-turn and is a nice check to Xerneas, Latios, and Latias
    : Lack of Fairy resist hurts it, weak to all hazards, outclassed as a Fire type by Ho-oh and Primal Groudon, outclassed by White Kyurem, and offers no defensive niches.
    : Magic Bounce
    : While definitely better than its old rank at B-, it doesnt stand up to par with the other Pokemon in B+
    : Primal Groudon, Choice Scarf set isn't as effective
    : Primal Groudon
    : Primal Groudon
    : Better than regular form, so the separation was necessary.
    : Checks Primal Groudon, Mega Salamence, Arceus-Normal, and Ho-oh
    : Checks a large amount of the Ubers meta, puts in alot of work against all playstyles, and is pretty much forcing Primal Groudon to run Stone Edge so as to not get walled by it.
    : Mega Salamence + Latios/Latias killed the viability of Sticky Web in Ubers.
  8. Upvote
    RicePigeon got a reaction from Galvatron in Charizard released by Gladiacloud   
    No damage dampening All crouching normals can be blocked high All air normals can be blocked low. QCB seems like it would be an overhead, but it can be blocked low. Result of using Fire Blast three times in a row nonstop:
    Flare Blitz gives back power on hit. Using Flare Blitz against an airborne opponent in the corner pushes Charizard back for some odd reason:
    All normals are safe on block, including his knockdowns. Weak Flamethrower is +12 frame advantage on block at point blank. Trying to crouch repeatedly continuously spams the same sound effect over and over while he gets stuck in an animation loop. Crossing up an opponent with aerial C causes them to be knocked toward Charizard, which results in him being pushed into a corner.
  9. Upvote
    RicePigeon got a reaction from BrawlTheMan in Charizard released by Gladiacloud   
    No damage dampening All crouching normals can be blocked high All air normals can be blocked low. QCB seems like it would be an overhead, but it can be blocked low. Result of using Fire Blast three times in a row nonstop:
    Flare Blitz gives back power on hit. Using Flare Blitz against an airborne opponent in the corner pushes Charizard back for some odd reason:
    All normals are safe on block, including his knockdowns. Weak Flamethrower is +12 frame advantage on block at point blank. Trying to crouch repeatedly continuously spams the same sound effect over and over while he gets stuck in an animation loop. Crossing up an opponent with aerial C causes them to be knocked toward Charizard, which results in him being pushed into a corner.
  10. Upvote
    RicePigeon got a reaction from Gaulbetti in [Stage] Women's Shower Room (NSFW) by Abubu Nounanka released (02/03/2015)   
    Try to keep the posts on topic guys. Posts with nothing but image macros serving as a subtle method of telling people the stage gave you an erection is NOT considered on-topic. Keep that stuff in your pants and to yourself.
  11. Upvote
    RicePigeon got a reaction from TheAnswer in [VGC2015] VGC 2015 General Discussion (Viability rank update, see post #8)   
    VGC 2015 Viability (Last updated 04/14/15)
     
     
    S Rank

     
    A+ Rank

    A Rank

    A- Rank

     
    B+ Rank

    B Rank

    B- Rank
    (Super)
     
    C+ Rank

    C Rank

    C- Rank

     
    D Rank

  12. Upvote
    RicePigeon got a reaction from Galvatron in [VGC2015] VGC 2015 General Discussion (Viability rank update, see post #8)   
    Posts regarding Nintendo/TPCi's official tournament format should go here. For reference, the rules for VGC2015 can be found here:
     
    http://support.pokemon.com/FileManagement/Download/07294296edc545bca57c76266cef60fe
     
    Brief summary:
     
    All battles are played using Double Battle format Flat Battle rules on (All Pokemon above level 50 will be scaled down to level 50) Players can have up to 6 Pokemon in their party for Team Preview, but can only choose 4 for each battle. Pentagon rule: All Pokemon must have the pentagon icon in their stat page indicating that they were caught, bred, or received in Pokemon X, Y, Omega Ruby, or Alpha Sapphire. Species clause: No two Pokemon on the same team can share the same national Pokedex number. Item clause: No two Pokemon can hold the same item The following items are banned:
    Soul Dew The following Pokemon are banned:
  13. Upvote
    RicePigeon got a reaction from Galvatron in [Gen6] Pokemon of the Week ORAS Edition (08/26: The return of PotW)   
    Sorry for such a long delay for the POTW. I find it easier than instead of every Monday that PotW be moved to Wednesdays. Sorry for the wait.
     
    Once again with the tier rotation, we come back to OU. This time, we see a newcomer to the OU tier brought upon by ORAS;

    Altaria & Mega Altaria


    Tier Status (Singles): OU
    Tier Status (Doubles): D.UU

    Type (Normal): Dragon/Flying
    Type (Mega): Dragon/Fairy

    Base Stats (Normal): 75 / 70 / 90 / 70 / 105 / 80
    Base Stats (Mega): 75 / 110 / 110 / 110 / 105 / 80


    Abilities (Normal):
    Natural Cure: Whenever this Pokemon switches out, either by manually switching, using U-turn, Volt Switch, or Baton Pass, or is forced out by Roar or Whirlwind, this Pokemon will lose all status conditions that it currently has. Cloud Nine (Hidden Ability): As long as this Pokemon is out on the field, all effects of weather are negated. Abilities (Mega):
    Pixilate: All Normal-type moves used by this Pokemon will have their type changed to Fairy-type. Any attack that has its type changed by this ability will also receive a 30% base power increase. Table of Contents
    Singles OU Overview Singles Ubers Overview Doubles OU Overview  
    Singles OU Overview
    ORAS Singles OU Viability (Normal): F/Unranked
    ORAS Singles OU Viability (Mega): A+

    Like Charizard before it, Altaria is another case of a rags to riches story, having soared all the way from PU to OU due to its new Mega Evolution granted by ORAS. While Mega Altaria's base stats are pretty average by Mega standards, Mega Altaria more than makes up for this with its unique Dragon/Fairy typing, which is great both offensively and defensively. Altaria also has quite a good movepool available to it, and with decent stats across the board, it can function as either a physical attacker, special attacker, or support, making Mega Altaria quite unpredictable. With Pixilate, its Normal type moves become STAB Fairy type moves with an additional 30% base power increase, allowing it to even surpass Mega Gyarados, another premier Dragon Dance user, in terms of raw damage.

    Mega Altaria is not without its flaws, however. 80 Base Speed is rather slow and dependent on Dragon Dance. While Mega Altaria's typing is great both offensively and defensively, the fact that it consumes your Mega slot means that certain other Megas who would love to have Mega Altaria as a teammate, such as Mega Venusaur, cannot be used alongside it. Finally, despite its great typing and bulk, dangerous threats in the metagame such as Mega Metagross, Mega Scizor, and even Clefable keep it in check.


    ORAS OU Singles Moveset: Special Attacker

    Ability: Natural Cure (Pixilate) / Item: @Altarianite
    Nature: Timid or Modest w/ EVs: 24 HP / 248 Sp.Attack / 236 Speed
    Moves: Hyper Voice / Fire Blast / Earthquake or Heal Bell / Roost

    Tips:
    Hyper Voice, when affected by Pixilate, turns from a 90 base power Normal-type attack into a STAB 117 base power Fairy-type attack, with the added benefit of being able to bypass Substitute. Fire Blast is there to hit the Steel types that resist Hyper Voice. The third slot depends on wether you need extra coverage or utility. Earthquake is used specifically for Heatran, who resists Hyper Voice while being immune to Fire Blast due to Flash Fire. If coverage against Heatran isn't needed, Heal Bell can be run for team support. Roost provides Mega Altaria with longevity. The above EV spread with a Timid nature allows Mega Altaria to outspeed Jolly Mega Heracross, Adamant Lucario, Adamant Excadrill, and Timid Heatran. 248 Sp.Attack EVs allow for it to hit as hard as possible, while the remaining 24 EVs are put into HP for a bit more bulk. A modest nature can be run if extra power is needed, but doesn't gain any extra notable KOs, and fails to outspeed the above threats. This set is the most aggressive of Mega Altaria's sets, as you can simply come in and start spamming your Fairy+Fire coverage. While Pixilate Hyper Voice is good, Mega Altaria's Hyper Voice pales in comparison to that of Mega Gardevoir and Choice Specs Sylveon, so this set should not be used as a wallbreaker. Mega Altaria's typing allows it to switch in many times with its 7 resistances, and doesn't care too much about status unlike its Dragon Dance sets. If running Earthquake, you can bluff a Dragon Dance set by using it first, luring in a Physically defensive yet Specially weak Pokemon that you can spam Hyper Voice and Fire Blast against. As already stated, this set should not be played as a wallbreaker, but as an offensive supporter that can, for the most part, sustain itself. Honorable Mentions:
    Perish Song is an option that can be run for extra utility against setup sweepers and Stall teams, as it forces your opponent to choose between switching out or losing their sweeper/walls. It can be difficult to find a moveslot for it, however. Draco Meteor is a powerful nuke that provides neutral coverage against everything that resists Hyper Voice other than Steel-types, but otherwise provides redundant coverage with Hyper Voice. If Gliscor or Landorus-Therian are an issue, Ice Beam can be run. However, Gliscor is known to run Substitute, which blocks Ice Beam, and Landorus-Therian is already 2HKOed by Hyper Voice. Agility is another option that can rectify Mega Altaria's speed, allowing it to attempt a sweep, but without a boosting move it is often too weak to do so. Recommended Teammates:

    This moveset is more or less self-sufficient, but it does have problems with Heatran and special walls. Stallbreaker Heatran can handle these, as can Excadrill.
    Since this set tends to lure in Steel types as well as weaken other notable threats, sweepers and cleaners that appreciate having them gone work as teammates work nicely. Talonflame, Dragonite, and Latios are a few of these.
    Offensive users of Stealth Rock, such as Heatran, Tyranitar, Excadrill, and Terrakion, make for great teammates, as this set tends to force many switches, thus capitalizing on entry hazard damage.
    Due to its typing, Mega Altaria fits well on Sand Offense teams, as it resists Water, Bug, Fighting, and Grass. Excadrill, as well as Tyranitar and Hippowdon, tend to be common staples of Sand Offense, so they should be used alongside Mega Altaria if you plan on using it on this team archtype.
    Although an extremely niche Pokemon in OU, Gorebyss can provide Mega Altaria with Shell Smash boosts via Baton Pass, turning Mega Altaria into a potent threat backed by great coverage.  
     
    ORAS OU Singles Moveset: Offensive Dragon Dance

    Ability: Natural Cure (Pixilate) / Item: @Altarianite
    Nature: Adamant, Naughty, or Jolly w/ EVs: 252 Attack / 4 Sp.Attack / 252 Speed
    Moves: Dragon Dance / Return, Facade, or Double-Edge / Earthquake / Roost or Fire Blast

    Tips:
    Dragon Dance not only patches up Mega Altaria's average speed, but also further bolsters its decent Attack stat, allowing it to perform as a sweeper. The second moveslot is dedicated to Fairy-type STAB move after Pixilate. Return is the preferred option as Pixilate turns it into a 136.2 base power STAB Fairy-type attack with good power and little to no drawbacks. Facade is another option that takes advantage of burns and paralysis, as Facade now ignores the attack drop from burn as of X&Y, turning into a powerful 182 base power STAB move, but is only 91 base power otherwise, so it is much more situational. Double-Edge is also more powerful than Return and much more consistent than Facade, as Pixilate turns it into a powerful 156 base power Fairy move that, at +1, can OHKO Chansey after Stealth Rock, but the recoil will quickly eat into Mega Altaria's longevity. Earthquake provides coverage against most Steels that resist Fairy-type STAB. For the last moveslot, Roost provides Mega Altaria with longevity, which goes extremely well with its natural bulk. Fire Blast, despite being a Special Attack, can be used instead for extra coverage against the Steel types that don't really care about Earthquake, namely Ferrothorn, Skarmory, and Scizor. The EV spread with an Adamant/Naughty/Jolly nature capitalizes on this Mega Altaria's role as a sweeper, maximizing its Attack and Speed. For the nature, Naughty should only be used if running Fire Blast in the 4th slot, otherwise Adamant or Jolly should be used. In these cases, Adamant is preferred, as Mega Altaria needs as much power as it can get. Jolly does have the benefit in allowing Mega Altaria to outspeed Choice Scarf Landorus-Therian, however. As a sweeper, your primary goal should be to use a single Dragon Dance and then begin your sweep. As such, this Mega Altaria should be sent in late in the game when its checks and counters have been removed. If running Fire Blast, this Altaria can be sent in earlier in the match to lure in its checks and counters, weakening them on the switch. While Mega Altaria has decent bulk, it is usually not enough to stomach the more powerful attacks in OU that can threaten its sweep, especially when uninvested. The best way to send it in is either after an opponent's KO or through the clever use of U-Turn or Volt Switch. Since this Altaria's bulk isnt too fantastic with no investment, Roost should generally be used on predicted switches or weak opponents. Due keep in mind that with only 80 base speed, Mega Altaria can still be outsped at +1 by common revenge killers donning a Choice Scarf, so these may need to be eliminated as well before attempting a sweep. Recommended Teammates:

    If not running Fire Blast, Skarmory, Ferrothorn, and Scizor/Mega Scizor can and will very easily switch in against you, with the latter three using their Steel-type STAB to dispose of you. Magnezone can easily trap and kill these Pokemon.
    Heatran and Keldeo cannot trap the above Pokemon like Magnezone can, but they still serve as checks to them. Even Pokemon that commonly run Fire type coverage moves, such as Latios and Jirachi can be used. Azumarill, Diggersby, and Breloom cannot always beat them, but they can at least lure them in and weaken them.
    Like most Dragon Dancers, Unaware Clefable can ignore Altaria's Dragon Dance boosts, and hit it with super effective Moonblasts. Heatran helps, as it quad resists Clefable's Moonblast while also being immune to its Flamethrower. Gengar, Excadrill and Doublade also work, though the latter two must watch for Flamethrower.
    While Altaria loses its Rock weakness upon Mega Evolving, hazard removal helps for switching it in prior to Mega Evolving. Excadrill can provide this with Rapid Spin, while Latias can not only provide hazard removal through Defog, but also allow Altaria a second opportunity to sweep by using Healing Wish. Latios can also work, but does not have the benefit of Healing Wish like its sister. Entry Hazards: Stealth Rock ()
    As with any sweeper, Stealth Rock support is greatly appreciated, as it can easily turn a 3HKO into a 2HKO, making its job as a sweeper easier.  
     
    ORAS OU Singles Moveset: Support

    Ability: Natural Cure (Pixilate) / Item: @Altarianite
    Nature: Bold, Impish, or Relaxed w/ EVs: 248 HP / 104 Defense / 156 Sp.Defense
    Moves: Roost / Hyper Voice or Return / Heal Bell / Flamethrower, Earthquake, Perish Song, Haze, or Toxic

    Tips:
    Roost provides Mega Altaria with longevity, which goes extremely well with its natural bulk. The second slot is for Fairy type STAB, the choice depending on whether you want to hit physically or specially. Hyper Voice hits on the special side while bypassing Substitute, while Return hits for physical damage, most notably against threats with lower Defense stats such as Mega Gyarados and Thundurus-Incarnate. Heal Bell provides team support by having Mega Altaria take the role of a cleric, healing status conditions from the team. The last slot is used for either additional coverage or additional support. As far as coverage options go, Flamethrower and Earthquake both provide coverage against Steel types that resist Fairy. Like the case with Hyper Voice and Return, the choice depends on whether you want to hit for Physical or Special damage. Perish Song forces walls and setup sweepers to switch out at the risk of a KO. Other options for this slot include Haze and Toxic, the former allowing this Altaria set to counter both Mega Slowbro and Mega Sableye. The above EV spread with a Bold/Impish/Relaxed nature allows Mega Altaria to avoid notable 2HKOs, including Keldeo's Icy Wind, Latios's Psyshock, and Landorus-Therian's Earthquake. The choice of nature is dependent on the moves that Altaria runs in both the 2nd and 4th moveslots. Bold is preferred if using only special attacks (Hyper Voice + Flamethrower), Impish for only physical attacks (Return + Earthquake), and Relaxed for mixed (Hyper Voice + Earthquake or Return + Flamethrower). This Mega Altaria set works as a defensive pivot, allowing it to switch into many attacks and Roost off the damage. Due to its typing, it is best used to pivot into Fire, Water, Dragon, and Fighting type attacks, many of which are common to offensive OU Pokemon. Due to its resistances and invested bulk, this Mega Altaria works best on Balance teams that need specific resistances that Mega Altaria can cover. Most of the time you should be using Roost liberally, as while Mega Altaria has great mixed bulk, its not on the same level as walls, a problem that is further complicated by the lack of Leftovers. Recommended Teammates:

    Magnezone, especially Choice Specs variants, make an excellent partner to Mega Altaria due to its type synergy.
    Heatran forms part of a defensive core with this Mega Altaria, being able to take on Fairy, Ice and Poison types, especially Clefable. Heatran can also provide status and Stealth Rock.
    Normal Gyarados works well to handle the Steel types that Mega Altaria lures in, and also appreciates having Heal Bell support so it can Dragon Dance without status interruption. Entry Hazard Control: Rapid Spin or Defog ()
    Since this Altaria set will be switching in quite often, Rapid Spinners and Defoggers that work well on Balanced teams help as teammates, providing Mega Altaria with more opportunities to switch in, especially if it hasn't Mega Evolved yet.  
     
    ORAS OU Singles Moveset: Defensive Dragon Dance

    Ability: Natural Cure (Pixilate) / Item: @Altarianite
    Nature: Impish w/ EVs: 248 HP / 136 Defense / 96 Sp.Defense / 28 Speed
    Moves: Dragon Dance / Roost / Return / Heal Bell, Refresh, Substitute, or Earthquake

    Tips:
    Dragon Dance not only patches up Mega Altaria's average speed, but also further bolsters its decent Attack stat, allowing it to perform as a sweeper. Roost provides Mega Altaria with longevity, which goes extremely well with its natural bulk. Return is the preferred STAB as Pixilate turns it into a 136.2 base power STAB Fairy-type attack with good power and little to no drawbacks. The fourth move is dedicated to either status prevention, or extra coverage with Earthquake. Substitute blocks status moves that can cripple Mega Altaria, while Heal Bell and Refresh remove it. Refresh has more PP than Heal Bell, so it is harder to PP stall with Toxic, but does not have the advantage of providing team support. The above EV spread with an Impish nature aims to make this set as physically bulky as possible, while also avoiding notable KOs on the special side, such as Thundurus-Incarnate's Hidden Power Ice. The 28 Speed EVs allows this set to outrun Mega Lopunny and Mega Manectric after two Dragon Dances, as well as max Speed Azumarill with no boosts. This set works nicely on Balanced teams that don't have too many attackers and in need of a win condition This set can be sent in earlier in the game to provide team support with Heal Bell, acting as a cleric. Later in the game, this set can come in and start accumulating Dragon Dance boosts to turn itself into a win condition, and has an easier time setting up compared to the Offensive Dragon Dance set. Unlike the Offensive Dragon Dance set, this variant will need at least two Dragon Dance boosts in order to become fully effective, due to its lack of Attack and Speed investment. The best time to grab Dragon Dance boosts are against Pokemon reliant on status moves, such as Rotom-Wash, both Mega Charizards, Chansey, Heatran, Thundurus-Incarnate, and Sableye/Mega Sableye, as Mega Altaria can heal itself easily with Heal Bell or Refresh, or block status entirely with Substitute. Recommended Teammates:

    Unlike Offensive Dragon Dance Mega Altaria, Defensive Dragon Dance needs a significant amount of Offensive support in order to become effective due to its limited coverage and lack of offensive investment. Steel types are a major concern, so trappers such as Magnezone and Gothitelle work, as does Heatran and Steel type lures such as Azumarill, Latios, Diggersby, and Breloom.
    While not as common, Poison types can also spell trouble for this Mega Altaria set. Heatran covers this nicely, covering Mega Venusaur, Amoonguss, Gengar, and Dragalge. Excadrill also works, and is also able to provide Rapid Spin support. Entry Hazards: Stealth Rock ()
    As with any sweeper, Stealth Rock support is greatly appreciated, as it can easily turn a 3HKO into a 2HKO, making its job as a sweeper easier.  
     
    Hall of Shame Corner: Cotton Guard

    While Cotton Guard may seem like a good idea on Mega Altaria at first glance, due to its unique ability to nab an instant +3 Defense boost, the sad truth is that Cotton Guard is a gimmicky and subpar choice of a move. It takes up an important moveslot on Altaria that could be used for other, more important moves; support sets need Heal Bell, Offensive DD cant afford to sacrifice Roost AND extra coverage, and Defensive DD already has coverage issues as is and needs something to mitigate status.


    Singles OU Checks & Counters to Altaria

    Opposing Fairy types can hit Altaria for super effective STAB damage, both before and after it Mega Evolves. Bulkier Fairy types usually require at least 1 Dragon Dance boost before Mega Altaria can do any meaningful damage to them. Clefable, in particular, deserves special mention as Unaware variants can ignore the Attack boosts from Dragon Dance.
    Steel types can pose problems as well, as not only do they have super effective STAB moves, but also resist Fairy. Do note that all must watch out for Earthquake except Ferrothorn, Skarmory, Scizor, and Mega Scizor, while Heatran is the only one that doesn't care about Fire Blast.
    Poison types, as well as the uncommon Poison-type coverage moves, are also problematic. Mega Venusaur and Amoonguss can easily tank Fairy attacks and Earthquake, though the latter must watch out for Flamethrower and Fire Blast, and also has trouble against variants with Substitute. Gengar and Mega Beedrill are frailer alternatives that can check unboosted Mega Altaria while punishing fleeing Altarias with Substitute and U-Turn, respectively.
    While they lack super effective coverage most of the time, Fire types can also check Mega Altaria. Talonflame in particular is notable for being resistant or immune to everything Mega Altaria commonly carries, and can also revenge kill with priority Brave Bird. Heatran must watch out for Earthquake, but can otherwise cripple Altaria with Toxic and Taunt if it lacks Substitute, Heal Bell, or Refresh.
    Although Mega Altaria usually avoids an OHKO from most revenge killers at full health, most Choice Scarfers such as Landorus-Therian, Keldeo (with icy Wind), Excadrill, and Heatran can score a KO with prior damage. Sand Rush variants of Excadrill don't need Choice Scarf to outspeed, and can still outpace even a +2 Mega Altaria in the sand. In a similar vein, Choice Specs Kingdra can outspeed +1 Mega Altaria in the rain and KO with Ice Beam, but cannot outspeed a +2 Mega Altaria. Scizor, Mega Scizor, Mamoswine, and Weavile can outspeed and revenge kill with super effective priority moves in Bullet Punch and Ice Shard, respectively.
    Thundurus-Incarnate and Klefki can use Prankster Thunder Wave to cut Dragon Dance sweeps short, should Mega Altaria be lacking Substitute, Heal Bell, or Refresh.  
     
    Singles Ubers Overview
    ORAS Singles Ubers Viability (Normal): F/Unranked
    ORAS Singles Ubers Viability (Mega): F/Unranked

    Mega Altaria isn't worth the team slot or the Mega slot in Ubers. Too many large threats in the Ubers metagame threaten it, the most notable include Primal Groudon, Xerneas, Mega Gengar, Mega Diancie, Mega Scizor, and even Ho-oh to an extent. Mega Diancie gives it huge competition for the role of a cleric, and being a better Fairy type in ubers in general. As a Dragon Dancer, it is heavily outclassed by Mega Salamence. While Mega Altaria's typing allows it to check Zekrom and Palkia, the use of these two have fallen drastically due to the addition of Primal Groudon. The biggest nail in the coffin, however, is the fact that normal Altaria has virtually no switch-in opportunities, so getting the chance to Mega Evolve is next to impossible, especially when Altaria needs the typing of its Mega Evolution in order to tank the Pokemon that it is intended to tank, rendering it nearly useless as an Yveltal check.


     
    Doubles OU Overview
    ORAS Doubles OU Viability (Normal): C+
    ORAS Doubles OU Viability (Mega): C+

    Mega Altaria is mostly outclassed by other Fairy types in Doubles, most notably Sylveon. However, Mega Altaria does have a few niches that set it apart from other Fairies in Doubles. Its unique Dragon/Fairy typing, coupled with its natural bulk, allows it to take hits better, both physical and special, something that neither Sylveon nor Mega Gardevoir can claim. Altaria also have better coverage options, most notably Fire Blast, and provides utility in the form of Tailwind while having access to reliable recovery in the form of Roost. Altaria's Cloud Nine ability when pre-mega gives it an interesting niche of being able to check rain and sun teams, both being very potent playstyles in Doubles; locking Mega Charizard Y into a 2-turn Solarbeam while neutering the power of its Fire STABs while simultaneously restoring its water weakness, and cutting into the speed boosts of Chlorophyll & Swift Swimmers alike. However, its 80 base speed is often too slow to take advantage of its own Tailwind, and yet too fast to effectively use Trick Room.
     
     
     
    ORAS OU Doubles Moveset: Special Attacker

    Ability: Cloud Nine (Pixilate) / Item: @Altarianite
    Nature: Modest w/ EVs: 252 HP / 196 Sp.Attack / 60 Speed
    Moves: Hyper Voice / Fire Blast or Flamethrower / Tailwind or Draco Meteor / Protect

    Tips:
    Hyper Voice is Altaria's STAB move of choice, hitting both opponents. Fire Blast is primarily for coverage against Steels that resist Hyper Voice. Flamethrower can be used if the extra accuracy is needed, though it will miss out on some KOs. For the third moveslot, Tailwind is preferred to give team support. Draco Meteor, however, can be used as a one-time nuke against single targets that need to be dispatched quickly. Protect is a staple on almost all Pokemon in Doubles, allowing you scout an opponent's move, punish double targeting, or stalling out field conditions such as Trick Room. 252 HP EVs allows Mega Altaria to survive several notable attacks, including Mega Charizard Y's Fire Blast, as well as Mega Kangaskhan. 60 speed EVs allows Mega Altaria to outspeed Choice Scarf Therian Landorus after setting up Tailwind. The remaining EVs are put into Sp.Attack with a Modest nature to make Altaria hit as hard as possible. Cloud Nine is the preferred ability pre-mega, as this allows you to send in Altaria to check opposing weather teams. For instance, Mega Charizard Y's Fire attacks deal significantly less damage while it gets locked into Solarbeam for 2 turns, and Chlorophyll/Swift Swim/Sand Rush users such as Excadrill, Venusaur, and Mega Swampert lose their doubled speed. Do not use Mega Altaria as a lead, as it requires a good amount of support to be truly effective. Furthermore, not using Altaria as a lead allows you to send it in to abuse Cloud Nine when you need it to. Altaria should predominantly be used as a supporting attacker. Recommended Teammates:

    Methods of speed control are excellent choices, especially if running Draco Meteor over Tailwind. Suicune is a nice teammate, as it can fish for Scald Burns against threats like Mega Mawile and Mega Metagross. Cresselia is a good support option, as not only does it provide additional speed control with Thunder Wave and Icy Wind, but also provides Helping Hand support to give Mega Altaria's Hyper Voices a 50% damage boost for the turn. Thundurus-Incarnate and Talonflame both provide speed control in the form of Thunder Wave and Tailwind, respectively, with both gaining priority due to their abilities.
    Methods to ensure Altaria's longevity, such as Intimidate, are strongly recommended. Landorus-Therian can lure in Bisharp, which Mega Altaria can KO with Fire Blast. Normal Gyarados offers nice type synergy with Mega Altaria in addition to Intimidate, resisting Steel while Mega Altaria resists Electric, and can offer either offensive or defensive support.  
    Doubles OU Checks & Counters to Altaria

    Both Mega Gardevoir and Sylveon's Pixilate Hyper Voice hits harder than Mega Altaria's, and is also super effective against it. Due to EV investment, both often find themselves able to outspeed Mega Altaria as well.
    Both Mega Metagross and Mega Mawile pose problems with their high-powered Steel STAB, backed by Tough Claws and Huge Power, respectively. Both can also take a Fire Blast from Altaria while whittling away with their priority moves. Heatran is in a similar boat as it resists everything Altaria can throw at it while being immune to Fire Blast. Although Aegislash risks a 2HKO from Fire Blast, it can OHKO with Flash Cannon after a small bit of prior damage, while also blocking Hyper Voice with Wide Guard.
    Gengar, and by extension its Mega Evolution, can smack Mega Altaria hard with Sludge Bomb, or reduce its speed with Icy Wind, and doesn't particularly care about Landorus-Therian if it hasnt Mega Evolved yet.
    Mega Venusaur and Amoongus can be plenty annoying for Altaria. Both resist Pixilate Hyper Voice while sporting Super Effective Poison-type STAB. Mega Venusaur also lacks a weakness to Fire Blast due to Thick Fat, while Amoonguss can redirect Altaria's attacks with Rage Powder, or disable it entirely with Spore. Swift Swim/Sand Rush/Chlorophyll (+, +, +)
    Although Altaria can check these Pokemon prior to Mega evolving, once it loses Cloud Nine upon Mega Evolving these Pokemon can easily outspeed and pose problems with their super effective coverage moves (Ice Punch/Beam for Mega Swampert/Ludicolo, Iron Head for Excadrill, & Sludge Bomb for Venusaur). Speed Control ()
    80 Base Speed is often too slow to outpace most faster threats even under Tailwind, and is too fast to effectively make use of Trick Room, so opposing Speed Control users can easily make life hard for Altaria. External Links
    Smogon Analysis (Singles OU)
    Smogon Analysis (Doubles VGC)
  14. Upvote
    RicePigeon got a reaction from Galvatron in [Gen6] Theorymon Discussion (Mega Trevenant)   
    Reviving this to commemorate Gengar's "bro" returning to OU;
     

     
    Type:   -->>
     
    Base Stats (Starmie): 60 / 75 / 85 / 100 / 85 / 115
    Base Stats (Mega): 60 / 75 / 115 / 140 / 115 / 115
     
    Ability: Natural Cure / Illuminate / Analytic -->> Regenerator
     
     
     
     
     
    Have fun
  15. Upvote
    RicePigeon got a reaction from Sinnamon in j   
    Was this necessary?
  16. Upvote
    RicePigeon got a reaction from Prodigal Trailblazer in j   
  17. Upvote
    RicePigeon got a reaction from Galvatron in j   
    The mom part isn't confirmed but yeah, she's Reimu's predecessor.
     

    This. Miko is just a shortened form of her full name; Sendai Hakurei no Miko (lit. "The previous Hakurei's miko"). Keep in mind this character was conceived before Miko from Ten Desires was known.
     

    That was uncalled for.
  18. Upvote
    RicePigeon reacted to Kazagami in Ryou's Random Drawing   
    It's Flavens!
  19. Upvote
    RicePigeon got a reaction from Mister Fael in Screenshots Mffa Style   
    Just posting this here as a reminder, since I had to clean up a few posts earlier; any screenshot thats NSFW, be it explicit or implied (an example of the latter being the Crowe screenshots Dumanios and Kai posted) needs to be put into spoiler tags.
  20. Upvote
    RicePigeon got a reaction from Galvatron in [Gen6] Tier List: Shaymin-S banned from Doubles OU (08/20/15)   
    Serperior, Mega Pidgeot, and Dragalge are all being suspect tested to be banned from RU:
     

     

     


  21. Upvote
    RicePigeon got a reaction from Galvatron in [PC] Nansei Doujin Spirit (formerly known as Touhou Super Smash Battles)   
    https://www.youtube.com/watch?v=-dMJvCkXndU
    https://www.youtube.com/watch?v=E239WwIvo6k
     
    http://www.siliconera.com/2015/01/08/touhou-super-smash-battles-combines-touhou-project-and-super-smash-bros/
     
    Yeah, Touhou Smash Bros is an actual thing now. Game is no longer associated with Touhou. See post below.
  22. Upvote
    RicePigeon got a reaction from Galvatron in [Gen6] ORAS "Five Items" Metagame   
    Upon finding this I figured that this was much more than just simple Theorymon. Basically, rather than buffing Pokemon, moves, or abilities, five specific items have been buffed in such as a way as to create new roles. Which items you ask?
     
    Bright Powder
    Old effect: Any opponent's attack that targets the holder has its accuracy reduced by 10% of its normal accuracy.
    New effect: If the holder uses a non-damaging move that targets a Pokemon other than itself, that Pokemon will switch out immediately after using that move. Does not affect moves with priority or moves that have their priority altered by Gale Wings or Prankster.
     
    Spell Tag
    Old effect: Boosts the base power of the holder's Ghost-type moves by 20%.
    New effect: If the holder uses a move that inflicts a status condition or lowers an opponent's stats, the chance for that secondary effect is doubled.
     
    Armor Fossil
    Old effect: Can be resurrected into Shieldon.
    New effect: Can be resurrected into Shieldon. If held by a Pokemon, that Pokemon's Defense stat is increased by 50%, but the holder will only be able to use damaging moves.
     
    Dragon Fang
    Old effect: Boosts the base power of the holder's Dragon-type moves by 20%.
    New effect: The holder's Attack and Speed stats will also be increased by 33%, but the user loses 25% of its max HP in recoil damage each time it attacks. Recoil damage is not negated by Magic Guard.
     
    Lagging Tail
    Old effect: Forces the holder to always move last in its speed priority group for the turn.
    New effect: If the holder uses the move Dragon Tail, instead of forcing the target to switch out, Dragon Tail will instead behave like Rapid Spin; removing all entry hazards from the user's side of the field while also removing Leech Seed and ending partial trapping moves such as Fire Spin and Wrap.
     
     
    And the best part of this is that this isn't just simple Theorymon; this is actually a fully playable battle mode on Showdown:
     
    Url: http://aqua.psim.us/ (Under Format -> New Other Metagames -> Five Items)
    Original thread: http://www.smogon.com/forums/threads/five-items-playable-on-aqua.3525428/
     
     
    Example replays:
    Bright Powder Alakazam
     
    ... Spell Tag Togekiss & Entei GG
  23. Upvote
    RicePigeon got a reaction from Galvatron in [Gen6] Tier List: Shaymin-S banned from Doubles OU (08/20/15)   
    Drain Punch is really only useable if you're running Substitute, otherwise you're sacrificing a tremendous amount of power (75 versus 130).
     
    Oh and speaking of taking hits:
     
    252 Atk Tough Claws Mega Metagross Meteor Mash vs. 0 HP / 0 Def Mega Lopunny: 225-265 (83 - 97.7%) -- 25% chance to OHKO after Stealth Rock
    252 Atk Landorus-T Earthquake vs. 0 HP / 0 Def Mega Lopunny: 186-220 (68.6 - 81.1%) -- guaranteed 2HKO after Stealth Rock
    252 SpA Latios Draco Meteor vs. 0 HP / 0 SpD Mega Lopunny: 220-259 (81.1 - 95.5%) -- 12.5% chance to OHKO after Stealth Rock
    252 SpA Life Orb Thundurus Thunderbolt vs. 0 HP / 0 SpD Mega Lopunny: 192-227 (70.8 - 83.7%) -- guaranteed 2HKO after Stealth Rock
     
    252 SpA Keldeo Hydro Pump vs. 0 HP / 0 SpD Mega Lopunny: 186-219 (68.6 - 80.8%) -- guaranteed 2HKO after Stealth Rock
    0 SpA Clefable Moonblast vs. 0 HP / 0 SpD Non-Mega Lopunny: 102-121 (37.6 - 44.6%) -- 3.9% chance to 2HKO after Stealth Rock
    0 SpA Clefable Moonblast vs. 0 HP / 0 SpD Mega Lopunny: 204-242 (75.2 - 89.2%) -- guaranteed 2HKO after Stealth Rock
    148 SpA Gengar Sludge Wave vs. 0 HP / 0 SpD Mega Lopunny: 150-177 (55.3 - 65.3%) -- guaranteed 2HKO after Stealth Rock
    0 SpA Heatran Lava Plume vs. 0 HP / 0 SpD Mega Lopunny: 112-133 (41.3 - 49%) -- 15.6% chance to 2HKO after Stealth Rock
    44+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def Mega Lopunny: 109-130 (40.2 - 47.9%) -- 4.7% chance to 2HKO after Stealth Rock
     
    0 Atk Ferrothorn Power Whip vs. 0 HP / 0 Def Mega Lopunny: 129-153 (47.6 - 56.4%) -- guaranteed 2HKO after Stealth Rock
    0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Mega Lopunny: 162-192 (59.7 - 70.8%) -- guaranteed 2HKO after Stealth Rock
    252 Atk Garchomp Outrage vs. 0 HP / 0 Def Mega Lopunny: 207-244 (76.3 - 90%) -- guaranteed 2HKO after Stealth Rock
    252 SpA Mega Manectric Thunderbolt vs. 0 HP / 0 SpD Mega Lopunny: 157-186 (57.9 - 68.6%) -- guaranteed 2HKO after Stealth Rock
    0 SpA Rotom-W Hydro Pump vs. 0 HP / 0 SpD Mega Lopunny: 127-151 (46.8 - 55.7%) -- 99.6% chance to 2HKO after Stealth Rock
    0 SpA Mega Slowbro Scald vs. 0 HP / 0 SpD Mega Lopunny: 112-133 (41.3 - 49%) -- 15.6% chance to 2HKO after Stealth Rock
    252+ SpA Mega Venusaur Sludge Bomb vs. 0 HP / 0 SpD Mega Lopunny: 160-190 (59 - 70.1%) -- guaranteed 2HKO after Stealth Rock
     
    0 Atk Gliscor Earthquake vs. 0 HP / 0 Def Mega Lopunny: 109-129 (40.2 - 47.6%) -- 2% chance to 2HKO after Stealth Rock
    0 Atk Hippowdon Earthquake vs. 0 HP / 0 Def Mega Lopunny: 126-148 (46.4 - 54.6%) -- guaranteed 2HKO after Stealth Rock and sandstorm damage
    244 Atk Life Orb Mamoswine Earthquake vs. 0 HP / 0 Def Mega Lopunny: 222-263 (81.9 - 97%) -- 18.8% chance to OHKO after Stealth Rock
    252 SpA Mega Sceptile Leaf Storm vs. 0 HP / 0 SpD Mega Lopunny: 238-282 (87.8 - 104%) -- 62.5% chance to OHKO after Stealth Rock
     
     
    That's not even all the S, A+, A, and A- ranks in OU and thats with the defense increase provided by the Mega form. Now just imagine without. Mega Lopunny isn't as bulky as you're making it out to be.
  24. Upvote
    RicePigeon got a reaction from Dumanios in Sprite Edits and Concepts   
    I said it before and I'll say it again...
     
    Dat UNiB Flavens...
  25. Upvote
    RicePigeon got a reaction from Shinzaki in Sprite Edits and Concepts   
    I said it before and I'll say it again...
     
    Dat UNiB Flavens...
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